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Posted: Tue Jan 27, 2009 7:31 pm
by Valiance
How about miners all have a small canister somewhere in their hitbox that can only be pierced by a special laser-type weapon, and there are three or four of them, and if they all blow, it dies, but if your not close, you will probably miss, and one bullet from a nanite brings back a canister, so you must take out all the infantry with a sniper first
How good a miner's model is could be determined by the size and shape of their hitbox on their canister
Posted: Tue Jan 27, 2009 11:09 pm
by fuzzylunkin1
Fuzz drops his modified TP2 behind enemy lines. He takes out his sniper rifle and holds off the enemy for as long as possible.
For terrain, we need to have things similar to asteroids. I'm thinking forest would be cool, but you couldn't drop a "TP2" in them. Natural formations of the land, of course.
Also, tanks should be produced by the "shipyard," in my opinion.
Posted: Wed Jan 28, 2009 5:35 am
by Arson_Fire
It seems the idea is to reduce line of sight around the whole sector. Providing hiding spots.
You could make things really hilly, which could have some negative impacts on vehicle use depending on how they are implemented.
You could attempt to combine hilly with flatter road like areas leading between key areas (He3 deposits, alephs, building sites, etc).
A little less hilly with some random structures scattered around could work.
Could go with something like a sector with a mountain in the center. Or a really large structure, even a lake.
A combination of these and others is probably best, sectors can then be randomly determined to fit one of these schemes and generated.
Posted: Wed Jan 28, 2009 9:47 am
by Lt_Duong_
My envisionment would be like a battlezone 2 battlefield, complete with scanner-radar like allegiance and LOS intellegence. There are many things the development team could draw from the Battlezone 2 gamestyle....
Posted: Wed Jan 28, 2009 5:30 pm
by Valiance
I think figs should be replaced by vehicles like warthogs off halo; quite fast, quite strong, decent firepower (from turret) but most importantly, very versatile. The infantry should be soldiers wearing battle armour, which is just plates that generate a shield very close to the body
Sfs should definately be infantry wearing battle armour disguised by a black ghilly suit, (which matches the weird, long black grass they have there) and armed with a sniper rifle.
Ints should be massive mecha, with tonnes of firepower from their 2 huge machine guns (with far better range in comparison to whatever figs have), with 4 inch thick armour plating, hindered by lack of agility or speed.
Pods should be infantry with their combat shield overloaded and destroyed (one shot kill). Maybe with rockets or grenades taken away so they cant do any real damage to anything =]
Posted: Wed Jan 28, 2009 11:54 pm
by fuzzylunkin1
We could incorporate the very exotic features of Earth. Quicksand, anyone?
Instead of dropping a random boulder in the middle of a field (of course there are "random" boulders here on earth - a desert in Egypt I think?), we could just put some sort of obstacle to slow the enemy down. Hills, as mentioned above, or other things.
Valiance wrote:QUOTE (Valiance @ Jan 28 2009, 11:30 AM) Pods should be infantry with their combat shield overloaded and destroyed (one shot kill). Maybe with rockets or grenades taken away so they cant do any real damage to anything =]
I like this idea a lot, also. Maybe give them a really crappy weapon for fun

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Posted: Thu Jan 29, 2009 3:15 am
by juckto
I agree with HSharp and disagree with Finn Byrant. I would rather see this as an Alleg clone (with "wheels") than a Battlefield clone (with futuristic weapons and vehicles. hmmm, sound familiar?)
From the sounds of things you guys are going for a seamless, fully immersive game. That's not what Allegiance is about. For instance, the original Alleg developers did toy with the idea of troop transports unloading players into the enemy base and the other team having to fight them. They dropped it #1 cause it was too much work and #2 cause it didn't fit with the rest of the game.
If you guys continue on the route you are currently going I'm worried you will end up with a game just like dozens already out there, where it's 90% run around shooting at anything that moves and 10% strategy. Whereas Alleg is 60% strategy and 40% blowing @#(! up.
So, yeah. Allegiance isn't an immersive game. It isn't seamless. It doesn't pretend to be. It's like an RTS where every single unit under your command is piloted by a real person (that hates you). So ask yourselves. Do you want a really awesome RTS, or do you want just another FPS?
+Edit: I guess what I'm concerned about is, are you going to let player's jump out of a vehicle anytime they like?
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That said, here are some of my ideas:
I think somebody already said this, but - say it's an alien planet and they had a massive WW III. So most of the planet surface is radioactive, this will prevent players leaving sectors.Make the sectors massive craters, inside of which life can exist.Perhaps instead of using really hilly terrain for people to hide behind, have ruined alien buildings (generic asteroid).Make the alephs left-over Alien tech which instantly transports you to another crater.Make the resources alien wreckage. So, one kind of ruined building for "helium", a different building for "carbon", etc.Make infantry like lifepods. This goes back to what I was saying before.Make all the vehicles have anti-grav so they can dodge up and down. Different vehicles can have different limits to their max altitude so you can have heavy-tank types and flyer types.Use sig + scan for spotting stuff like Alleg, not true LOS like most FPS.
Posted: Thu Jan 29, 2009 4:19 am
by sambasti
I disagree. This would make it alleg on a narrower plane with different models. And a different core. That would literally be it. We should be careful that we don't stray to far from alleg and just make a shooter, but we shouldn't make it an exact clone.
Posted: Thu Jan 29, 2009 5:57 pm
by Valiance
One of the most important things this game has got to get right is the damage (generally) of weapons and the amount of health (generally) players have. Dont $#@! up like halo and make it so that it takes an entire clip of shots that hit to kill someone, but dont make it too little so that bomb runs are decimated in an instant. i feel this will be very tricky to get right
juckto wrote:QUOTE (juckto @ Jan 28 2009, 07:15 PM) +Edit: I guess what I'm concerned about is, are you going to let player's jump out of a vehicle anytime they like?
[*]I think somebody already said this, but - say it's an alien planet and they had a massive WW III. So most of the planet surface is radioactive, this will prevent players leaving sectors.
[*]Make the sectors massive craters, inside of which life can exist.
[*]Make the alephs left-over Alien tech which instantly transports you to another crater.
[*]Make infantry like lifepods. This goes back to what I was saying before.
This game will suck if you cant jump out
those other things are just there cos i agree with them =P
EDIT:
also, be very careful with targetting; maybe make it reliant upon how much of the person's body/vehicle is directly visible (if standing 2 metres in front of you, nothing in the way, about 50% is visible, whereas if he is lieing down 50 metres away, so you cant see much more than his head and legs, theres like 25% visible, and you need to see like... 40% to target them. pods shouldnt be able to target anything, making them yet weaker.
Posted: Thu Jan 29, 2009 10:44 pm
by fuzzylunkin1
I don't want to have Allegiance on Wheels. I just don't think it would be able to have the same sort of gameplay on the ground. I think large bomber-like vehicles should be something like tanks (and things like gunships ect.) but I honestly think a bunch of tanks running around would be boring.