Natural Selection 2: Frontier Assault

NeoGregorianNeoGregorian Join Date: 2003-02-04 Member: 13093Members, Constellation
edited December 2010 in Modding
<div class="IPBDescription">A mod idea</div>I've had this idea for a NS2 mod for ages that I want to present to whomever is interrested.

<b>NS2: Frontier Assault</b>
In this mod, commanding mode is essentially removed. This restores the Gorge to the only builder for Khaara/Aliens. I will also add a second class to the Frontiermen/Marines: the Engineer, that will be responsible for most construction and support tasks previously done by the Commander. The tech tree will be simplified to use fewer buildings and upgrades in order to try to improve the learning curve of the game. Some elements will probably be familiar to NS1 players, although I will try to use NS2 stuff as much as I can where it still is appropriate.


I want to do this becase:
A) I've always considered the Commander role to be the weakest link in NS1, and the one that was the primary reason for most "bad game" experiences.
B) While I am really impressed with what Unknown Worlds has done to NS2 to improve the commanding role (and I do recognize the improvements to the game experience they have managed to do so far, and hope it will extend to the future), I still feel the need for a different (in my opinion: more streamlined) game experience.
C) I want to capture the elements that I really liked from NS1: Assymetrical Gameplay, Variety, Mix of Strategy/Tactics. But I also want to add some Simplicity when appropriate.

NOTE: I am not trying to encourage anyone else to do this for me. I am a decent (though junior) programmer and will if neccesary (to the extend of my abilities/timeschedule) try to do this by myself. I post my idea here in order to:
A) Put my ideas in writing.
B) Present it for whomever is interrested.
C) Get feedback.

Thank you for your time.

Comments

  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    Seems you need do have various new content for your mod. Like an Engineer Model etc.
    The Idea seems interesting if it evolves.

    Good luck!
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Can you explain more? When you call it Frontier Assault, I start to think of a map where marines/aliens are trying to break through the other team's defenses. What you're suggesting is only a change in who builds things and what can be built, right? So we would be playing the same kind of games on the same maps, just the commander is removed??
  • NeoGregorianNeoGregorian Join Date: 2003-02-04 Member: 13093Members, Constellation
    Yes, my intention is more along the lines of creating a game mode (similar to MvM etc.), than some total conversion.
    Meant to be played on the same maps, as vanilla NS2

    Some likely features:
    - Same Alien classes (though possibly with some minor tweaks of abilities)
    - Mutations kind of similar to NS1.
    - All the currently featured marine weapons (plus maybe one more)
    - A new Marine class "Engineer", that can purchase support equipment similar to how the "Soldier" purchases weapons.
    - No commander mode. CCs and Hives are required for spawning/infantry portals and is also required for some tech/lifeforms/equipment.

    I will eventually need different models etc. Until then I will use placeholder stuff. I'm not personally into making models, I'm sorry to say.

    Current progress: Almost none, still learning about how things already work but I will start by implementing an Engineer class that can build, and also revamp how the Gorge builds stuff.

    I call it "Frontier Assault" because I imagine it as a task team of Marines sent to the Frontier and making an Assault on an Alien infestation, hence the lack of commander support.
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    What might be easier is to create a new weapon, call it a "Welder", which has a flash or lua-based build menu. Make it so marines start with an armoury and add a NS1-style build menu for gorges.

    Job done!
  • NeoGregorianNeoGregorian Join Date: 2003-02-04 Member: 13093Members, Constellation
    edited December 2010
    <!--quoteo(post=1813745:date=Dec 6 2010, 05:21 AM:name=MCMLXXXIV)--><div class='quotetop'>QUOTE (MCMLXXXIV @ Dec 6 2010, 05:21 AM) <a href="index.php?act=findpost&pid=1813745"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What might be easier is to create a new weapon, call it a "Welder", which has a flash or lua-based build menu. Make it so marines start with an armoury and add a NS1-style build menu for gorges.

    Job done!<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes, That pretty much sums up what I plan to do in the first version, except that I won't need to construct an Armory... Instead Marines change class at the CC.

    <i>Edit:</i> My idea of mutations, Engineer gadgets, etc. might follow. I have quite a few detailed ideas but I don't want to get ahead of myself until I get the basics running.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    Will you have an armoury at all, then? If it truly is a frontier assault, perhaps you could just have the Armoury as the primary building, rather than the CC.
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    Sounds like a good idea - I had a play and implemented a welder for the marines (using the flamethrower model) but it doesn't really fit into Combat at the moment so I have disabled it. When I get it to a stable state I'll share the source if that helps.
  • rhysjones81rhysjones81 Join Date: 2007-10-05 Member: 62548Members, Reinforced - Shadow
    You had may aswell call this Mod Natural Team Selection Fortress, its pretty much the same from the sound of things.
    Or it just seems like a cross between NS and CO Maps, I guess the happy medium.
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