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View Full Version : [PN?] Small faction based Onslaught mod



Lord Manhammer
12-06-2007, 01:57 PM
First of all this doesn't have a name, I'm using 'Private Nation' at the moment but that's just so I can set some stuff up in-game.

I'm not a big fan of this game compared to 2004 and really don't like Warfare mode, I basically want Onslaught and player physics from 2004 in the new engine. However I thought I'd try something a bit new with map based factions, this is what I'd like feedback from rather than arguments over which game version is better (had enough of them).

Run Down (for those of you in a hurry):
- 4 locked factions
- 2 factions which can be customised by the server.
- factions which play on a map are dictated by the map (can be changed by server).
- 6 weapons per faction (24 individual weapons +civillian pick ups)
- special ability for each team; shield, health regen, invisibility, agility (speed and jump height)
- physics and gameplay as close as possible to 2004 Onslaught
- ability to blame more errors on map makers as they will dictate who should play on which map

Gameplay:
Maps will be created with factions in mind. Factions will be dictated by which map you are playing on, this can be adjusted server-side but may lead to imbalances. Maps will have a theme such as urban, fire or ice. The weapons placed on each map will represent the planet; ice=flamethrower, desert=explosives, urban=small arms.

It'll play (hopefully) the same as Onslaught. Double jumping will actually be pointful and will stack with side stepping. Wall jumping can be removed, I don't want a first person gymnast simulator.

Standard two teams per map with weapons and vehicles.

Factions/Teams:
Four locked factions plus two customisable. Each faction has 6 weapons (can hold more) and a special ability.

'Civillian' refers to map spawned weapons and vehicles. These can be picked up by any team but no one will physically start with them.

Teams are named at the moment as; Knights, Outcasts, Rangers, Templars and civillians (non-playable. custom teams will probably be named by the server). They're all futuristic and the weapons will, for the most part, be specfic to each team. For instance, one faction (Rangers) doesn't have anti-armour weapons but more than makes up for it with anti-infantry weapons. Vehicles and world spawn weapons should also help balance things out. Also, there will be a random faction option will will chose which factions will play on a map for you (may need something to stop people changing teams otherwise everyone will just chose the team with the most suited weapons).

The ability has a 120 second cooldown by default and will consist of health regeneration, shield, invisibility and agility (speed and jump height). There'll also be world power ups, not the faction ones but the usual damage multipliers and some other stuff I haven't thought of yet.

Customisable factions are something for the admins to mess around with. They'll be able to set the factions weapons and abilities from those already available, including factions and world spawn.

Weapons:
Weapons are selected/stacked by their ammo types to make quick selection a little more manageable. I have a complete list but no names as of yet, ammo types are: melee, Shells, Bullets, Energy Cells, Explosives, Spikes and Chemicals.

So each faction starts with a complete arsenal but limited ammo, which can be picked up in the main bases or around the map. As well as you're starting weapons you can also pick up the opposing team and civillian weapons without dropping your own. This may create too many weapons to handle and may have to be reduced to only two weapons of each type (18 doesn't sound too much to me... maybe it's because mouse wheels are for girls).



...I think think that's about it. The main idea being the customisable factions and the maps they're played on. Giving more game control over to the server admins means a more varied selection of servers to play on and the random faction selector will keep people complaining all map long.

Hope that makes sense, doesn't usually help when you're trying to eat and type at the same time.