Posted by azelito on Sun Mar 13th at 6:22pm 2005
Anyone who have played Star Wars - Republic Commando will get the idea quite fast.
What I want to create is a multi-player mod for Half-Life 2 where each player gets his own squad containing 0-5 (set by server) NPCs. The players then battle against eachother as commanders of their group in game-modes such as roundbased deathmatch or king of the hill. The commander would control their squad with radio commands and mouse-pointing+button clicking. For example holding your mouse over a car and pressing the action key would have one of your soldiers (the one least active) run over there for cover shooting.
The NPCs would be as strong as a human player or maybe a bit stronger to make up for the less intelligence. The player who uses the best tactics win.
So, am I nuts or would this be one of the coolest things ever?
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Posted by Loco on Sun Mar 13th at 6:27pm 2005
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Posted by satchmo on Sun Mar 13th at 6:34pm 2005
I noticed even after adding a gunship or strider, the framerate would drop for a single player map. I can't imagine what several squads of NPC's would do to performance.
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Posted by azelito on Sun Mar 13th at 6:35pm 2005
Well it would not work very good. You'd have to have big maps and smaller squad sizes the more players there are on server.
It would probably not be a big problem, the gameplay fits 2-4 players better anyway.
To satchmo:
The NPC controlling works well, without much framerate dropping, in HL2SP so I dont think it would be a problem. The idea would be to make the NPCs max polycount be lower than normal, that would solve some aswell.
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Posted by ding on Sun Mar 13th at 6:57pm 2005
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Posted by Natus on Sun Mar 13th at 8:18pm 2005
but is there any coders around here that can do this kind of stuff?
Posted by azelito on Sun Mar 13th at 8:24pm 2005

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Posted by Crono on Sun Mar 13th at 8:25pm 2005
For some reason only the console versions have mutliplayer though
[addsig]Posted by Tracer Bullet on Sun Mar 13th at 8:28pm 2005
Sounds cool to me, but I think it might just devolve into a giant bot m?l?e.
To prevent this, I think you ought to include a couple minutes of "planning time" at the beginning of each round where each commander can give pre-round orders on an overview map. This would add a good level of strategy geekiness that would make the game more intelligent, realistic, and playable. I also think you ought to make the human player significantly weaker than the NPCs so as to put more emphasis on tactical command.
You might also consider an "anywhere anytime" commanders view that brings you back to the overview command screen. It would be very useful but you'd have to be careful since I assume the death of the commander is the death of the squad and it would make you very vulnerable.
If this turns into a serious enterprise, I'm in. I'm just a mapper though... no coding goodness.
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Posted by azelito on Sun Mar 13th at 8:43pm 2005
Yes, like Freedom Fighters but better. You have to be able to control the units for real. I cant remember exactly how it was in FF but I remember I never really liked it.
In my main idea source for this, Republic Commando, you use five keys to control your teammates.
F1 - Search and destroy - Teammates go offensive. Would not be of that big use in this mod, although everything is questionable.
F2 - Form up - Makes team stay around commander. Sticking together is vital.
F3 - Secure position - Stand ground. Very useful, of course.
F4 - Recall - Teammates leave their placed positions in turrrets and behind cover and returns to commander.
F - Use key - Clicking F when crosshairs on cover gives last used teammate orders to cover behind it and shoot any incoming enemy. If you click a turret on distance, instead of jumping in yourself, it sets a teammate to that position.
These are the basic ideas I have at the moment for controlling the units.
To Tracer Bullet:
Hmm. These are some ideas that will have to go into consideration. The
overview idea is cool but I was more of thinking that you'd plan while
running. You see the enemy setting up a unit sentry behind a car to the
left, you try to flank him on the right. Perhaps a better description
of my thoughts are a squad inserted to a foreign area where they do
what they can to stay alive and advance.
A lone unit would be helpless so staying in a group would be vital.
When the soldiers have no objective they stick to the commander and if
the commander gets too far away from a soldier, he retreats.
What you say about the player being a lot weaker is totally true
though, not even a skilled killer should be able to bypass the idea of
the game.
Sounds like theres a lot of positive feedback on this, I will now
take into serious consideration of making this mod. And Tracer, if I
get this running, youre a mapper for it.
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Posted by Andrei on Sun Mar 13th at 9:05pm 2005
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Posted by thursday- on Sun Mar 13th at 9:21pm 2005
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Posted by azelito on Sun Mar 13th at 9:31pm 2005
You are truly correct. The rebel vs combine scenery wont do.
There is a mod for HL2 called Forsaken which has about the setting I would think cool for this mod. Here are two of their models:
http://moddb.com/images/cache/mods/35/3591/gallery/water_21622.jpg
http://moddb.com/images/cache/mods/35/3591/gallery/water_21625.jpg
Thats about the kind of setting Id be aiming for. Not as high-poly though since there will be up to 16 of them on screen at the same time. A commander and grunts.
Another random idea I just came up with is that the commander can pick up weapons lying around and then give them to his units. There are several ideas about weaponing systems floating around in my head atm:
Buying at beginning of each round?
Always one of each kind in the team (one rocketeer, one medic etc)?
Sending units to picking up a lying weapon by using the use key?
Hm hm.
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Posted by Tracer Bullet on Sun Mar 13th at 10:00pm 2005
With regard to command:
I was thinking of the "commanders view" as in addition to the on the fly first-person interface. That way you can set your initial orders in a precise way. Once you join battle however, you'd obviously have to give orders on the fly as the situation develops.
With regard to team equipment:
I was thinking you'd have several preset team equipment selections. For example you could have "Firepower", "Mobility", and "Combination", equipped squads. so that the commander can quickly select the equipment that fits his preferred style of play or the conditions of the scenario. You might also make these loadouts customizable through a separate utility (basically a buy-script generator). That way picky commanders could get exactly the loadouts they want without slowing things down in game and the inexperienced or impatient types could just pick one of the default squads.
The amount of equipment/people might be determined by a set amount of money (mapper or server determined). You could buy more soldiers if you skimp on equipment, or go for an armed-to-the-teeth few.
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Posted by OtZman on Sun Mar 13th at 10:08pm 2005
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Posted by Nickelplate on Sun Mar 13th at 10:17pm 2005
Did you all know that this was actually supposed to be a feature of HL2? there was "commander mode" that allowed you to direct your NPC's where you wanted them to go. It was single-player of course, but it's a good idea if u came up with it yourself, aze1337o.
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Posted by Campaignjunkie on Sun Mar 13th at 11:03pm 2005
I think if you do intend to do some sort of mod like this, use the HL2 setting and assets. You'll want to focus on the gameplay and cool maps, not modeling/skinning/animating custom everything (especially since you'll need to generate normal maps and such, it'll take much longer). Lots of mods try to take the "blow your mind with our new unique visual brilliance" route, but tend to run out of "Steam" (ha) after a short while. Rebels vs. Combine is just fine, and there's already lots of code and models you can use.
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Posted by Tracer Bullet on Sun Mar 13th at 11:44pm 2005
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Posted by azelito on Mon Mar 14th at 6:43am 2005
Good ideas. Well have to investigate into the weaponing further.
To Nickelplate:
Aint that included in the game? I might just be fooling myself and mistaking for the alpha. In the alpha it was in.
To Campaignjunkie:
Of course, snazzy models would not be priority number one but since mappers and modelers usually arent the same guys you can have them working simultaneously (for example, I do not plan to make any maps for it).
Another idea I had would be for the commander to basicly just have a pistol and a pair of binoculars through which he could plan the moves on a bigger map. With this simple loadout he wouldnt be able to go into battle at all, and that sort of the point.
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Posted by thursday- on Mon Mar 14th at 7:01am 2005
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