Some Ideas...

The land-based version of Allegiance, under construction.
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Imperio59
Posts: 27
Joined: Thu Aug 19, 2004 7:00 am

Post by Imperio59 »

Okay, I can't be arsed to read the original 19 page thread, but here's some ideas after skimming through most of the posts of this new board:

Alephs: Their equivalent would be warpgates, vortexes, or any similar thing. I don't believe the Planetside "Shielded glowing lightbeam" would work, as it doesn't offer as much flexibility for other things...

Minelayers/Towers: Minelayers would be small vehicle-like constructors that would lay down mines on the ground in a fairly wide radius around them. This could also be ordered to be deployed in front of an aleph and people would have to avoid them or "go slow" like in alleg so they would detonate before they would get too close. They'd have a range sensor and would activate when sensing an enemy within a certain radius.
Towers would be deployable constructor-created towers, on tripod or various other variations, and they could be placed anywhere and have the same type of AI: range sensor, automatic targetting... Maybe could even be added manual targetting for player-mounting of turrets, but that could be technically difficult to code/animate...

Constructors and various bases: They would be like in alleg constructor placed... Think of Command Centers in old old C&C games where you have a truck that goes somewhere then deploys a base there. There would need to be sufficient room around it to build so it wouldn't hit trees or other debris, and the commander would place it. It would then deploy and build. Once built i see it two ways:
1) It's a full on structure you can go into like planetside towers and bases... Then the possibilities are infinite as to how they get destroyed, how people can camp them, etc...
2) Sticking more to the alleg theme, bases have shields and when a friendly reaches a base door he gets "sucked in" into a simple UI interface like current alleg one, where he can customize his loadout, purchase a vehicle, etc etc... The second one would probably be better.

Then to destroy a base, one would need to kill it's shields and it's structure. Vehicles such as tanks would act as "bombers" launching RPG rockets or missiles at the building which would slowly get damaged into oblivion! Obviously certain lighter vehicles like APCs and ATVs etc... would not be able to kill bases.

Certain bases would be required to launch certain vehicles like bombers, huge tanks (cap ship equivalents) etc.

Base types would be:
Outposts: They look like Planetside towers, have a few sandbags or concrete walls dispersed around them for infantry shielding, and 4 doors. (2 in 2 out, 1 for each infantry and vehicles in and out)
Teleports: Rip beacons to be used by infantry and vehicles alike to rip to a certain spots. Similar to alleg, they might look like a portal or something that looks like a huge ring with 4 pillars and a middle "landing zone".
Refs: Dock/undock miners. See below.
Garrison: Bigger than outposts, they look maybe half the size of planetside's bases.
Tech Base: Various looks to them. Act like outposts. Bigger than outposts...

Commanding resources and tech bases: Commanding would be a top-down view like alleg or any other Strategy game. Getting cash would be based on Ore deposits on the ground being harvested by mining vehicles (miners). Similarly to alleg, miners are frail and can be killed or shot at by anything with various degrees of speed of killing them. Tech bases would require special Ore deposits (tech rocks) of various types placed at random throughout the map.

Scouts, nans and reconnaissance:
Scouts would be either light infantry or ATV mounted maybe. They would allow the commander to see the map and clear it's "fog of war". They could use mounted nanites or handheld nanites to repair vehicles, and maybe medkits for infantry.

Aleph resonators:
Work the same as alleg, huge explosion within X range of the alephs/portals.

Stealth:
Could easily work just like in alleg, your player has a "sensor" or sight radius, regardless of wether he's infantry or vehicle or whatever, and various cloaking devices hide the enemy, with energy pack requirements, etc.

Boosters:
Easy to mimic for vehicles. For infantry we could have stimpacks... tongue.gif

Cap Ships and Engame:
Cap ships would have their huge "shipyard" garage structure and only be able to dock there. They would be similar to alleg cap ships, huge, lots of turrets, hard to kill, etc.
For endgame, TP drops would be easy to approximate with small deployable "rip beacons".


Overall it's easy to translate all alleg concepts into a ground game. Above are some of my ideas. Feel free to comment/critize/flame/you suck/I love you have my babies...

Hmm... Yes... smile.gif
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