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Gundam minimod

Posted: 22 Dec 2010, 02:37
by Gota
Get set number of units.
All units need to have more HP than in regular gundam so players wouldn't lose gundams too fast cause they blinked.
Would probably be better if units are easy to micro and/or their projectiles are not too fast so they can be avoided.
Would need,imo to add a spotter unit that can reveal a patch of los within a certain distance form itself while standing still(very useful in tactical games).

Game would revolve around capturing flags or points on the map which will ,after holding them for a while,slowly start giving the player units(perhaps with a cap per flag or unlmited).

To counter slippery slope situations where one player managed to capture more points and thus is receiving more units each player would be able to construct defenses within radius's of flags based on the amount of flags a player has.
the more flags you got out of the total on the map the less defenses around flags you can construct.

The player should be able to choose what units he can get from the sum total of available unit count based on the amount of flags he controls and the duration of the control of certain flags.

Units should be spawnable near any chosen flag as should defences.
Each spawn of a unit or building will of course take time based on some value like build time.

There should be 1 unit that is a defense buster but is expensive and vulnerable for porcy games or FFA games.

Re: Gundam minimod

Posted: 22 Dec 2010, 02:40
by MidKnight
...

Is this a request? An announcement post? A discussion thread? :?

Re: Gundam minimod

Posted: 22 Dec 2010, 02:40
by Gota
Request.

Re: Gundam minimod

Posted: 22 Dec 2010, 02:41
by knorke
there is arghs squadcombat game and another similiar game...
both looked interessting but failed because buggy.
(units spawned at 0/0 etc)
also i would play such game, if based on gundam or something else.

Re: Gundam minimod

Posted: 22 Dec 2010, 02:43
by Gota
knorke wrote:there is arghs squadcombat game and another similiar game...
both looked interessting but failed because buggy.
(units spawned at 0/0 etc)
also i would play such game, if based on gundam or something else.
Yes both were super buggy and both had units that are hard to distinguish from gameplay distance.

the concept is simple but has not been done properly in Spring,ever.

Re: Gundam minimod

Posted: 22 Dec 2010, 02:45
by smoth
I have no issues with people making mutators. I encourage it. I kinda wish you carried the rest of your post over to this thread. The idea sounds fine, I say go for it. I want to do something similar one day so yeah man, give it a whirl, I am interested in seeing what you do. I ask only one thing. The mutator CANNOT include any of the gundam art assets. I do not want people thinking my project's models are up for grabs.

Re: Gundam minimod

Posted: 22 Dec 2010, 02:47
by smoth
*unrelated* I asked the moderators to move this to games and mods*/unrelated*

Re: Gundam minimod

Posted: 22 Dec 2010, 02:50
by Gota
I do not intend on making any mutators especially if i cant use your models(WTF? Oo).
I have my own stuff im dong now related to TA.
This is purely a request and seems very easily doable and i think most of the code is available from projects like s44.
Since there isn't even a sinlge project in Spring that plays like this making a gundam game mod in such a style would IMO get attention and play even in this TA centric community.

Re: Gundam minimod

Posted: 22 Dec 2010, 02:53
by Wombat
go ask them for subforum foo.

funny u say that basic. my first contact (and last till smoths game) was ps3 game, where u control one guy in this funky armor, walk around, rape these silly tank-robots and sometimes fight with bad guy in another funky armor. thats why i was like 'wut' when i played gundam for the first time long time ago, when it was all about ridiculous spam. i find mod like this highly interesting and good start for a decent campaign

Re: Gundam minimod

Posted: 22 Dec 2010, 02:53
by smoth
the reason you cannot use my models is because I cannot open their license for obvious reasons. A mutator means you can directly reference the game assets as a callable resource. How does this inhibit you?

Re: Gundam minimod

Posted: 22 Dec 2010, 02:57
by Gota
this is a "plz make this cause i think it wouldn't be too hard and people would want to play it and so owuld i" post,nothing more.

Re: Gundam minimod

Posted: 22 Dec 2010, 02:58
by smoth
oh, so you are asking for it as a future possible gameplay mode?

Re: Gundam minimod

Posted: 22 Dec 2010, 02:59
by Gota
smoth wrote:oh, so you are asking for it as a future possible gameplay mode?
Yes.

Re: Gundam minimod

Posted: 22 Dec 2010, 03:09
by smoth
i didn't really want to go into this yet but here goes:

gundam (unnamed mode)
Player is assumed to be male for expedience
Player can refer to team as a whole or individual

- Player controls a single character that he chooses at game start.
- - character can respawn
- - character will always respawn at untakable start point block.
- - character will get hp with exp
- - character will get abilities with exp
- Player chooses 4 units, can be any unit in grts.
- map is divided into zones, think a grid.
- - these zone determine who wins. If a player holds 60%(mod option)
- - zones can be land or water
- - zones are square
- - zones become contested when more than one player occupies the map for 5 minutes(mod option) player wins
- - - zone will still produce troops until new player takes it.
- - when a zone is taken it produces units
- - - These units will be spawned at a rate based on thier power.
- - - player chooses which of his four units to build.
- - there will be powerups that can permanently or temporarily boost a player's character.

the idea is a mix between dynasty warriors and DOTA. I am not doing it any time soon.

Re: Gundam minimod

Posted: 22 Dec 2010, 12:54
by KDR_11k
It's probably a better idea to use control points that spawn on mex spots like SWIW, S44 or Cuberor instead of a grid.

There's already the heroes mode in Kernel Panic which is somewhat similar to what you propose.

Re: Gundam minimod

Posted: 22 Dec 2010, 13:02
by Gota
KDR_11k wrote:It's probably a better idea to use control points that spawn on mex spots like SWIW, S44 or Cuberor instead of a grid.
+1

Re: Gundam minimod

Posted: 22 Dec 2010, 16:09
by smoth
I don't like flags because you have to stay stationary and they are just naked targets.

Re: Gundam minimod

Posted: 22 Dec 2010, 16:47
by Pxtl
A Gundam DOTA mod would be cool. I'd skip the RPG aspect and focus on breaking down the enemy's defenses/offenses and rescuing your own.

Re: Gundam minimod

Posted: 22 Dec 2010, 17:36
by smoth
I like the idea of skills though.

Imagine ramba ral:
Skills:
Grizzled veteran:
Cancel morale status effect
No zaku boi:
boost to hp, unit stuns nearby enemies
A soldiers fate:
self distructs damaging nearby enemies
Inspiring leader(passive):
nearby friendly units get a boost to damage and accuracy

Re: Gundam minimod

Posted: 22 Dec 2010, 18:00
by Pxtl
I guess I'm just anti-levelling in general. DOTA's leveling creates all those silly ideas like slowing down your own troops by blocking them with your man, killing your own troops to prevent the enemy from getting the kills, etc. And that's without getting into the nasty positive-feedback loops inherent in the concept of levelling up in a multiplayer game.

Either way, Gundam does seem ideal for a DOTA style game.