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Alpha eXpanded MultiPlayer

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    Alpha eXpanded MultiPlayer

    I have an idea about a new game type, and it shouldn't actually be too hard to make it real. This gametype is based on Unreal II eXpanded MultiPlayer early version that was never finished or released. It's like VCTF with some extra things to make it more strategic - quite like Warfare + VCTF + Domination and also more additional things exceptional for XMPs.

    I'm planning to release the gametype in parts, slowly becoming more sophisticated and closer to Unreal II Alpha XMP. So here's the release plan:

    1. Beta 1:
    • Create the game type. The name can be changed, though. The gametype should be based on Warfare or VCTF.
    • Create actors that spawn Orbs where you place them. Usually there should be like 4 Orb Spawners in a map.
    • Create a "flag base" that would have a configurable number for orbs needed to win. Usually that's four. When the team captures 4 orbs, they win.
    • As there aren't enough Orbs on the map for both teams, eventually the game would turn out to be VCTF - you have to steal the orbs from enemies.

    What we get: VCTF with multiple flags that start in the landscape.

    2. Beta 2:
    • Create special Countdown Nodes that when held would provide you with "energy points". There should be 3 or more of those per map.
    • Make the flag bases enabled only when the team reaches an amount of energy points.
    • Each teams slowly lose energy points, so they have to maintain their Countdown Nodes.

    What we get: VCTF with multiple flags that start in the landscape and can be captured only after multiple Countdown node uses.

    3. Beta 3:
    • Change flag bases to "Replicators". You have to use them to register your orb if you have enough energy, and you can also use them when you don't have an orb to get some bonuses that help your team.
    • Create a special type of players called "commanders" that would be the only ones (except for those who carry orbs) that can use the Replicators, so there wouldn't be conflicts between players on what bonus to get.
    • Make a menu that would open when you use the Replicator. It should have two tabs - Research and Build. Initially all Build entries should be greyed out, meaning that players have to research them first.
    • Take some energy points from the team for each research and build. They also take time.
    • Possible research and build objects: deployables, vehicles, super weapons.
    • Energy should no longer drain automatically - Commanders drain it.
    • If no bonus is specified for research, the Replicator automatically researches something (1on1 support).

    What we get: VCTF with multiple flags that start in the landscape and can be captured only after multiple Countdown node uses; Replicators that give the team vehicles and weapons.

    4. Beta 4:
    • Place special turrets on the map that would be initially locked.
    • Create new research-only entry to Replicators: Manned Turrets. When researched, all the turrets would be enabled for that team.
    • Using turrets would drain team's energy.

    What we get: VCTF with multiple flags that start in the landscape and can be captured only after multiple Countdown node uses; Replicators that give the team vehicles, weapons and turrets.

    5. Beta 5:
    • Change the Countdown Nodes so both teams could use the same one. In that case, the colour would be green, both teams could shoot it, and the countdown would be double the normal time.
    • Create new item: Ammo Pack, that would give those who pick it up some ammo for all the weapons players are carrying.
    • Add a new Research and Build item to the Replicators: Ammo Pack.

    What we get: VCTF with multiple flags that start in the landscape and can be captured only after multiple Countdown node uses (1 can be used by both teams); Replicators that give the team vehicles, weapons, ammo and turrets.

    6. Beta 6:
    • Add new deployables: Auto (Stinger Minigun) Turrets and Rocket Turrets. They also have to be researched from the Replicator, and work as an automated defence.
    • Let people choose their class before spawning: Light, Medium or Heavy.
    • Light are faster than normal players and start with a Shield Belt.
    • Medium are normal speed and start with a Shield Belt that is tree times as powerful as a normal one.
    • Heavy are slower than normal humans and start with a Shield Belt that is five times as powerful as a normal one.

    What we get: Class-based VCTF with multiple flags that start in the landscape and can be captured only after multiple Countdown node uses (1 can be used by both teams); Replicators that give the team vehicles, weapons, ammo and turrets.

    7. Beta 7:
    • Give special abilities to different classes and add limitations.
    • Light can't pick up the Rocket Launcher or Bio Rifle, but start with an Enforcer, Stinger Minigun and Sniper Rifle.
    • Medium can't pick up the Sniper Rifle, but start with the Flak Cannon, Stinger Minigun and Enforcer.
    • Heavy can't pick up the Sniper Rifle, but start with an Enforcer, Stinger Minigun and Rocket Launcher.
    • Change the Ammo Pack to be class based: only certain classes get ammo from their class ammo packs.
    • Change the commanders so they can pick up everything, doesn't matter what class they are.

    What we get: Class-based VCTF with multiple flags that start in the landscape and can be captured only after multiple Countdown node uses (1 can be used by both teams); Replicators that give the team vehicles, weapons, ammo and turrets.

    8. Beta 8:
    • Add a new Research and Build option: Jet Packs. They are based on Jump Boots, but they don't wear off, just need to be recharged (recharges after some time passes), and they don't let you jump as far as the Jump Boots. Drains team energy while recharging.
    • Add a new Research and Build option: Field Generators. They are deployables, and create links between them, blocking the passage for enemy team members. Automatically lets friendly team members through. Drains team energy.
    • Add a new Research and Build option: Proximity Sensor. They are deployables that enable alarm when they see enemies. Drain some team energy.
    • Add a new Research and Build option: Security Camera. They are deployables that when deployed let you see the areas through the Replicator.

    What we get: Class-based VCTF with multiple flags that start in the landscape and can be captured only after multiple Countdown node uses (1 can be used by both teams); Replicators that give the team vehicles, weapons, ammo, deployables and turrets.

    9. Beta 9:
    • Add a new Research and Build option: Energy Relay. These are also deployables that don't drain energy. On initial player spawn, each player gets an Energy Relay.
    • Countdown nodes are changed so they would be activated not by touching, but by deploying Energy Relays; Nodes are now invulnerable, but Energy Relays are.
    • Name the nodes Energy Sources. Energy Relays constantly add energy to the team's cache. Up to 8 relays can be placed near Energy Sources, but one Relay deployed alone generates as much energy as 8 deployed at the same Generator.
    • Deployed Energy Relays can be destroyed, but they regenerate health (if they're not destroyed). While regenerating, Relays don't give any energy to the team.
    • Replicators can also be damaged, but they can not be destroyed and also regenerate. While severely damaged, they don't work and stop all production or research.

    What we get: Class-based VCTF with multiple flags that start in the landscape and can be captured only after Energy Relays, planted near Energy Sources, generate enough energy; Replicators that give the team vehicles, weapons, ammo, deployables and turrets.

    And the list would go on, although this would already be close enough to Unreal II Alpha XMP. So, if there are anyone interested and would like to help, write here!
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