Battlezone Universe

Community Project => The 1.3 Community Project => Topic started by: Mr X on July 03, 2009, 08:50:49 PM

Title: Idea for a new mission type
Post by: Mr X on July 03, 2009, 08:50:49 PM
I have a suggestion for a new style of multiplayer/ IA mission. Instead of the traditional destroy the enemy, how about a mission where you try to amass scrap by controlling a large majority of the pools on the map? You then use the scrap to fire a megagun (or something similar) and the enemy base is fryed by it?

I'm just throwing it out there to see if anyone likes it.
Title: Re: Idea for a new mission type
Post by: Axeminister on July 03, 2009, 08:56:18 PM
That's one of the Forgotten Enemies missions.
Title: Re: Idea for a new mission type
Post by: Nielk1 on July 04, 2009, 01:04:14 AM
That is EXACTLY one of the FE missions.
Title: Re: Idea for a new mission type
Post by: Mr X on July 04, 2009, 06:58:49 AM
I'll shut up then.  :-P I knew there was a campaign mission but wasn't aware that there was a multiplayer version.
Title: Re: Idea for a new mission type
Post by: VSMIT on July 04, 2009, 07:01:14 AM
It could be done as a new MP type.  It sounds like it would be cool to set up different maps in this way.
Title: Re: Idea for a new mission type
Post by: Angstromicus on July 04, 2009, 03:06:33 PM
It could be done other ways. Perhaps each base could be in an active-volcano crater and by spending biometal to terraform the active areas around your base you could divert enough volcanic activity towards the other base to destroy it. Of course, these areas would have to be defended, because the biometal seals could be ruptured by heavy fire.
Title: Re: Idea for a new mission type
Post by: Mr X on July 04, 2009, 05:33:05 PM
I've had another idea, there could be a mission type where you attempt to flood the enemy base by blowing open a dam.
Title: Re: Idea for a new mission type
Post by: Nielk1 on July 04, 2009, 07:36:05 PM
OST, Objective Strat?
Title: Re: Idea for a new mission type
Post by: Clavin12 on July 04, 2009, 07:52:23 PM
Yeah and they wouldn't have to be just that. There could be a variety of different objectives, and a different map for each one.
Title: Re: Idea for a new mission type
Post by: Mr X on July 04, 2009, 07:53:57 PM
One objective could be to hold off the enemy until a ship can evacuate.
Title: Re: Idea for a new mission type
Post by: Angstromicus on July 04, 2009, 07:59:23 PM
I made this super weapon that moves at a snails pace, but must be fired well away from your base because it could destroy it easily.

It's called the armageddon cannon, and it fires a miniature star with its own gravitational field (about 600 meters radius), the actual star is about 30 meters in diamater. Perhaps a mission could be made to fire a weapon like this to destroy a defensive wall. The weapon blast can be destroyed, if a sufficiently-tough object gets thrown into it KA-BOOM. You could do that and save your ass or perhaps even destroy the enemy's own defenses if it's destroyed soon enough.
Title: Re: Idea for a new mission type
Post by: Scav-Avenger on July 05, 2009, 11:11:18 AM
How about mpi with 2 human recyclers with 2 human commanders against 1 insanely fortified enemy base.
(Human commanders seperated into team 1 and team 2 as of in USMC 4 Play team 1 and 2 co-op vs team 3 and 4)

EDIT: Might require new map. Very big map.
Title: Re: Idea for a new mission type
Post by: bigbadbogie on July 05, 2009, 11:18:48 AM
I like the sound of that.  :-D
Title: Re: Idea for a new mission type
Post by: Mr X on July 05, 2009, 12:05:05 PM
I'd quite like to see computer teams addable to free for alls in addition to the human teams.
Title: Re: Idea for a new mission type
Post by: AHadley on July 05, 2009, 12:16:56 PM
I've always thought bots in other gamemodes would be nice. Ones that know what they're doing.
Title: Re: Idea for a new mission type
Post by: VSMIT on July 05, 2009, 05:33:04 PM
Quote from: Scav-Avenger on July 05, 2009, 11:11:18 AM
How about mpi with 2 human recyclers with 2 human commanders against 1 insanely fortified enemy base.
(Human commanders seperated into team 1 and team 2 as of in USMC 4 Play team 1 and 2 co-op vs team 3 and 4)

EDIT: Might require new map. Very big map.
Sounds like a different version of a GH map.
Title: Re: Idea for a new mission type
Post by: Scav-Avenger on July 09, 2009, 12:57:59 PM
Yea something like it.

I also have an idea to make up for scion's lack of a training facility.
The scion armory will be able to lauch boxes that contain a single pilot (spawns a pilot when reaches ground). This enables the scion to lauch pilots to newly sniped ships at a distance for a small scrap cost (10 or 20 scrap). This will not overpower the scion as its the only way pilots are avaliable and can more or less make up for the constant supply of pilots in a small radius around the ISDF's training centre.

Could be added in the form of the same way a pilot ejects out of a vehicle perhaps without the upwards flying motion.
Title: Re: Idea for a new mission type
Post by: VSMIT on July 09, 2009, 01:12:13 PM
Part of the reason there is no Scion training facility is because their numbers are too small for it to be used effectively.  This makes you think twice about leaving an empty ship in your base.
Title: Re: Idea for a new mission type
Post by: TheJamsh on July 09, 2009, 02:35:35 PM
And i doubt their small numbers would like to be launched 3-4 kilometres away inside a crate :)

Its actually surprisingly difficult to get non-powerup's to launch from an armoury succesfully. High-speed is a must, because otherwise most of youre objects will crash into cliff sides or get dragged accross the top of buildings. The Service and Speeder crates in my variant for example, and Steeveeo's nukes, have to be launched at high speed, or they will get sucked back down to the ground.

Haven't quite figured out why that is yet, something to do with collision meshes. Try placing an SRV missile launcher right in the corner closest to the enemy in hilo, majority of the time, the nuke WILL hit the terrain, and result in framerate munching base death.

Therefore, scion crate lifts are out of the question :P
Title: Re: Idea for a new mission type
Post by: Red Spot on July 09, 2009, 03:41:54 PM
Quote from: Scav-Avenger on July 05, 2009, 11:11:18 AM
How about mpi with 2 human recyclers with 2 human commanders against 1 insanely fortified enemy base.
(Human commanders seperated into team 1 and team 2 as of in USMC 4 Play team 1 and 2 co-op vs team 3 and 4)

EDIT: Might require new map. Very big map.

In my todo list I've got a bit about setting up a shell-option to allow for that(though I'm not sure it would be all that great an option*), also thought about the same for the AI but I dropped it as it would mean you have 2 identical AI teams or it becomes too much work(Just thinking about AIPs).

Anyway, I would be glad to brainstorm a bit about the subject and see what and how it might/should work.

*It means you also need more dedicated players, seeing the mayority of MPI-games I've been in I doubt it would work very well if an option is included that means teamplay becomes more important. (Think about 1 commander snatching all pools, or 1 team receiving all AI-attacks and not getting any support from the other team, ......)
Title: Re: Idea for a new mission type
Post by: Warfreak on July 09, 2009, 04:00:42 PM
Wouldn't a Hmn + Hmn Team VS. AI actually require a different .dll?

1. AI would have to be able to pull out 2 different AIP sets at the same time and execute BOTH simultaneously.
2. The Defeat Conditions would have to be that BOTH bases are annihilated. (I.E. Both Recyclers and Factories.)
3. AI would have to have more specific and strategic AIPs in order to be able to effectively take on multiple bases and armies.
4. MAPS would need to be HUGE for this kind of play and have a generous amount of pools/scrap fields.
5. Consideration of how the thugs would be distributed would need to be taken aswell. Also remember that THE max amount of thugs per team IS 4 for MPI. In testing, we couldnt get more than 8 people ingame in a Strat game, that may have changed however.

6. We would need a C++ programmer willing to do all this.