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Posted: Sun Feb 25, 2007 4:35 pm
by muman42
Thought about this many times, sure many others have also. I'd love to see a land based version of allegiance. Thats it, thoughts?
Posted: Sun Feb 25, 2007 6:07 pm
by Enfyrneaux
Ancient "Warp Gates" replace alephs.Fields of minerals or sequestered He3 for the miners.Constructors act like the MCV out of Red Alert; they only need a patch of flat land, not a floating rock.Docking and transferring would still apply. Also note that UT2k4's Onslaught gametype has a similar functionality with power nodes.Gameplay on the tactical level will be very different, given that there will probably be more obstacles on the ground and at least two (flying vs. ground) distinct classes of vehicles.As a thought exercise, this should be very intriguing.
Posted: Sun Feb 25, 2007 7:17 pm
by Cadillac
STARGATE ALLEGIANCE WOOOOOOOOOOO!!!!!!!!! OMGOMGOMGOMGOMG PLEEZ /laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" />
anyhoo.
I have ideas which I have put forward in threads before. We can try and integrate Allegiance with a landbased game. (This is totally different to above ideas)
Warp gate and sectors are all good though. We can still have a simulation element by having aircraft instead of space ships. But in events such as capturing bases there can be an FPS element. It would be like an FPS mini-game to capture the base. Or we could just turn Allegiance as a whole into FPS with tanks, aircraft etc.
Destroying bases would still be possible, by heavy weapons, bombs, missiles, rockets, tank. Aircraft speed might have to be nerfed a bit tho.
Going along with a Stargate-esque theme, the "gate" replacing aleph thingies is good. One would be able to drive vehicles and fly aircraft (though this would obviously be harder.) Camping would still apply almost as normal. Gate ressing still remains an open option (just fire a "Gate Resonator" into the gate ... badaboom)
Docking would remain normal. You could dock into base and choose a vehicle (if any) and then "launch" from base. There would have to been a far bigger tech tree however, with the amount of weapons and upgrades etc etc.
Each "gate" would lead to a map with one or more "gates" in it. Each sector could be like an FPS map and the gate as an aleph to other maps (sectors)
Ripcording could still stay the same too, you just construct TPs and rip to 'em. That'd be pretty cool. Though aircraft would have to come out of the TP stationary and would have to take off from the TP (camping is possible)
Turreting would remain the same-ish. You could turret tanks, planes ... other landbased vehicles...
Mebbe we could also have come vegetation and undergrowth on the map and maybe some ruins to make its realistic / pretty and also to have something to hide behind when under fire perhaps? Also we could have strategic choke points. Such as a narrow gorge for both aircraft and vehicles, or a bridge ... something ... amphibious vehicles?
bombing and HTTing is also feasable. Ditto with stealth (can use the same concept as the one currently in use)
Capships ... hmmm ... err yeah. Feasable. Big flying aircraft or vehicle thingy ...
GA's would also still apply. Unfortunately I dunno about prox ... I mean you COULD have it floting in the air, after all this IS sci-fi ... landmines are an alternative for landbased vehicles and people.
Options:
Aircraft:
Scout, Fighter, Interceptor, Bomber, SF, SB [HTT?]
Land based vehicles:
Tank, Jeep (with gunner and passenger placements), [HTT?]
Or on foot as a regular soldier.
Ehm ... thas all I can think of atm. I'll post any other random thoughts as they come along.
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Oh Btw here is a slightly different game idea (but more Allegiance-like):
K. so you keep the ships, sectors the rips, the bases etc etc. BUT.
You also have planets to capture. This is where the FPS comes into play. The team to capture all the planets and destroys enemy wins. (Here you can have all the aircraft and vehicles as in the above idea. Planets can't be destroyed. You have to take your ship, land on the planets and fight your way to capture a base and stay in it for a set amount of time (lets say half aminute) alive to capture it.
Ripping to a planet may not be possible, though a "gate" could be present on the planet to OTHER planets ... here it becomes nasty /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />
You can either dominate the planets or dominate space. But you gotta get both to win. If you die on a planet, you will spawn on the planet. You die in space, you spawn at base. Bases could be constructed on planets ...
This way the space element of Allegiance is still firmly intact but an FPS branch becomes intergral to this type of game.
As above, I'll post more ideas as they come into brains.
p.s:
So yeah, like you guys said ... just thoughts /laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" />
Like hell half of this crap is even possible without 3 more Dev Teams, but meh /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />
p.p.s: If you actually read all this stuff above then you deserve many beers and cookies. Whether you actually get them is another matter /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" /> This is a new post record for me /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />
Posted: Sun Feb 25, 2007 9:39 pm
by muman42
Many fine thoughts there. I was thinking there would be 3 game sizes,
1. Small - would be situated on a base or capship, only infantry tech tree available, mining based on the control of 'energy nodes'
2. Medium - One Area of a Planet, all tech tree's available, mining done by machines
3. Large - Allegiance stargate! (great notion)
tech tree thoughts -
Infantry - Barracks - (inc medic/engineer, sniper/stealth, Hvy weapons, landmines, body armour ups etc etc)
Artillery Base - creates heavy non mobile artillery, mechanised artillery(tanks) for advanced tech
Aerodrome - creates flying stuff
mech base - creates smaller more mobile units for infantry
Posted: Mon Feb 26, 2007 12:52 am
by asheron2k
Well I think the general idea is for an alleg-like fps and not a mod.
I like persistent... it makes me a happy panda.
Random weird idea: Overlapping sectors
A large land mass is divided into several well defined(cant just move between them) sectors with a center point(think spec rock) at the center of each.
However each sector would be large enough to include a copy of its neighboring sector's center point(as a generic rock) near its edge that must be controlled to access the sector it is the center of
Advantages:
easier on servers(means overall better game play)
makes expanding crucial
focuses combat into key sectors
reduced load times(would just have to wait for an object list from the server as all terrain is cut from a single file)
Posted: Mon Feb 26, 2007 1:37 am
by WhiskeyGhost
This topic sorta resembles my thinking of a merged together Planetside and Savage, in terms of how it would look
oh crud, mind spasm.....what if instead of actual space battles, you had Station battles (where you attacked via transports off of a ship, and the objective was to, of course, capture the station) you could limit the playing field, but still have piloted craft (like land vehicles) but it would be consistent with a space theme. Also, if you try to go to far out of designated area, the main guns on the enemy ship/base would open fire and kill you.
oh, and if necessary, you could add in some sorta mild plot device about how Mini-Alephs came into play upon sieged planets via usage of aleph resonators one too many times
edit again: Make it a battle based game, fleet to fleet, attackers win, then move to Starbase Capture, then if attackers win, move on to planetary assault. If the attackers lose, it pushes them a step back, until the defenders become attackers....
another edit: nm this is moot, so i erased it, i need to lay off the caffeine
Posted: Mon Feb 26, 2007 1:43 am
by muman42
Posted: Mon Feb 26, 2007 12:01 pm
by Thalgor
I've actually had this very idea for some time now, even bought an engine (well, two, now) to develop it with (bought first engine back in 2002). The idea was to develop an Alleg-on-the-ground as 'proof of concept', then move on to something more of an Alleg2 that combined land and space elements.
*sigh* Maybe after I die and don't have work and family responsibilities I'll have enough time to do all these things...
Posted: Mon Feb 26, 2007 12:26 pm
by Mordechaj
whiskey i hate you. as i was reading the thread i just came to the same idea as you /glare.gif" style="vertical-align:middle" emoid=":glare:" border="0" alt="glare.gif" />
so we can combine fps (base capture) with space sim. we just need to make all ships cost money (lots of it), and probably remove capital's. stations get their own turrets, and maby some cannons too. smaller sectors perhaps?
we'd keep the the basic things from alleg as it is now, but just put much larger accent on base captures, by giving stations themseves formidable firepower.
Posted: Mon Feb 26, 2007 1:57 pm
by madpeople
driving his new car he got a while ago perhaps?
the base capturing going into a FPS was suggested years ago (pre source code), problem is it changes the whole dynamic of the game.
you fly the htt into the base and FPS mode begins, does everyone teleport from their ships and go into FPS? then when the fps is over and base is successfully captured or defended everyone teleports back to where their ships were?
or do the people in the base at the time of capture go into FPS mode to defend it (perhaps noone else can transfer to the base to support them?) and they D vs people who were in the HTT (allow HTT's to carry players)
then more HTT's can fly in to bring in reinforcements wile the base is being disputed?
while this is happening the base is displayed as still belonging to the defending team? then changes team if the capture is successful (attackers reach control room / kill all defenders?), a message comes on screen to tell people still flying whether it was successful or not?