
Originally Posted by
Me
I suppose I'll start things off here with some thoughts on Invasion.
I enjoyed stock Invasion as a break from the fast paced regular UT gameplay. Instead of being a competitive, and sometimes frustrating fragfest, it offered the opportunity to work cooperatively with other players to wipe out rather simple AI opponents.
The addition of RPG to Invasion made it very cool, but it also introduced a lot of problems which I think need to be addressed if plans are to go forward with creating an "Invasion" gametype for UT3.
I think in the interests of improving "Invasion" for UT3, it's important to look at Monster Hunt for the original UT. Monster Hunt was the predecessor to Invasion, and in many ways superior to it. The only significant disadvantage that MH had compared to Invasion was that it actually required its own maps, thus it didn't come with a huge number of built in maps that were at least playable. Realistically, though, many maps were completely unsuitable for Invasion, and others required editing to support the playercounts and gameplay requirements of a typical Invasion server.
Changing playercounts and pickups in a map is trivial, though, and were a MonsterHunt like system created, it would be rather trivial to recreate Invasion by placing monster factories throughout levels (or, better, have an option to automatically spawn monsters if none exist in the map) while adjusting the other elements of levels.
What MonsterHunt brings to the table is simple: MonsterHunt allows mappers to control what sort of enemies are spawned, where, when they spawn and how many, and set an end conditions for the map. These are relatively small differences, but they make a world of difference.
-A good invasion game is like playing DM-Generic, yet again, except this time only with monsters rather than people.
-A good Monster Hunt game places you on the cliffs of Na Pali, where you are attacked by Skaarj soldiers facing off against you on a nearby cliff. You have few weapons, so you must take cover and make your way across rickety platforms to attack them. Once you defeat the soldiers you proceed forward and see an abandoned Nali castle -- And you just got your head sniped off by Skaarj snipers in the towers. Your teammates take out the snipers, but there is no way through the gate. You must enter a nearby cave to destroy the counterweights keeping the portcullis closed. Once the gate is open, you pass through the castle and see a gondola which takes you from cliff-level to the ground. You ride the gondola down and are presented with a Nali NPC who instructs you to find the three crystals he needs to open a gate ...Etc,etc... Eventually you come across the Skaarj Lord who is the boss of the level, and once your entire team has pummelled him for 5 minutes and his 50,000 HP is worn down, you have completed the level and go on to the next (which could even be a "sequel").*
*Note, this is written up from memories of real Monster Hunt levels. It is not fictionalized, though it has been a few years since I played it.
By allowing mappers to control spawning of monsters, mappers can control both the flavor and the gameplay of their level. If I have a level in a Liandri factory, I may want robot opponents exclusively to attack you. If I have a level in a Necris stronghold, I may want exclusively Necris opponents to attack you. I can set up scenarios where players must defend a position against oncoming enemies, or where players must attack entrenched enemies, or situations where players must complete other objectives while under fire. Monster Hunt challenges need not even be based on combat. Many Japanese Monster Hunt maps played more like platformers, requiring skillful jumping challenges to proceed in levels. In the example I gave above, opening the portcullis was a [simple] puzzle, but more complex ones can also be made.
Just a short time ago on these forums I saw mention of including extremely hard enemies in Invasion, but because, by default, Invasion has such rudimentary controls, this isn't really a good idea. Monster Hunt, because it allows mappers to have control over how many enemies may appear, allows you to have those boss fights against one or a few really tough enemies that can withstand sustained fire from twenty people simultaneously.
Anyway, that's enough typing for me. I hope those of you who are looking into bringing Invasion back will take the time to consider the huge benefit of looking into bringing back these sorts of elements for UT3.
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