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R315r4z0r

Closed Beta Testers
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Everything posted by R315r4z0r

  1. In the July update podcast, Fobby said something about an unconfirmed inclusion of some form of a World Domination mode similar to what was seen in Tiberian sun and Red Alert 2. He also said that he had no idea how they would do it (at the time.) When he said that, I started to think of some basic structural ideas. 1. Obviously, people chose a side at the beginning of a match and are forced to stick with that choice for the entire duration of their play. 2. A game could only start when a certain amount of people join for each team, in the mean time, everyone would be waiting in a chat room of some sort. After the games start, however, you're free to come and go as you like. (Players would be able to join domination mode games that are already in progress). 3. In addition, new "teams" could be formed as the game progresses. For example, if the mode started with GDI having 20 players and Nod having 20 players, then one of the factions could split their ranks and create a second "team" to fight battles in another part of the world. Like, if GDI totals 20 players, there could be two teams of 10 fighting in two different maps during the same game of World domination. As a side note, I think teams should be able to make their own (appropriate) names to differentiate them from the rest of the faction. 4. To make these teams seem more unique to each other, they should emphasize on the idea of coordinated continuality, which would make team cooperation more important. I came up with a few ideas to make it work: A] In the early stages of the mode, a team would be very limited as to what it can and cannot do/have. As the team reaches certain objectives/quotas, they would be granted new things to use as the mode continues on. When new maps start, those unlocks would be consistent. B] Players themselves would also unlock individual options apart from their team mates. For example, your team may have unlocked the usage of a medium tank, but you would have to earn the authority to use one. In order to do that, you would have to prove your usefulness to the team by meeting certain personal objectives (such as kill counts or specific objective criteria). Might I suggest a "prestige" scoring system that players could keep track of as they earn points to unlock the usage of different things and abilities. C] Players could also lose points and authority rights for doing stupid things (like, for every mine over the limit, they lose one point, ect) D] When a match ends, and a new one begins, players should retain much of what they had in the previous map: -The infantry class they were -The amount of credits they had accumulated -Any vehicles that might have been left over. (This idea might need some more thought in it to prevent exploits and unfair advantages) 5. Every map that is apart of the mod (remake and custom alike) should have a setting and background. Meaning, every map should take place in a specific part of the world. As new maps are added to the mod, World Domination mode increases in depth. Now, here is how I think the mode would work, start to finish: There would be 3 levels of assignment: Faction > Team > Individual Player ex: GDI > Team Falcon > R315r4z0r Every player would assign themselves to a team within a faction. Their status would grow in that team as they play and make each team more unique. Players could defect to different teams within their faction, but they would lose their progress and would have to start out with the basics from scratch and work their way up again. Faction defection (Changing from GDI to Nod) would be a server option that would be defaulted to "Disabled." Players join and create groups to start a domination mode match. The factions have to be and above a certain quota for the game to start. (They don't have to be even, just reasonably close as long as they meet the player requirements. For example, the requirement could be 20 players per faction, but GDI might have 22 players and Nod might have 25). After enough players join the game, they then proceed to the team creation menu. Any specific team can't hold more than a certain number of players and can't be less than a certain number of players (so you wouldn't be able to make 40 player teams or 4 player teams). Other than that restriction, you can make as many (or as least) as you want without having to worry about being equal to the other faction (GDI might have 1 team of 30 players and Nod might have 3 teams of 10 players each. There would be a trade-off of sheer power and domination speed. Larger teams could conquer smaller ones more quickly, but smaller teams can cover more areas faster.) Teams created before the actual match starts are free. If new teams wish to be created, the creator will be charged a fee from their personal credit pool. If you don't have enough credits, you can't form a team. Once teams are created, the match begins. Everyone is shown a world map with different areas highlighted. Each area represents a map in the mod, which, in turn, represents a given location in the world. Everyone in the team clicks on one area to attack, which ever has the most votes gets attacked. When the mode starts out, all the maps would be neutral. The object is to get into as many maps as you can and "control" the main field area for a certain amount of time to gain ownership of the map. (Sort of like King of the Hill in Halo.) Once you gain control of an area, your Faction's logo would appear on the area in the world map menu. If your team votes to attack an enemy occupied area, a warning is sent to the enemy faction that the area is under attack. If any enemy teams are in the world map menu, then they would have the choice of defending the location. If no teams are available for combat, your team simply has to contest the map and convert it to your side (Again, like Halo's King of the Hill, but this time you have to get inside the enemy base. Automatic base defenses would still be active) *Note* The more people you have in your team, the faster you can control an undefended enemy location. The less people, the longer it takes. If you aren't in battle, you are viewing the world map. When in the world map, there are some restrictions that apply to progression: 1. Your team moves about the map in a group represented by a faction logo and name. When you win control of a map, you are in that area until you move to the next place. So if an enemy attacks you before you move, you have the choice to engage or retreat. 2. If you lose control of a map, you fall back to the nearest friendly location automatically. 3. You can only move from location to location within a certain distance of each other. (unless your team unlocks alternate modes of transportation). 4. You are free to move through your own faction controlled areas without restriction (except in terms of geographical location, like across ocean). 5. Different modes of transportation have different restrictions. You can't walk to locations across the ocean, for example, you have to earn another mode of transport, like air-drop or ocean travel. 6. The ability to travel is decided through votes made by the players of your team. If votes are even, then a location is randomly selected. Votes aren't final until movement happens. The object of the game would be to control all the maps in the world map or obliterate all enemy teams. The rules of engagement: 1. You scramble to gain control of all neutral territory. 2. You fight to control enemy territory (or contest enemy locations if no one is available to fight) 3. If an enemy team can combat you, the winner of the battle gets control. 4. Players can defect from their teams to join other teams or create their own. Creating their own team costs credits. 5. If you lose a battle, then your team gets "destroyed" and disbanded. All achievements are lost. You can then either leave the game or join another team. *note* you have to re-earn all your achievements and rights. 6. If all of the teams within a faction are destroyed before a new one is created, then they automatically forfeit the match to the enemy faction. Anyway, that is just how I think a Renegade World Domination mode would work. That's all conceptual.. merely food for thought.
  2. Podcast was funny and informative (Also harsh right there at the end ) When you mentioned the World Domination mode concept I started thinking of a bunch of ideas.. but I'll make a different thread to keep this one on topic.
  3. Tiberian Dawn and Tiberian Sun are just coincidental names. There was no connection between the names, some fans just kinda figured there was and it seemed to have stuck. But you have a sun (or lack of a sun) at all times of the day, so saying "Tiberian Sun" doesn't necessarily relate to 'midday/afternoon.' It just sounds cool.
  4. What's the limit to the limit? Err.. what's the maximum amount of vehicles a host can allow in their server? Is there one? Also, question about the vehicle shells. You said they go away after about 5 seconds or so.. how does that go about happening? Do they just disappear like in UT3? Or will they have some sort of after-effect that explains their disappearance? (Like a second explosion or burning into nothingness.) In my opinion, it would be kinda lame to have them just disappear... but don't take that the wrong way. You have made far too much great stuff in the mod to outweigh some minor "lame" detail.
  5. Awesome update! Video is almost finished downloading. I'm going to watch that then listen to the podcast. Also: In the middle of the screen, sorta to the left, is that a flipped med tank? How did that happen? Edit: OMG I just watched that video. Creaming one's pants does not justify the sheer amount of awesome contained in those short few minutes of moving footage.
  6. Maps are made previously set up for each team to play in their pre-designed locations. For there to be mirror matches, three different versions of each map would need to be made (4 if you want to add in the ability to swap team locations) You would need: 1. GDI vs Nod version of the map 2. Nod vs GDI version (swapped locations) of the map 3. GDI vs GDI version of the map 4. Nod vs Nod version of the map I think it would take too much work for one map.. but hey, I'm not on the dev team so I don't know what they would consider to be too much work.
  7. QUOTE (thrash300 @ Jul 21 2009, 05:25 AM) <{POST_SNAPBACK}> Then what about paying the pilot of the transport? You get in and you give money to the pilot, then you get a parachute. If not, you're out of luck.
  8. I like the idea of parachutes, but if they are put in, it should be a server side option. And if enabled, the player has to purchase their own.
  9. Will there be any attempts at voice acting in this game? For example: -Radio commands -Character dialogue -Death/Damage cries -Battle announcements (EVA and anything similar) Ect. Or will it all be copy/pasted from either Renegade or UT3 itself?
  10. Aww... I knew something would pop up.. I was stuck working with my dad. I got home at 5 when the game was at 3. But seriously, less than 2 hours? I figured I'd still be able to catch a few rounds.. Oh well, there's always next time..
  11. It's far from an MMORPG... Do you even know what an MMORPG is? It's different from an RPG. MMO means massive multiplayer online.. or in other words: a lot of people playing at one time.. hundreds, thousands.. in one game. The "RPG" on the end of it is of an entirely different genre of game. RPGs are just player experience games which allow you to progress by customizing different abilities and features (like weapons, armor, ect.). An MMORPG is an RPG that's played online with a crap load of other people. They said "RPG elements" not "MMORPG" elements. They are two totally different types of games. The player-by-player mechanics may be the same, but the entire outlook of the game itself is totally different. Adding the RPG elements in gives the RTstrategy game more strategy to use. They've said that this game is going to have the most units in a single game than out of any other game they've ever made. That means that different players might bring different units to a single battle. Even if they are playing as the same faction and class, the entire unit tree may be totally different between the two players. That leaves open waaaaay more room for strategy than currently possible in the recent games.
  12. But will the SBH cloak and the Stank cloak be the same thing?
  13. Not that sound, he means the sound it is supposed to make the moment it goes invisible. It's like a "whooooop!" sound.
  14. The people that still use dial-up probably don't have the hardware required to run the game in the first place..
  15. Medal of Honor killed it.
  16. Also, you're talking about how the MCV gets to new base settlements. Their base was destroyed, so they need to rebuild their base. When you rebuild a base, you need a new MCV for your already existing base... which would arrive by cargo plane if you still had a functioning airstrip.
  17. Yay! I'm off on Sunday! I just hope nothing comes up. *goes MIA for a week*
  18. I agree with everything Demigan said. Except for trying to do what was cool 10 years ago. The old school players aren't looking for anything specific. They probably don't even know what they want. They are just going to hate on EA regardless of what they do. (Most anyway) If EA recreates a WW title bit for bit in the SAGE engine, players will complain they have no originality. If they make a completely original concept to the story, they will complain that they are disregarding what WW set out to make. If they make a game that perfectly balance story continuation and original ideas, players will complain that the story sucks and EA is ruing the franchise. EA can't win with them, regardless of what they do, so it makes no difference. Just as long as there are players that want EA to do what they are setting out to do, it doesn't really matter what "oldschool" players think. (Again, most oldschool players.. not all think the way I posted above)
  19. That looks pretty cool, I think I'll try it sometime.
  20. Then how else does it get there?
  21. How would you blackmail them anyway? Do you know something about them that the rest of us don't? Something that they don't want us to know?
  22. You should make the homepage simple enough for the rest of the team to be able to operate. That way they don't have to wait on one guy to perform maintenance and updates.
  23. First of all, Generals sucked not only as a C&C game, but a game in General. It's build system was one of the worst aspects about the game. The game had Starcraft clone written all over it. C&C3 and RA3 are better because they follow the true C&C gameplay mechanics. Secondly, the graphics in RA3 are much better than the graphics in C&C3. If you meant that the art style looks worse, then that's your opinion. RA2 had a similar art style and look how well that worked out. Thirdly, ending the Tiberium wars conflict doesn't mean the end of the Tiberium universe. There can still be prequels, side stories, parallel stories, ect.
  24. I explained why I thought they were getting better... C&C3 is much better than Generals and RA3 is much better than C&C3. RA3 is actually fun to play and requires the most strategy out of any C&C game. The only thing that needs work is the AI and its cheating problem.
  25. The way I see it, Generals was a horrible game, but C&C3 was decent. RA3 is a work of art. EA's been getting better and better at making C&C games as they have been creating them.
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