What Do You Think Of "guard The Scientist"
Fortuna_Wolf
Join Date: 2003-02-02 Member: 13033Members
<div class="IPBDescription">another map & gameplay idea</div> While I'm sitting here making these boring hallways I was wondering, what about a guard the scientist flavour of map?
Like, have some scientists milling around the levels cowering in corners and when your marines come in contact with them they either hit use to make them follow, or once they're used you can move them around like bots. They'd have a trigger on death field. You could have a game where the objective is to keep at least once scientist alive until an extraction ship can arrive. Might not be too diffucult, you'd have trigger_relays that the scientists would set off, and all of those would trigger a multimanager where it would go off if all your scientists died and then wham, game over. A trigger_random set to like 10 minutes would go off and win the game for marines. An escort mission may also be possible a trigger_presence would go off in the presence of a monster (the scientist).
Of course, HP would be droppable for the poor fellow.
Think the idea's worth fleshing out?
Like, have some scientists milling around the levels cowering in corners and when your marines come in contact with them they either hit use to make them follow, or once they're used you can move them around like bots. They'd have a trigger on death field. You could have a game where the objective is to keep at least once scientist alive until an extraction ship can arrive. Might not be too diffucult, you'd have trigger_relays that the scientists would set off, and all of those would trigger a multimanager where it would go off if all your scientists died and then wham, game over. A trigger_random set to like 10 minutes would go off and win the game for marines. An escort mission may also be possible a trigger_presence would go off in the presence of a monster (the scientist).
Of course, HP would be droppable for the poor fellow.
Think the idea's worth fleshing out?
Comments
well I think you played too much counter-strike... man you're in the wrong forum here dude
1- There is a ability to pre-set equipment on marines; either through a trigger (when you join, you get "X" and "Y") or put as a entity on the ground (HMGs, shotties, and heavy armor placed in a armory, for example)
2- You are able to put in working NPCs into maps with full Ai
3- People will stop thinking the idea is "Converting NS to CS" or "It's CS" or something similar.
People may say its "All FPS with this, no strat." and "Its a CS theme!" they hardly know anything. You have the right idea; however, instead make it like a "Protect the VIP [player] until time up or you get to area".
This would be easy to code, and would put a good strat part into the aliens: Marines "get ready" in a room, and aliens are on faaaar side of map; so far they cant get to marines if they take the fastest route. this would mean that its still "player versus player" and you'd still have to have a strategy.
VIP marine with skin of scientist (he could know something about the kharaa aliens to kill them better) is put in Heavy armor and is given a shotgun. Other marines are given other weapons and equipment. They then march, as a team, to the destination protecting the VIP Sci player at all costs. The sci can still fight back and win the game, but since he has lowered HP, its doubtful (say, 50 HP 110 armor; full upgrades in these maps).
Aliens would have to use team work and such to coordinate attacks, but they can build and the marines cant.
I see these games as intense and bloody battles, marines limping their way from armory to armory continually trying to reach the escape ship/pod while aliens block their route at every turn.
Ok... we dont know anything. You are implying that strats would still be usefull and needed. BUt lets look at what you said in your own post.
<!--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-->this would mean that its still "player versus player"<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Sounds like prue FPS to me.
<!--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-->but they can build and the marines cant.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Of course there is strats when the marines cant even construct buildings!
You are right, we know nothing - you proved us wrong.
Not like pure FPS isnt good, or fun, but you asked what we thought of it for NS and I am telling you what I think of it.
lets get serious: if there will be one more map like siege I will start finding out some adresses and will prove that Im the worst nightmare of these mappers <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
the problem is that there are to few team triggers in ns. mapping for dod is muich more comfortable, you cann make nearly all entities teambased like doors, teamspecific goals that can be totaly different with each team. I would like to see maps for ns that are more mission like. a marinegroup that has to burn down (welder) the infested areas round the hives in a amound of time. aliens that have to infiltrate the marine base only through vents. marines have to occupy an area for some minutes. aliens have to recover their queen held in an marine testchamber...
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> vs <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->