Total conversion idea


(LawkJaw) #1

I wanted to make a mod that takes “Base Race” to the next level. (witout being base race)

I was thinking of making a mod that brings RTS and FPS together like"Savage 2" has done.

Except, in this case it would be for a server size of 24-64 players. Also there will be no commander and no melee fighting(other than knifing).

The main goal would be to destroy the opposing teams command center. In order to accomplish this task, each team must build up their base to gain access to more powerfull classes such as medics, heavy weapons and even tanks.

If a player wants to become a diffrent class, other than the default soldier, they must have obtained enough credits, by killing enemies, to do so.

As well as obtaining the ability to choose diffrent classes, other buildings will allow for special abilities and items such as health packs, adrenaline, grenades and weapon addons.

Dynamic building placement may be possible but, The easiest method would probably be to uses a static system like the “Base Race” maps use.

Also, With some nice AI scripting, it would be possible to make grenade/mortar/rocket shooters that can target enemies, other than just shoot at a preditermined target. This way, towers can be added.

The map layouts would have a command center for each team with one or more expansions that must be captured and then converted into a command post, that will allow for bonus income and/or a large tactical advantage. ie. a cp close to enemies command center so the team does not have to travel across the entire map to get there.

I think thats a pretty good foundation as of now. If enough people are interested and willing to help with this project, we could all discuss the finer details.

If you are interested, have any question, ideas or comments that you would like to discuss privately, my MSN is lawkjaw@hotmail.com


(Graham) #2

And what will you be doing?

Personally I don’t see the point, all of that can be done through scripting. Except for the bit about classes which I reckon isn’t a good idea, because the better players get better classes and will obviously be overkill to everyone.


(broloi) #3

No way.

This is not because of your idea, but because i love playing ET as it is, and not with some Total Coversation making it all much nice or whatever it does.

Mods are ok, but I dont like TC’s…


(LawkJaw) #4

I will help with the codding, modeling, mapping, building the site and coordinating everything.

asside from one or two extra classes, there will be a diffrent weapon and item layout. The XP system will be altered and a points system will have to be included. There will be more to do but, I havent realy gotten that far yet.

It aint going to happen that way because the classes will be something like:

Soldier

  • The starting class, uses and MP-40/Thompson

Medic

  • uses akimbo colt/luger
  • Can revive and heal their team members but, cannot heal themselfs.

Engineer

  • Uses Grenade launcher or shotgun
  • Builds supply depots and repairs tanks.
  • Repairs buildings more effeiciently than the other classes

Heavy weapons

  • Uses Rocket launcher
  • best offense against tanks

Scout

  • Uses garand
  • can become invisable or use suits

Tank Commander

  • Drives a tank
  • good for destroying buildings

None of these classes realy get an advantage in killing, its all about how well each team distributes the classes. Mass tanks would be dumb, first of all they will cost a lot of credits to become one and tanks are big, slow and have little defense so a team of soldiers could easily take em out considering that team would have no other classes to support them.

I guess its not realy a TC, considering it will keep the WWII theme and models. There will be mini objectives (command posts, ladders, dynamitable obj’s etc.) within each map to give a slight advantage to the controlling team. So It should retain most of ET’s gameplay.

Instead of destroying anti-tank guns like in oasis, the obj is to destroy the enemies command center.


(TNR360) #5

Tanks destroying buildings?

You’d need a damn good map for that
Explosive items count as models
ET model limit 250


(LawkJaw) #6

250 is a big number considering each base would have around 10-15 buidlings.

Main base Buildings:

Command Center

  • Protect this at all costs or game over
  • Upgradable to allow for advanced buildings and research
  • Used to teleport to captured command posts

Barracks

  • Upgrade soldier capabilities, weapons and items
  • Gain access to the heavy weapons class
  • Upgrade heavy weapons capabilities, weapons and items

Hospital

  • Gain access to the medic class
  • Upgrade medic capabilities, weapons and items

Work Shop

  • Upgrade engineer capabilities, weapons and items

Shooting Range

  • Gain access to scouts
  • upgrade scout capabilities, weapons and items

Grenade Tower

  • Cose range anti-personel tower

Rocket Tower

  • medium range anti-personel and ani-tank tower

Mortar Tower

  • long range anti-tank tower

Thats 8 buildings


(TNR360) #7

250 is a big number considering each base would have around 10-15 buidlings.
[/quote]

Oh yeah forgot that

I’ve been used to making Large city maps for EF too long


(carnage) #8

sounds pretty unplanned and i cant see that the gameplay will balance persaonly. and i dont see how it can be much fun to play as a slow moving tank if your so easy to hit with a panzer and there isnt much you can so about it i cant see how it is fun.

and how do tanks destory buildings? just drive up to them and start shooting? If you were to use escortable tanks its not easy but still very posible to script a tank to attack buildings and destory them and even be able to be compleatly destoryed and not just disabled

you could perahps use resoruce fuel that players must collect from the map to launch a tank attack then try and escort it though the eneny base

tbh you mod seems to surgest ideas that seem to be just there for the sake of being there rather then from an actuly belife that they will benefit the gameplay in some way. Your new classes sound suspiciously like the current ET classes apart from the tank driver,


(LawkJaw) #9

Balancing a game is one of the hardest things to do and is almost always never close to being balanced during the “Idea” stage.

Hows this, speed up the tank, give panzers less range and more of an arching trajectory.

Oh, now panzers are too nerfed and Tanks are uber buffed? Well, its a plan and we cant realy tell untill its tested. Once tested, things can be changed.

Tanks will actualy be a character class rather than a drivable vehicle. The tank commander will be the tank its self. It will still look like a tank but, It won’t be the same kind of tank like in Goldrush.

So, how does it destroy buildings? Well, It could shoot modified panzer rounds that have a very small AOE and does bonus damage to buildings so that tanks can’t get mad player kills. A tank would have to almost score a direct hit on a player to kill them.

If a majority of people want the classes to be aliens, then I will make them aliens. How a class looks and how their weapons look, doesnt affect game play. The class layout was there just to give everyone an idea of what will be needed. Do you think an Infantryman with an M-16 is better than a soldier with a Thompson? If you look at the units Savage2 uses, youll see that they are pretty much the same as ET’s classes.

Savage = Soldier
Builder = Engineer/Field Ops
Scout = Covert Ops
Chaplin = Medic

//For my mod idea

Steambuchet = Tank
Legionnaire = Heavy Weapons