Plans For The Next Version Of Stealthmod
<div class="IPBDescription">or How I knifed my best bud in the back</div>Due to the acclaimed reception of our “Stealthmod Prototype,” DOOManiac and myself have decided to pursue updating it. Our plans will not be far overreaching mind, this is still only a prototype for bigger and better things to come, but we thought it would be cool to have a small side project to keep us busy until then. First and foremost, this means we will be releasing to the general public, meaning you NS forum goers no longer get this exclusive :). Before we can release though, there are quite a few things that need changing:
1. Working dedicated server support. This will be a huge modification to the current code, according to Doomeh, because of rendering engine changes it will entail to make sure the stealth system works.
2. General streamlining of the mod for ease of use. This involves stuff like removal of useless classes, better explained features, etc.
3. Reworking the visuals. This will mainly be my job, contacting authors with content we would like officially included with the mod, small player model reskins, etc. Essentially, make the mod look “clean” as opposed to the mess it is right now :D.
4. Various game tweaks, as per required by testing.
5. Finally, but very importantly, half-decent maps. The current two in release now are nub maps Doomeh and I threw together so that we could test features. We’re going to need decent maps for the next release if we want it to go as big as we plan, so were going to need you guy’s help. For now, just use the HL FDG to map… make sure there is tons of contrast in lighting so that the stealth players are able to use their skills, but it isn’t too easy for them. The locations can be indoors or outdoors, really whatever you want.
That’s it. Sorry, we will not be implementing “X” feature, as we still need to keep this reasonable considering the prototype status of everything.
1. Working dedicated server support. This will be a huge modification to the current code, according to Doomeh, because of rendering engine changes it will entail to make sure the stealth system works.
2. General streamlining of the mod for ease of use. This involves stuff like removal of useless classes, better explained features, etc.
3. Reworking the visuals. This will mainly be my job, contacting authors with content we would like officially included with the mod, small player model reskins, etc. Essentially, make the mod look “clean” as opposed to the mess it is right now :D.
4. Various game tweaks, as per required by testing.
5. Finally, but very importantly, half-decent maps. The current two in release now are nub maps Doomeh and I threw together so that we could test features. We’re going to need decent maps for the next release if we want it to go as big as we plan, so were going to need you guy’s help. For now, just use the HL FDG to map… make sure there is tons of contrast in lighting so that the stealth players are able to use their skills, but it isn’t too easy for them. The locations can be indoors or outdoors, really whatever you want.
That’s it. Sorry, we will not be implementing “X” feature, as we still need to keep this reasonable considering the prototype status of everything.
Comments
(wish i could map, never got the hang of it)
--What about a sort of CTF mode, where the sneeeeky people have to take a precious something from the gun people?
me2 =\
--What about a sort of CTF mode, where the sneeeeky people have to take a precious something from the gun people? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
you should make some kind of map in the city... yeah, something in the city.
<i>urban</i> uberninj4 spies are so much cooler.
Edit - seconded the demand for Grappling Hooks.
About the sniper rifle : could you implement aim disrupting breath ? Would make it less cheap and more suited to a stealthy class (deadly when striking from nowhere but mostly defenseless if spotted)
Also , did you consider giving flashbangs to the "espionnage" class ? They're always useful for escaping , especially if they're contact grenades and not bouncing ones. TFC like concussion grenades can help as well (maybe hacker class)
If that's just team DM , the Patrol could have caltrops to defend the main base against intruders , or trap them inside. Lastly... give the Engineer or maybe Lieutenant class paralyzing darts. Would enhance teamplay.
If only I could make WorldCraft to work with my crappy video card... been playing stealth games for quite a while now.
btw : are there servers up right now ? I'd like to try the mod.
I couldn't say it better myself. <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
..!!!!!!!!!!!!!!
agree!!
<3
[edit]
n/m QUAD beat me to it
[/edit]
For Badasses
A scanner sweep option.
Infra red, but warning it gives off your poistion.(weak battery powered) only for a certain weak class something to handicap it.
Flares!
Tracer rounds-they work at night
Rebels
Sniper Rifle is high powered but has a huge muzzle flash
night vision
caltrops-to stun a person or whatnot
gas grenades- to disorentate a person
Recently I noticed that its INCREDIBLY EASY to cheat at this game
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=10&t=59107' target='_blank'>Shader Hax</a>
(something that turns off shaders prehaps?)
Mines. Claymores or lazermines(HL original)
Higher powered pistols Pistols that hurt.
At the moment it uses the age-old, ignorant and frustrating CS style system, where in all guns have a shotgun-esque firing cone. This means that even a person spraying wildly has a good chance of killing a man, whereas a proper recoil system encourages marksmanship, being in an adequate firing position and makes the guns feel <i>meaty</i> and <i>real</i>.
Funnily enough the simplification of one the main FPS devices doesn't make a game any more enjoyable nor does it reduce the learning curve; when your gun fires like a broken blunderbuss the rage just builds up inside.
No. Die. Please.
Tonight I actually have free time so I'm going to open the code back up again and try my damnedest to get dedicated servers working... If I can't get that working then there isn't really any need to do anything else
Also, no I'm not going to be turning the mod into TFC with caltrops and medics and conc grenades.
Though here is an idea QUAD and I had for a basic gameplay mechanic:
How about a 1-sided CTF type game? Stealth side has to sneak in, grab something, sneak out. Other team is just defending (they have nothing to capture themselves). Thoughts?
(No, I won't be implementing some gigantic goal system in this either)
Marksmanship isn't the point of the "Evil Empire"
They have big guns and are going to use them. Getting caught out as a stealth person is meant to hurt.
This may lead to mass camping , since the Gunners have a superior firepower. 1 obj is not enough , you need 2-3 of them scattered in separate bases around the map : Assault would defend the obj rooms , Lieutenant would roam around them and hunt intruders , and Patrol would spot rebels outside , repelling them from the base entrances. Engineer could build detection devices or traps. If they spot a massive rebel attack , they could call for backup from other bases (leaving them lightly defended , which means fooling the enemy would be an important aspect of the game)
On the rebel side , Sniper would kill the guards leaving their base , and Infiltration would either lure them out or sneak inside to steal the obj. Espionnage's role could be recon , that is , reveal the locations of the base defenders to his teammates (using hidden cameras)
Hacker may hijack camera surveillance / detection systems to make the task of Infiltrations easier.
This may lead to mass camping , since the Gunners have a superior firepower. 1 obj is not enough , you need 2-3 of them scattered in separate bases around the map : Assault would defend the obj rooms , Lieutenant would roam around them and hunt intruders , and Patrol would spot rebels outside , repelling them from the base entrances. Engineer could build detection devices or traps. If they spot a massive rebel attack , they could call for backup from other bases (leaving them lightly defended , which means fooling the enemy would be an important aspect of the game)
On the rebel side , Sniper would kill the guards leaving their base , and Infiltration would either lure them out or sneak inside to steal the obj. Espionnage's role could be recon , that is , reveal the locations of the base defenders to his teammates (using hidden cameras)
Hacker may hijack camera surveillance / detection systems to make the task of Infiltrations easier. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You raise some good points. I'll talk with DOOManiac about mutliple objects to cap or randomized object locations to keep it fair fo the Rebels.
When me and DOOManaic first discussed possible mod plans, we decided first and foremost we wanted the game to have the "flow" of other stealth espionage games. This flow is inwards: the rebels are always attacking, and the guards are always patroling and "camping" to do what they're paid to do: guard. So the guard team is supposed to camp: that's how they win the game. The challenge for the rebels is to find away around them with their stealth tactics. If we wanted a two way game flow, we woulda just made another TFC clone <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Marksmanship isn't the point of the "Evil Empire"
They have big guns and are going to use them. Getting caught out as a stealth person is meant to hurt<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Precisely. If the rebels want to win, they have to avoid open combat.