Natural Selection 2: Frontier Assault
NeoGregorian
Join Date: 2003-02-04 Member: 13093Members, Constellation
<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.
<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
The Idea seems interesting if it evolves.
Good luck!
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.
Job done!
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.
Or it just seems like a cross between NS and CO Maps, I guess the happy medium.