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{GD}Ghost
29th Apr 2001, 09:08 PM
I might just be a retard, but I had an idea i've been meaning to post about here for a while.

My idea is for a different type of INF league. This type of play would be done like an actual war in a virtual world. Clan/units that sign up would play to accomplish mission objectives vital to aiding their "side" in the war. I apologize as my mind is racing with ideas for this faster than i can clearly express them. Basically, my idea is for an evolving storyline type of war where. Units would play matches to determine who gained, lost or maintained control of a particular territory (level).

A map could be could be drawn to represent the "playing world". It would then be divided into territories. There could be a level or several levels that represent each territory. Each clan/unit would be assigned a home territory (map) that they must maintain control of in order to remain in the war. Once a unit takes control of a territory, new territories become available for them to attempt to take control of. There would of course have to be custom levels made for this venture.

This is just the basis of my idea. I know it may sound kinda psycho and unclear right now, but it is pretty clear in my head. I just have to get it down on "paper".

If anyone has caught on to even the slightest bit of what I'm trying to get across here, please reply.

I will be spending the next few days, writing down ideas and working out details so that I can present this idea to you all in a more clear manner. I just had to post this bud of an idea.

Beagle_One
30th Apr 2001, 03:24 AM
Actually that is quite an outstanding idea!!
That gives the game more of a flow instead of single unrelated deathmatches.:)
Then what we really need is to build a large map(I mean, a "map" map to see where you need to defend and attack and all) that connects all of the DM(AS?) maps to create a virtual war zone.
Cool idea:)

asmodeus
30th Apr 2001, 05:02 AM
wow, man you are like a genius!
this would be so totaly rule!:)

this would IMO be the bets kind of "league"

a storyline could evolve, new maps could be put in play, without having been plaid before by anyone...

{GD}Ghost
30th Apr 2001, 10:05 AM
Thanx for the initial response.

I have yet to get my entire idea out of my head, but I am serious about getting it down on paper and presenting it to someone who has the ability to implement something like this. I think it would bring something VERY unique to the INF/UT gaming community that is not currently in place. Why play single "gladiator" type matches when you can wage an actual virtual war? To each his/her own.....

Anyone with any ideas, please let us discuss this possibility. I'd really like to see this idea materialize into a "reality".

Thanx

Uppity
30th Apr 2001, 10:15 AM
I think someone is attempting this kind of thing in Q3F -

http://www.clanwarfare.com

It would be much better for Inf though :)

Uppity

{GD}Ghost
30th Apr 2001, 10:30 AM
So lets get this idea rolling and see how feasible it will be to pull off! Can't let Q3F top anything we've got over here. :-)

BTW: The site at the link posted above is very close to the idea I have. (But I want to take it to the next level). It would also work much better for INF.

MoNDoGuY
30th Apr 2001, 10:36 AM
You are a freaking genius. This would be great for the game. It would kinda turn into a online RPG, clans would make allies and enemy's, there would also have to be a time limit of like 6 months or so, where in the end one side is decided a winner.

This could definately be a great thing for inf. I getting all warm and fuzzy just thinking about it.

DarkBls
30th Apr 2001, 10:36 AM
I gave the IDEA in our old board. But A lot of people said it would be too complex to do ! :rolleyes:

DarkBls
30th Apr 2001, 10:38 AM
BTW...

<p align="center">http://forums.planetunreal.com/attachment.php?s=&attachmentid=1974</p>

{GD}Ghost
30th Apr 2001, 10:40 AM
Complex? Yes. Impossible? No.

Just friggin' look at INF. How many people told them it would be impossible to do a mod like this. And here we are. We've got a kick ass mod as it stands and it is being improved on as we speak.

"Difficult? This is Mission Impossible. Difficult should be a walk in the park." -Paraphrased from MI2

Mac_Fodder
30th Apr 2001, 11:28 AM
DarkBls,

I remember you idea on the old board. I really liked it then as I still do now. The only thing I remember that was a bit of a sticking point in your idea was having different maps linked to other maps dynamically by the server. It seems to me that Ghosts idea is more a set of web pages that track different battles on any type of map and then reward a win with more area on a "map" on the page.

Hell the "map" could be nothing more than a AxB matrix that you slowly expand until you com into contact with another clan's territory. Each cell in the matix represents a map in INF. depending on which cell the clans come into contact with each other first dictates the map they fight on.

You could even take a it a step further by dictating how many rounds are fought by counting how much territory the clan has. X number of cell captured means x number of rounds need to be won to take over that cell. The advantage goes to the clan that has the most territory because they would not have to win as many rounds. Sort of like the game Risk.

In this way you don't need to have to have the servers do any thing dynamically if you don't want to. The clans could meet, choose the map and fight until the winner is found. The matrix is then updtated and and there for a new battle ground is chosen.

DarkBls, now while I did like you idea a little better just because it was a little more elegent you could start with this and then maybe automate it until you really had a full functional set of servers all tied into the territory matrix.

Obviously the territory matix can be made to look the the world or some fictious land mass.

In reallity this idea is, as far as I can tell, is Risk but instead of Dice to decide who wins the clans meet on the virtual battle field to win territory.

I liked this idea before and I still like it now.

Beagle_One
30th Apr 2001, 11:37 AM
Well, for a starter, we don't even need this idea to be implemented inside of INF but rather we need a brilliant guy(s) who can put together the existing maps to make one big virtual war zone and make the scenarios. All you've gotta do is keep track of who won what battle.:)

{GD}Ghost
30th Apr 2001, 11:45 AM
This idea would be better if it implemented new maps.


Keep the ideas coming peeps.

{GD}Ghost
30th Apr 2001, 12:27 PM
My idea doesn't involve having maps dynamically linked by the server.

However maps could be created especially to fit into and played within this "world".

Clans would have home territories that would function as their "headquarter". If they lose all their other territories, this would be the territory of thier last stand. If they lose this territory, they will be out of the war.

Another detail could be that there are maps that contain air fields. If you control a territory containing an airfield, your clan will be able to challenge for territories deep within enemy territory as oppose to only being able to challenge for territories immediately adjacent to territories in your clan's current control. Likewise for territories with water access. If you will be able to challenge for territories that boarder waterways. You will be able to challenge from land or water, depending on which gives you better access. The trick could be that when being challenged by a clan who you know has air, land and naval "abilities" you won't know where they will spawn, from land side or water side.

This takes me back to the custom map issue. Territories/Mas with naval access would have to have two versions. One with the attacking team spawning from the area of the water and one with the attacking team spawning from landside.

Island territories would also make this idea very interesting.

I'm willing to brainstorm this idea to completion. Who can I hook up with to work on putting something like this together?

JaFO
30th Apr 2001, 01:27 PM
Like the 'warpath'-map in TFC only spread over multiple maps and the 'score' is kept between rounds ?

a (1 dimensional) 'battlefield/campaign' would look like this :

(- map 1 : base for clan 1 -)
(- map 2 -)
((- map 3 -))
(- map 4 -)
(- map 5 : base clan 2 -)

The maps for the bases would be 'siege/assault'-style maps were the objective would be the "assasination" of a 'general' (=> leader of the clan) or something which would have a similar effect. Both base maps needn't have the same kind of objective ...

Both clans would start out with an equal amount of terrain owned and a 1 or more maps representing the 'no mans land/DMZ'.

In this example maps 1 & 2 would be in 'owned' by clan 1 and maps 4.
Map 3 would be the first map in the "war".

// expansion :
If there are more maps, you can turn it in a two-dimensional matrix. Here things get very interesting.
Certain parts of the map would give the clan who owned it an advantage :
- airfield : any enemy terrain can be challenged
- SAM-installation : to counter the threat of an invasion within a range of the map containing that objective
- radar-installation
- weaponsfactory (certain 'exotic' equipment is "cheaper" or some weapons/attachments are available, or some similar effect)
- bridge : if destroyed you need an airfield to challenge the map next to it ...
- etc.

Instead of 1 map being defined as 'neutral' you get an entire frontline.
In a simple 3x3 matrix :
- 3 maps for each clan
- 3 'neutral' maps

The war would start with each clan challenging 1 map
If there is no airfield (or similar item) in their posession, then they can only challenge maps that are on their frontline ...

If both teams want to fight for a different 'neutral' map, then that map is automatically won by the clan.

If they both want the same 'neutral' map, then a normal clanwar follows. The positions & available resources would depend on the 'special' items available on the maps the clans 'owned'.

If they want to fight on a map which is owned by the opposing clan, then there is always a clanwar for that map.

If they choose the same map, there would be only 1 clanwar before the next map would have to be decided on.

If they choose a different (enemy) map, there would be two clanwars. Who gets to fight first would be determined by the special resources available to the clans.
A radar-station/early warning-system would give that clan the first chance to choose the first map of the two.

The next round : both clans again decide which map they want to attack.

The war would be won if the enemy base was captured and the objective there completed ...

// ---
- each map should show in some way wich clan 'owns' it.

- a way to show damage, because a map which has seen a lot of fights should not look the same anymore ...

MoNDoGuY
30th Apr 2001, 02:30 PM
hmmmm this can certainly develope into a great thing. But I think people are jumping ahead. It's better off to start simple. Each clan has a territory, Clan A challenges Clan B for their territory, and so on.

Then as the game progresses and after some trial and error we can start to implement the Air fields, and the Naval bases, etc.

If we start to big and complicated it will overwhelm everyone to the point where it will get disorganized. Start small then expand. This is a fabulous idea that I would hate to see die because it's to much handle.

Mac_Fodder
30th Apr 2001, 02:48 PM
Jeez it take me a little bit of time to get in a post and some one beats me to it. MoNDoGuY you just to fast :) [edit]

While I think all of this is a great idea I think that getting a little to far ahead of ones self is what, in the end, killed DarkBls' idea. Don't get me wrong I really like it and how that something like this could be made in the future, I can see it being a little daunting. Not only do you need to make new maps for it but you also need to be able to have the dynamic links mad between them. Not impossible but I just don't see it being done anytime soon.

The advantage of starting with the (matrix, land map) idea is that it requires no game coding. You could even do it by hand with pencil and graph paper if you wanted, and start "today" if some one had the time. Though the obvious disadvantage would be that you would need to go back the the "War" page to report the results and find out what the next map should be. Though you may be able to modify ngStats in the ini file to handle some of this in the future.

As for getting the right map on the server you could use the map vote command to choose it. This would at least get the basics of the system working.

While I would love to be able to say I could do it I know that I would not be able to keep up any thing for very long. Though I'd like to help where I could.

While making new maps is always a good thing if you set up each cell or "country" in the "land map" you could comb through realmaps and set up a rather large matrix with the maps you find there and the ones that come with the MOD.

As for the war being won, I would think that a set of cells all ligned up to create the 'warpath' type map that was discussed would at best be a skirmish or action but not a whole war. I would imagine that a war might last for a number of months and the clan with the most territory would be declared the winners before it is reset. Or maybe never reset it. Espeically if clans joined up to create alliances, it could really eb and flow indefinetly.

As with most things though, I think keeping the basic concept simple is really the key here. You can automote map selection, scoring, and all sorts of other things but the basic concepts of choosing the map to fight on and who has what territory, should be fairly simple.

As one more note, I really like the airstrip idea. The first thing that came to mind when I read it was, a heli port. All the maps within 3-4 cells away would be similar to vietnam in that there is a heli insertion. Or better yet the only way to get the the map is to capture the help port 4 cells away so that a heli insertion is feasable with the intermediate cells being impassable.

What I propose to all of you is what can be done with the maps that are available. And I mean all of them CTF, Assult, TDM... Instead of haveing a great idea die because of a chicken and egg scenario, I say what can we do with what we have. Too many good ideas die because they need custom maps, and then no one maps because people don't want to map for an unproven idea.

Just my 2 pennies.

Mad_Dog
30th Apr 2001, 03:07 PM
draw a map, stick all the current maps into it (wouldn't be geographically realistic in any way :) but this can be fixed with time) and then add red team on one side and blue on the other, each with a couple maps in their possesion. then they move forward and when they run into each other they fight over the territory. dm maps are skirmishes, assualt maps are chokepoints and ctf can be turned into something i am sure. this would rock the EAS mode coming up. i am thinking something basically the same as the campaign game in close combat 4 and 5. this could be done with the existing inf as well, just a web page (maybe on SOB site or even INF site) that updates who owns what, and where the next battle will be. this would work best with clans (many clans an army, multiple units (again close combat 4 and 5 seem like the example to follow here)), although it could be made to work on public servers too, a endless back and forth war. (GD) Ghost, you're great....

Mad_Dog
30th Apr 2001, 03:53 PM
alright... an update to my post. with my very badly drawn image down below i'll try to explain. (GD) Ghost, tell me if this is what you had in mind, everyone else too, this is what developed in my head.

a) there is the world map. this map is divided up into regions, and each region is a INF map. where these maps are placed is up to the world map designer. Chasm might be a mountain chokepoint, and Sicily might be a southern town.

b) each team starts out with several regions (maps) in their possesion and then they expand and take over more. eventually they run into the opposing team where...

c) they fight! yeah! :) if it's a DM map they fight team DM, a skirmish. if it's an assault on a chokepoint, they might play AS-Chasm. they fight for the set amount of rounds and the victor gains control of the map. this continues until the whole world map in controlled by one team, or certain time period is up.

the beauty of this is that, since it's basically like a board game (Risk say) it can be played anywhere. someone can stick this on a webpage, find people to participate, and then the webmaster (dungeon master :)) gives each team their starting position. then the commander of each team decides where they will move, with total fog of war about the other teams movements. there can be multiple squads in a team, or one squad could fight all battles, since it is turn based.

this is the essence of my idea. i can think of 5000 ways to enhance it, but i think simplicity (like someone else said) is the key if it is ever going to get off the ground. the inf team should definitely have a look at this i think....

thanks to everyone here as well... i was just reading the thread over and i stole basically eveyones ideas... got kinda carried away with myself. :)

DarkBls
30th Apr 2001, 03:59 PM
I like this idea too, because we will get maps from all around the world... Fighting in desert, jungle, urban etc...

Sup?
30th Apr 2001, 05:21 PM
Hmmm, kind of like the boardgame RISK! I love it!

JaFO
30th Apr 2001, 05:36 PM
except for the fact that CTF would sort of look stupid, that's exactly the way I pictured the 'simple version' myself.

Once those dynamic missions are in place, you would have 90% of the basics for the 'war'-scenario.

Those 'special' objectives wouldn't have to be an engine-related item, but just an official rule saying "if team x wins this map, then they get ... in those maps".

So without any coding, but some administration a league could be run in this way.
So instead of the 'boring' tournament-type ranking, the 'results' would look like a map with different kind of colors representing each clan/platoon as if they were nations of some kind.

The ultimate (but probably impossible) goal would be a set of servers running these really dynamicly linked maps complete with an automated admin-system.
For now this we can do with a "pen & paper-version" of this War-system.

// note :
You could use such a system for any mod ..
maybe even combination of a few ...

RogueLeader
30th Apr 2001, 05:38 PM
I think this wouldn't work that well until Inf is more realistic, like with big Unreal 2 maps and realistic features supported by the Unreal 2 engine. God I want Unreal 2...

Mad_Dog
30th Apr 2001, 05:44 PM
rogueleader - the website version of this idea would work great, it'd just be a different kind of tournament play, where each match is placed in a larger context. ie. you're not deathmatching over some nameless piece of ground, you're working towards capturing a region for your team and conquering the other teams posessions. it'd work with normal UT, realism doesn't matter in this case, all this needs is someone with the time and capabilities to start it up, not me unfortunately... :(

DaddyBone
30th Apr 2001, 06:57 PM
I like this idea, kinda like the RISK boardgame of old...

Except my father always won in that... :)

Beagle_One
30th Apr 2001, 08:44 PM
For now, we can keep this idea very simple by making a 'linear' maps(war zone) that's pretty much straight forward like seen on the attached pic below. Then we can play and see how it works.
This may be too simple and unrealistic but you see how winning each match becomes crucial. You'd have more reason to win the battle than just merely surviving. You should have a grander scale in mind, i.e. winning the War.:)

*it may look so but it's not a French flag:D

MoNDoGuY
30th Apr 2001, 09:11 PM
That's interesting. But something like that can go on for hours. So in principle that's exactly what we should be shooting for. But like I said that's already getting to complicated. I'll more to say on this tommorow :)

{GD}Ghost
30th Apr 2001, 10:10 PM
Scratch the dynamic server idea. All that needs to be done is that team 1 wants to take a map in team 2's possision. Team 1 challenges team 2 for that map. A time and date is set for the match and it is played on the map in contest. The winner takes or maintains possession of that map....simple as that. No dynamic server map changes necessary.

I agree that the CTF game-style is not appropriate for this idea and should be left out.

I also agree that we should start out simple and work our way up. Maps and features can be added as they become available and feasible to implement. A central website to keep track of this wouldn't be to difficult to do. It doesn't have to be something as complex as OGL's or PG's to start out with. That will come in time. However, I just want to say again that we don't want to bite off more than we can chew in the beginning.

I appreciate everyone's input very, very much. I am going to go through all the posts later and take notes on all the ideas so that I can compile them into a single presentation. Keep the ideas rollin'. As I said in a previous post: I'm willing to see this through to completion. I think anyone who is as serious about this as I am should get together and start some preliminary planning and discussion.

ICQ me or email me and lets get things rolling!


P.S. I've got a ton of more ideas as well for this. :-)

{GD}Ghost
1st May 2001, 05:11 AM
boot

Hypenotist
1st May 2001, 07:15 AM
X-maps mod would work well for something like this, also I remeber a few months ago I came across a map that had doorways that led to different servers, it was more of a meeting place before starting a game but each doorway led into a different server, I'm sure this type of map would be a good starting point.
I forgot what it was called though. Anyone remember?

The_Fur
1st May 2001, 07:37 AM
Hmm that could be used as well for a public server staging area, I'd say use the shooting galery for in-between rounds, when you die you go there and you can practice your aiming skills while you wait (no damage to opponents in the shooting range ofcourse).

Hypenotist
1st May 2001, 08:50 AM
Ok I found the name of the map I was talking about
http://www.planetunreal.com/news/index.asp?function=search&advanced=1&search=portal+map&startmonth=5&startday=20&startyear=1998&endmonth=5&endday=1&endyear=2001&order=rankdesc&recordcount=0
Took me awhile but thats the link, if something like this map could be used like a war room prior to these tournaments it would be really cool. Oh yeah the map is called MPZ-portalarena.

MoNDoGuY
1st May 2001, 10:21 AM
The tough part might be deciding who gets which territory. Like I'm sure there's many clans that don't want to be stuck with EP, or Kosovo because of it being randomly selected for them. So this could be decided based on the ILCR standings, 1st place get first choice and so on. Or it could be done by a draw, the team that draws the #1 gets to choose first. I like ILCR idea better.

About the maps. To begin with it will be easy, there's already an assortment of maps based on real-life locations, and the other that are not can be fit in somewhere.

The actual war. Each clan starts with their own respective territory.

For example:

SOB - Sicily
MUF - Peru
GHOST - Azteca
GAT - Siberia
and so on...

Clans that are only able to challenge clans that have territory directly accesible to them. Like SOB can't challenge MUF. Forget about all these airstrips, and naval bases for now that'll come later. But GHOST can challenge MUF for Peru. The match would be played as 10-15 rounds on one side only. If GHOST wins they claims Peru, if MUF wins GHOST can't challenge for PERU for a set amount of time, and MUF can challenge for Azteca immediately.

Now if a clan loses it's last territiory, it can be considered dead, or it can join the clan that beat them as an ally. So GHOST beat MUF for Peru, MUF now has no territory, so if GHOST wishes they can let MUF ally with them. Leaving MUF to protect some of it's weaker territory, and GHOST can grow it's army bigger and bigger. But if GHOST clobbers clan XYZ and don't feel that XYZ is worhty of being an ally they can be left to die.

In the end it could be GHOST which owns North America, vs SOB with owns Europe. But that can a very long dragged out war, that's where the allies can come in handy.

This is my idea for a start, something simple to try to get everyone used to the idea and iron out all the bugs. I typed this up at school five minutes before a test, so I'm sorry if it's a little disorganized.

DredDamo
1st May 2001, 12:26 PM
But the linear stuff assumes 2 clans...usually there are more than that in a league :D

I guess we're looking at some sort of amorphous amoeba map, and there would be solid borders defined by maps for example Clan Sovietski controls Chasm, Kazakhstan and Siberia, Clan Suthern controls Sicily, Night Sicily and Kosovo, and uh...clan Industrial controls Reactor 4 and Reactor 6, clan Limey controls Manor Farm and Norwich, clan Gangsta with Dogtown and something else, and Clan Yanqui with er...I'm out of inspiration. That's 6 clans...of course there'd be many more with new added - I guess clans could come up with their own maps off RealMaps and every one would be allotted 2 or 3 maps from the start (or alternately, based on clan strength!?).

So advancement would be fraught with danger because, even though you've gained more territory and your ranking is higher, you can be now attacked by more people! So a clan unable to compete would lose territoroy by default. Although this might favor bigger clans...wait, no it won't! You can do alliances, in which if you are challenged and cannot compete you call on an ally to defend you. The terrain remains yours and they owe you one. This could be done through points as well, not just bases controlled but how many times you asked for help, and how many times you've given help...

Heck, alliances are a real thing!

But you can see how in this case Clan Industrial is worse off because it's smack in the middle, it can be attacked by almost everyone (except Limeys). Contrariwise, Gangsta, Soviet and Limey can all be challenged by only two clans since they border them.

There would be a need to predefine static borders that are fairly even, so nobody whines afterwards. See Europa Universalis for this trick - every city has an area around it that defines its shape within a country, and every one is slightly different. These chunks would probably be fairly challenging to draw, but there's so much talent in the community! :)

This could be done with a master document somewhere (a PNG file for easy changing of colors/allegiances) and current scores could be displayed accordingly - with alliances marked as well so you know what you're getting into when you challenge :)

<img src="http://www.damodred.net/pics/infwar.gif">

This was a lot of text, I'm scared! But I think this idea is beyond awesome and should be implemented. I volunteer to think up some regions and assign maps, as well as provide some temporary webspace for the map/listings.

[L]-Damodred


As to initial assigning of bases, that could be done by the admin as well. People who sign up earlier get a better choice, but it should still be something like a random draw for the most popular/least popular maps. Clans that join later start off with lesser known maps, but that's an enticement in itself, don't you think? To a) play maps you never have and b) capture the more popular maps.

DarkBls
1st May 2001, 12:31 PM
And if you are not a member of a clan ?

I think those kind of guy (like most of us) should be in a third team neither blue or red. But in a neutral one. So they can choose their ennemy themselve. They are mercenaries...

By the way it just a though...

DredDamo
1st May 2001, 12:40 PM
It's a league. Of like, pseudo-nations, thus clans. There is really no room for an individual in a war, except as victim. Especially if we're fighting for possession of bases (maps) - who's gonna take it if it's a group composed of individuals.

It wouldn't be difficult to form a clan interested in this, I wager. Going lone Ranger into this would be pointless.

*shrug*

Col.Sanders
1st May 2001, 01:07 PM
Guys, I freakin' love this idea! But it doesn't have to be done by the computer. Imagine a big, old-fashined wargame, with a strategic map, but instead of rolling dice and consulting tables to see who wins battles, a INF game is played.

We'd need a human gamemaster to oversee the thing. No need to wait for someone to implement the code.

DredDamo
1st May 2001, 01:13 PM
Sanders, did you read my post (I know it's long, but still :P)? This is what I'm talking about, exactly.

Damodred

Mad_Dog
1st May 2001, 01:26 PM
alright... sounds like the same ideas being shoved around over and over again, and they're all great. who wants to be the webmaster?:)

darkbls - i know what you mean, i'm not in a clan, and i would still like to do something like this... i am trying to think up a way that this would work with public servers, a big map where the battles constantly move. i dunno...

DredDamo
1st May 2001, 01:39 PM
Yeah, some sort of mercenary work would rox0r.

http://www.damodred.net/infwar.php (Clan Limey being a placeholder for now)
Moving to http://infwar.tripod.com - implementation going on now...

It's not necessary that existing clans be included in this, but if they are that's cool too. Might give some a headstart, but decisions on major map/base allotments will be done with some sort of a coin toss :)

Damodred

[Edit]: That was made in 5 minutes, give it a bit to flesh out, like tomorrow. Any help with graphics/ideas/anything at all appreciated - I'm a coder/webmaster, not a designer unfortunately :)

[Edit]: This will really flesh out everyone's playing experience, as it'll be necessary to use maps that aren't found everywhere and are way overplayed...I hope.

Hypenotist
1st May 2001, 02:03 PM
I've been going to school for graphic design so I will help get the ball rolling. I want in on the action when it goes down though and like drkbls said what about those of us not in clans. I'm currently looking but haven't decided fully yet. Perhaps those of us not in clans can form temporary bonds to wage war in this type of system.

DredDamo
1st May 2001, 02:12 PM
Yeah, that's what I figure because mercenary troops DO exist in wars, but individuals do not. So even if you had peeps nonaligned you have to form a squad on a temporary basis.

Here's a though, not developed all the way:

Remember Civilization? A city could be attacked by "barbarians" and would then be a weakly defended independent part of the world map. This could be the same case. Anyone who got dibs on a battle after mercs took over would more or less win it (unless the mercs got together again to fight for it, but that's less likely). Maybe a timeout period of a day or two and then it falls to whoever got dibs unless the merc group responds? Hell, if a part of the merc group responds you'd have a realistic 3 on 5 match or something :) If they win, more power to'em :)

MoNDoGuY
1st May 2001, 03:51 PM
Well I know nothing of html and have no artistic talent...sooooo...I'll just be here for moral support.

GO INF WAR!! :D :D

asmodeus
1st May 2001, 06:10 PM
we would also need in between terrains to be made... like a plain going from sicily to reacor 6... one side you'd have the gates of the city, on the other you have the door to the reactor... in the middle you have open terrain... (of course with features and cover)
now, the team that challenges has to get inside to actually play the map and get a shot at winning it... if they fail to get in in a rude fashion (sweep or something like that) the defending team could get a FREE couterstrike (awww) to try and breach the ennemy gate...

now the FREE part would work only if you could challenge a team only once in a while..

whaddya think?

{GD}Ghost
1st May 2001, 06:41 PM
Wow!!

I am overwhelmed by the responses and ideas that have been received.

I'd like to express my opinions on some of the more recent posts.

We still need ideas for how to ration out territories in the beginning. Using the current INF ladder ranking may not work well as some of us are not in clans, let alone on the INF ladder. I head up the Ghost Dogs, but we currently don't have an INF unit. (We are looking for those willing to form an INF unit.)

Also, this "war league" definately lend itself to a clan only environment for obvious reasons.

Until we reach a stage where there are maps being made for this league, the airstrip/naval base idea may have to be for future implementation.

Alliances should only be able to be made within a certain time window. Say the "war" is set to run for 6 months or till there is one clan left standing which ever comes first. Alliances are allowed to be formed within the first two months of the war and no later. Also, no more than two clan should be allowed to ally with each other. The size of the clan should not matter much since only a certain number of players can participate in a match.

I am sitting down tonight to compile all of the ideas that I think would work into a single document, keeping in mind that it should not be too complicated. I think it is important that anyone who has the time, resources, skillz and ideas should get together to form a preliminary development team. Please ICQ me or email me.

Anyone able to "draw up" a web map that would represent the league war world with territory divisions, please feel free to do so and present your ideas. Keep in mind that it DOES NOT have to be a representation of our real world.
I like the idea similar to the one at this url: http://www.clanwarfare.com/maps/hypermap.htm I really like that idea. Each cell would represent a map.


I'm really psyched about this idea guys!!

I will be attempting to get advice from the admins of PG and OGL.

DredDamo
1st May 2001, 06:54 PM
LOL, thanks Mondoguy. I'm sure we'll be able to fit you in as the official INFWar mascot or somfing :P

One mo' time,

http://infwar.tripod.com

Clan submission for bases and maps form coming soon. More details as well.

For now you can see a very rough vision of what a part of the map is going to look like. We'll get something that looks closer to a "World map" as time goes on.

asmodeus
1st May 2001, 06:56 PM
we need mappers to do maps:)

[edit]

in-between maps, and waps from parts of the world not mapped yet (africa, north america, west of europe, asia, oceania!)

Mad_Dog
1st May 2001, 07:10 PM
damodred - website is looking sweet, that is just what is needed... everyone, if you haven't looked at it, i suggest you do.

MoNDoGuY
1st May 2001, 10:22 PM
Yes great job damodred!

I'll do my job now.

WE CAN DO IT IF WE TRY!!! YAY INF!! :D

But actually I'll contribute if you have a job for me but like I said I know nothing about html or graphic design, but I can help with ideas.

{GD}Ghost
1st May 2001, 10:30 PM
New maps and stuff is a kick ass idea. It was and is still part of my original plan, however, we need to start small and simple.

Take a look at the site that's been started. It look good so far. Once again, we don't want to jump the gun by signing up clans already before we have a team in place to think it through and work out any bugs.

Keep going with the site guys and any graphics you may have, but lets not plan on actually getting it started before we have a solid plan in place. :-)

We don't want to kill this idea before it gets off the ground. We NEED a slow, solid foundation. So lets reign in our horses just a bit, get a development team together and go from there.

We should set a time and place when we can all meet online to discuss a few things.

asmodeus
1st May 2001, 11:32 PM
agreed

Beagle_One
2nd May 2001, 02:17 AM
I'm doing Japanese maps, now:)

The_Fur
2nd May 2001, 02:54 AM
Ok, let's add this as well...

Every territory gives an amount of "production points", these points symbolise cash, the points are totalled over all territories and symbolise the total amount of cash the "country" (IE squad) has to spend for it's entire campaign. Loudouts will be copied (like the NGstats) and the total amount of cash used is deducted.

In order to use weapons they have to be shipped to a territory, so every territory has it's own stockpile of weapons, lose too many m16's and you may not have anymore to use on that map.
The fun part is that you can also allocate weapons factories to certain territories so a country can manufacture it's own weapons, if they don't have a factory they have to buy them from the outside at an increased cost (say 150pct).

Also every territory offers "people points" people points are respawns, and the total amount of people points symbolise the total amount of troops the country has.
Run out of em and your country will probably lose as there is nobody to defend it.

All of these points could be increased on a weekly basis, every week you get new recruits, new cash and new weapons.

asmodeus
2nd May 2001, 03:01 AM
okay, these are great ideas...but wouldn't be easily implemented...

how do you plan to do the loadout copy thingy?

Beagle_one: I hope they will be good:))

we don't need many japanese maps, one or two should suffice... we need a china map:)

Beagle_One
2nd May 2001, 04:12 AM
I'm simply making Japanese maps because I live in Japan, so I know what it looks like. I can't help much with China maps, though.

asmodeus
2nd May 2001, 04:14 AM
oh, thats a goo reason:))

you probably been there at least once... it's right next door:)

for instance, I know that NJ looks like a huge field with broken fences, cow and damm too many Mobil stations:)

Hypenotist
2nd May 2001, 06:08 AM
Theres a forum up at the site http://infwar.tripod.com/forum.html
I'm doing graphics there. I nominate The Fur to be in charge of a points system-I think voting on these types of features is a must.
So everyone thats wants to be involved with the actual game mastering-admining should add Ghost Damodred and myself to their icq list. I'd like to vote for a random drawing for initial map positions aswell, any clans or mercs that sign up to take part in the war will get a random 3 maps that are virtualy bordered by one another, I'll actually draw from a hat if need be.
Ok for mercs I think once enough non-clan have signed up we can group into teams by order in which they sign up. So get to the forum there and let us know your interested. Hope we didn't scare anyone by throwing up a site so fast, were not trying to kill the idea -just take action so we can get playing faster.

DredDamo
2nd May 2001, 07:33 AM
Yeah, and to show people that we're serious about wanting this to take off.

Fur, excellent idea. This solves the problem of having an intrinsic bonus to holding more territory. More territory = more resources, but! More to defend.
I also think this wouldn't be too hard to keep track of. Total resources = total money. Total money minus loadout cost must be greater than 0 at all times.
Someone will have to be the 'calculator' of resource points at all times, and keep it updated on the League site.
Enforcing it on the other hand would be almost impossible. We'll have to go on the honor system on this one. This might be a problem.

Fur: explain 'losing' weapons. The way I see it this would happen when you have dead comrades on the field and you lose. 'cuz if you win you can scavenge, eh? More stuff to keep track of for the 'calculator'. Clan loadout: if 'loss occurred' subtract total value of clan loadout resource points and actual weapons. Kinda like that?
Should a win 'gain' a one time-increase in enemy team's resource points?

Please feel free to contribute to any of these ideas on our <a href="http://infwar.tripod.com/forum.html">forum</a>!

I like the idea of in-between maps, btw, but the time investment would be very large, whereas most of the other things can be implemented and put into play almost at once (well, when we have all the 'bugs' ironed out).

Beagle: Japanese maps will rock, you lucky dog (I still need to go to Japan one of those days, before I get too old. Just try not to make them too Tenchu-esque :PP
On the other hand...what the hell :) Go nuts.

That's it for me...for NOW!

Beagle_One
2nd May 2001, 08:18 AM
I'm working on the rural side of Japan, now. With rice paddied and all. After this, I think I'm gonna do maps of more populated areas.
Whatever "Tenchu-esque" means, I'm not gonna make any maps based on any animes. I'll be making realistic maps based on my observations of the areas(namely, outside of my windows and my trips to Tokyo):)

The_Fur
2nd May 2001, 09:04 AM
Someone will have to be the 'calculator' of resource points at all times, and keep it updated on the League site.
Possible, but you could also do it like Cases ladder (http://www.casesladder.com/zcc3) for Close Combat 3, basically the loser has to report their loss, if the loser doesn't report the loss within a specified time the winner can contact us and we can take appropriate action. As for losing equipment, basically anything left behind by the dead is considered lost and will be added to the winners inventory.

Also it would be interesting to allow for a surrender or a cease fire, if both teams lost a lot f men they can agree on a cease fire rather then fight to the death, next time they will take off again with whatever troops or equipment they transferred into the area. Any equipment dropped will go to the defenders, no equipment will go to either side if it's a meeting engagement (IE 2 clans fighting over a neutral area).


Enforcing it on the other hand would be almost impossible. We'll have to go on the honor system on this one. This might be a problem.
In this case i suggest contacting the inf team and finding out how loadouts are stored, then a small program could check the data and send it to the inf war site, might be some programming effort, but it would make it a lot safer.

Fur: explain 'losing' weapons. The way I see it this would happen when you have dead comrades on the field and you lose. 'cuz if you win you can scavenge, eh? More stuff to keep track of for the 'calculator'. Clan loadout: if 'loss occurred' subtract total value of clan loadout resource points and actual weapons. Kinda like that?
basically you can only loseequipment if you either lose the battle by being anihilated or a cease fire/ withdrawal when attacking. See a little bit up.

Should a win 'gain' a one time-increase in enemy team's resource points?
Any weapons/equipment in the areas weapon cache at the time will be added to the winning teams storage if the enemy is wiped out, 75pct if the enemy withdraws after initial combat 50 pct after the enemy withdraws after a single cease fire 25pct after 2 cease fires or more.

I also dumped it on the infwar forums

ofcourse i'd gladly take the job of keeping the site updated.

Hypenotist
2nd May 2001, 02:17 PM
New rough draft map is now up
http://infwar.tripod.com/map.html
comments at our forums are helpful

MoNDoGuY
2nd May 2001, 02:59 PM
As the war gets under way, and one clan begins to claim land, which means they have more to defend, this could get very demanding on the clan. If they are being challenged every night for territory this can get very annoying. There has to be of course a schedule like ILCR where every Wednesday is match night.

Hypenotist
2nd May 2001, 03:17 PM
perhaps they can hire from the mercenaries then. Things are being worked out as we speak, you'll want to check the site for updates.

asmodeus
2nd May 2001, 05:01 PM
I would gladly be on the map comity...:)

ElectricSheep
2nd May 2001, 09:06 PM
This all sounds very intruguing, and really adds a new dimension to the game....

Sitting around listening to APC, I started thinking about this more. As Infiltration stands now, all of this can be done via a more pen-a-paper methodology where clans report back to a neutral pary for victories/resource use/etc.

Perhaps in the future (like when Infiltration moves to Unreal 2, but maybe before that) all of this can be autmoated within infiltration itself. Picture this:

A small cluster of dedicated servers runs 24/7, or some consisten period each day. Each server is password protected, and *only* runs one map. Each map can then be given to either force Red, force Blue, or none (neutral territory). One password is for the Red team, and one password is for the Blue. Servers which are running maps accessible to Red have the red password. Same for Blue. Now, here's the kicker: Matches between forces are *never* prescheduled. Instead, either force can make a submission to the server for a preplanned strike. Information such as time of the operation, number of players participating in the operation, and how many reinforcements are allowed is securely transmitted to the server. At the time of the operation, the team making the attack is allowed to log into the server for play. If the force successfully eliminates the opposing team, they get to capture the map. If the force is detected and eliminated by the opposing team, they just lost valuable man-power to a bungled operation. This allows for truly covert strikes, and requires that teams populate thier servers during wartime hours each day to guard against these surprise attacks. At the end of the war-period, be it a week, a month, or whatever, the servers will tabluate all of the final results and reset for the next war.

A system like this requires careful planning by each force. Manpower needs to be divided up in order to ensure that each map is guarded properly during wartime hours. If an attacker should die in the course of an operation, they are allowed to respawn *only* if there are any remaining reinforcement points. Otherwise, they will not be able to actively play on the server until another operation is scheduled. If an operation fails, that team is no longer allowed to log into the server until another operation is scheduled. What about the defenders? If they should be attacked, they are allowed to make a call for reinforcements. These reinforcements will arrive only after a preset time which is specific to each map. When they do arrive, they are added to the respawn pool for that team. When a defender dies, they can cash in a reinforcement to respawn and continue the fight. Certain areas on maps can be designated as reinforcement access points. If these locations are controlled by the defending team when reinforcements are scheduled to arrive, they are allowed to use the additional manpower. If the attacking team captures these locations before reinforcements have arrived, the defenders are effectively 'cut off' and left to their own. Any losses that the defenders or attackers take are deducted from thier pool of man-power. If any team's man-power pool goes to zero, they have lost the war.

I suppose home bases should not have any delay for calling in reinforcements, or any reinforcement access locations. Instead, defending players can respawn as many times as the remainder of the man-power pool allows. This means that running a war of attrition is a viable tactic. Drain the enemies man-power at the cost of a few maps until thier forces are stretched so thin that a all out push to the home base can be made without signifigant trouble. One a home base falls to the enemy, the war is over.

All that really needs to be done for this is to have a system for sharing information securely between servers. Things like which map belongs to which team, how many man-power points a given team has left, which maps are accessible to which teams, etc

I admit that stuff like this is a pretty ambitious undertaking, but it would revolutionize Infiltration utterly.

In a word: Cool.

{GD}Ghost
2nd May 2001, 11:27 PM
I have an idea. Since most of these ideas are great ideas, please, in addition to posting here type a fleshed out version of your idea and email it to me. Not all ideas will be implemented right away, of course, but the good ideas will be kept "on file" and implemented at an appropriate time.

I cannot stress enough that in the beginning, we are going to keep things simple. Excuse my analogy, but you gotta learn how to kiss before you can ****. :-) For those with young ears. You've gotta walk before you can run.

I am not in any way discouraging any ideas for advance features, but like INF itself, some of these features will be implemented at a future date.

Here is the flow of developement I'd like to take for this project:

Planning,
execution
Testing.
implementation

One thing that will have to be solved before this can fairly and effectively work, is the ghost recon situation. I do believe that the INF team will have a solution to this issue in 2.86. I know many of you are as excited as I am, or more so, to get this thing rolling, but I will say this til I start to sound like a broken record. INF is a success, not because they rushed things into production and pushed it out to the public, it was a success because they put ALOT into the planning and testing phase. Let us take our cue from them if we expect success. ****, half of the fun is the developement process.

Lastly, for this post, I'd like to throw out a tentative name for the league: World War Infiltration......just an idea.

Mac_Fodder
3rd May 2001, 08:50 AM
I pop my head out for a couple of days and it seems like the idea is all fleshed out. I'd love to help where I can. I checked out the page and think its a great start.

Bein a Mac user I've been limited in what I could do for the INF community, in that Unreal Ed was not proted over. But seeing as this is all web based there if finally something that I may be able to get involved in.

Ghost, or whom ever is actually going to head up the implementation, let me know what you need help with. I have some limited HTML skills, I don't mind proofreading, once I get my cable modem, probably in a couple of months, I'll probably want to join a clan. Though I know I can't get into one that is too time intensive. So I may end up a merc weather I want to or not.

DredDamo
3rd May 2001, 09:37 AM
Mercs will be always welcome, and I think their role will be greater than anyone expects as Clans become overstretched in their conquest of the world map.

We'll probably be needing a dedicated team of grunts to keep track of territories/resources/loadouts/new applications for maps, etc. I doubt any of those tasks will be the responsibility of any one person as they would slowly go insane :)

Send me an email, and join in the WWI (World War Infiltration) forum. Ghost has also tentatively scheduled a chat for tonite (yes, very short notice, but hey, at least we're moving :); go see if you can make either of the times (I have a conflict with his timing) as well. <b>That goes for anyone reading this interested in the project.</b>

We have 3 mercs on board as of now (Hypenotist, The Fur and Maddog) and 2 clans (Limey and GHOST, I assume GD may be joining as well). If yer in a clan and interested, talk to your clan leader about it. I'll be soliciting clans on clan forums as wel, but any help appreciated.

[L]-Damodred

The_Fur
3rd May 2001, 09:59 AM
The rules of engagement (submitted for approval).

http://media.maps101.com/SUB/PGIFS/WORLDR-P1.gif


lay-out
-The maps distributed across the world map, each map will get it’s own “country”.
-Each country gets specific characteristics (see countries).
-Every clan gets one country and they can fight or bargain over other countries.

Movement
-A specified amount of time a week a clan can submit a movement plan.
-movement costs the clans resources, cash for now.
-movement costs will depend on the means of transportation the distance, and the amount of troops.
-movement speed will also depend on the amount of troops transported and the means of transportation.

Resources
-Cash, each country provides a monthly income in cash, cash can be used to hire mercs, bargain over countries and buy transportation.
-troops, each country provides a monthly influx of new recruits, recruits are translated into reinforcements.

Combat
-Who defends or attacks depends on a few factors: Who owns the country will defend in the case of a meeting engagement the one with the higher movement speed may defend.
-Defense/offense: The defenders may stay at their base, this is a placeholder until EAS is implemented. It is the attackers job to capture the base. If a attacker is in the base when time runs out and no defenders are in the base the attackers succeed and the defenders will have to withdraw to the nearest friendly or neutral area. If only Hostile areas surround them they may retreat to the nrearest friendly area but they will lose 25pct of their troops per distance unit.
-Reinforcements have to be allocated in the movement plan, reinforcements mean respawns or waves (choice remains, if decided upon waves it will mean if the goal is not met when time runs out a cease fire is met and the battle will be postponed to the next day). The reinforcements allocated will be translated to the total amount of players that are alolowed to be deployed by one side).
-If a territory is won on the way and the movement plan states that they are to move urther the team may attack another country (provided it was planned in the 1st mission plans).


Some things that have not been included, weapons costs, weapons as resources, captured equipment etc. I suggest we wait till the inf team has finished the loadout system so it is possible to track loadouts.

MoNDoGuY
3rd May 2001, 12:36 PM
I have one thing to say about the INF War.

IT WILL F***ING ROCK!

Uli
3rd May 2001, 01:28 PM
hmm my ideas
(sorry if something is already posted, but i have no time to read 3 pages...pretty slowly, iam german :O)

ok
there should be no end of the war, only if the enemy team is completely removed.

ok my IDEAS:
i would make some strategy-elements, like there are training camps and so which are must be defended. in these camps there are soldiers (evry player has only one life, if he dies his character is dead for the whole war) trained. For evry sector the team get some ressources (points or so) with it can train soldiers (new players to fight in the war, which have been killed)

hmm that was pretty difficult to write for me, my english is very bad, i cant clearly explain, perhaps some germans here could translate my ideas...or summary..
sorry

German:
Meine ideen;
Es gibt eine Sektorenkarte wo ungefähr 20 sektoren verzeichnet sind, keine ahnung ungefähr halt. davon sind einige landstriche andere sind stadtteile oder trainingscamps, airports und so. Am Anfang können sich die INF spieler für ein Team für eine Partei entscheiden für die sie kämpfen wollen. (möglichst gleich viele halt)
Jedes Team hat einen HEIMSEKTOR der sehr einfach zu verteidigen ist und schwer einnehmbar ist. Einmal am Tag können die mitglieder des jeweiligen Teams abstimmen welchen Sektor sie als nächstes angreifen wollen. (oder Ein Leiter des jeweiligen Teams wird gewählt) Dann wird bestimmt wo welcher Soldat sich in welchem Sektor aufhält. Am Anfang hat jedes Team 10 sektoren (mit homebase) trainingscamps und so. Für jeden Sektor den es kontrolliert bekommt das Team Punkte. Mit den Punkten können neue Soldaten in den trainingscamps ausgebildet werden(also es werden dort gestorbene Spieler wiederbelebt,aber nur so viele wie Punkte da sind)Das Ziel jedes Team ist es die Homebase des gegner einzunehmen, verliert er diese hat er verloren. Wer Flughäfen kontrolliert bekommt Munitions und Waffennachschub, können neue Waffen und so gekauft werden. es gibt begrenzte munition und so. In Krankenlagern können Verletzte behandelt werden. Das alles wird mit Punkten bezahlt. Für besonders gute Leistungen der einzelnen Spieler bekommt das ganze Team extra Punkte, auch besonders für teamplay wie in Frontline Force. VIelleicht wenn das möglich ist, können auch die Sektoren verändert werden in dem Gebäude gebaut werden in den Gebieten, wie Trainingscamps, Mauern Stacheldraht Bunkeranlagen und so... es müsste ein Oberkommando an Mapdesigner geben das die Maps so verändert.
ich kann jetz ewig so weiterschreiben und mir noch viel mehr so zeug ausdenken aber es bringt mir nichts wenns mir keiner übersetzt... bitte wenn das hier ein Deutscher liest und englisch kann es bitte auf Englisch zusammenzufassen und zu posten. ich wäre im sehr dankbar. bevor ich weiterschreibe muss ich wissen ob das hier übersetzt wird...

Hypenotist
3rd May 2001, 01:55 PM
heh.. ok here it is from babel fish

German: My ideas; There is a sector card where approximately 20 sectors is registered, no notion stop of it is approximate some regions others is quarters or trainingscamps, air port and so. At the start the INF player can want to fight for a team for a party to decide for it (as equivalent as possible many stop) each team has a HOME SECTOR to that very easily to defend is and is with difficulty einnehmbar. Then once on day the members of the respective team can want to attack to co-ordinate which sector it next (or a director/conductor of the respective team selected) where which soldier in which sector are certainly. At the start each team has 10 sectors (with homebase) trainingscamps and so. For each sector it controlled receives the team points. With the points new soldiers can become into trainingscamps trained werden(also it player died there revived, but only as many as points there sind)Das target each team it is to be taken the Homebase opponents, loses it these it lost. Who gets airports controlled ammunition and weapon supply, new weapons know and in such a way are bought. there is limited ammunition in such a way and. In patient stocks can hurt to be treated. All this is paid with points. For particularly good performances of the individual players the whole team receives specially points, also particularly for teamplay as in front LINE Force. VIelleicht if that is possible, can also the sectors be changed in the building to be built in the areas, how Trainingscamps would have to give, to walls stacheldraht bunkers and in such a way... it a supreme command at map designers that the maps in such a way changes I can jetz continue to write eternally in such a way and things do not bring to invent still much more in such a way however it to me me anything wenns me none translated... please if that a German read here and it can combine please on English and into post I would be English in very grateful before I continues to write must I know whether that is translated here...

The-Doc
3rd May 2001, 02:03 PM
This is pretty deep stuff so far..

You lot have obviously out a HELL of a lot of time into it, but (like Uli, I don't have time/am too lazy to read all of 3 pages or stuff on one subject, so sorry if I'm re posting something.

Anyhow this is my contribution:

If there will be reinforcements in the game, per round/level, I would suggest that if they are going to get back into the fray, perhaps they should wait about 1 to 3 minutes, in the back of an APC/transport vehicle, for more reinforcements to arrive.

This will give the team more time to plan, and work out a strategy, of what each team member has to do before they get stuck in.

Anyway... thats my two pence into this discussion.

Bye

Nanodragon
3rd May 2001, 02:03 PM
I'm Swiss and I'll try to translate:
There should be a sectormap with about 20 sectors. Some of them should be cities, countryside or training camps. In the beginning the players can subscribe to a clan.
Every team has a homebase, which is very easy to defend and hard to conquer.
The members can vote once a day which territory they want to attack. (or a team leader gets elected) Then the teams decide where the starting location of each soldier will be. In the beginning, every team has 10 sectors, including a homebase and training camps etc.
A team receives points for each sector it controls. With these points, a team can train (hire new soldiers or resurrect fallen soldiers) new soldiers . The objective of every team is to defeat the other teams by taking over their homebases. If a team loses its homebase, it loses the war. A team which controls airports receives weapons. Soldiers can be healed in medical camps. All of those actions have to be paid with points. If a team member achieves something extraordinary, the whole team receives points. (like in frontline force) Buildings could be built (the map designers change the maps).
Ok that's about it. He'll write more if someone translates (Yay).
Dragonfly

Nanodragon
3rd May 2001, 02:06 PM
You must've been translating faster than I. The whole work for nuthin!
Bad luck
Dragonfly

DredDamo
3rd May 2001, 06:57 PM
I like the last idea, but it's a bit complicated. It looks like we're going to start out <b>simple</b> and increase complexity as time goes on and as we see how much we can handle.

All of the ideas suggested are great, but a great many of them imply a ton of overhead, all of it done by us, the Inf War team.

Keep them coming people and don't be dismayed if you don't see them in the very first war, or even the second one. I want to see most of these implemented, eventually!

[L]-Damodred

{GD}Ghost
4th May 2001, 03:41 AM
Well, here it is, the WW Infiltration idea all fleshed out......sorta, in black and white. I was finally able to sit down and work through some of the ideas that were cascading through my head for this war league idea. It can be viewed at this url: http://members.home.net/ghostdogshq/WWInfiltration.htm

Keep in mind that the goals are simplicity, ease of play and to maintain the focus on INF gameplay, merely transferred to a map conquest style of clan competition. There are many things that still need to be worked out. The biggest of which is the site coding. I'd like to use www.provinggrounds.com and www.worldogl.com as a model. The question is: do we have the skills available to pull something like this off? Or would OGL or PG let us work it into their current setup. (future ideas). All the more reason to get together and start formal meetings regarding this.

Uli
4th May 2001, 08:12 AM
thank you a lot HYPENOTIST and NANODRAGON for translating! thanks!:o)

now last night i have written many pages bout INF WAR and have a idea to make it not so complex to create it for the team and its easy to build.

ghost:
can you give me your ICQ number? i want talk with you more about inf war and i can send you my work, some pages about my ideas.

i post a bit of it later here, someone have to translate please...... :o(

asmodeus
4th May 2001, 08:17 AM
okay Uli, I am very interested in seeing your work, I am myself working on something, email me or ICQ me (6315430) if you want, we can connect and discuss a bit.

This is the way things are going forward:)

I must admit it is going rather well

asmodeus
4th May 2001, 08:19 AM
Also, to everyone, we need map suggestions (for a reference, all maps in REAL MAPS have been considered, accepted, rejected or under advisement)

so, if you guys have maps we have not heard of, are not reviewed on REAL MAPS or are brand new, we'd love to hear from you

also, I gladly accept any piece of advice, or will enjoy contact with mappers willing to create and/or modify maps for the benefit of the great war!

Uli
4th May 2001, 08:45 AM
please suggest suggestions :)
only in the INF WAR 2!!!!!!!suggestions please only here
thread.

in this thread we discuss only.in INF WAR 2 the teams and people who maked some summaries and ideas post their work.

please dont missunderstand me, my english is pretty bad...

thanks

{GD}Ghost
4th May 2001, 03:38 PM
My ICQ # is 58476475

{GD}Ghost
4th May 2001, 06:40 PM
After some discussion, some thought and some much needed sleep, I came up with an idea that simplifies even my initial "resource" idea. Resources in the true sense of the word, are not something that was or should currently be part of this idea for a modified league. I am not trying to invent a new game, I am merely trying to make league play map based as well as rank bases. The only game play that should be focused on is the INF game play, not resource management, complex campaign/troop planning or any convoluted ideas or imaginary variables of any type. K.I.S.S is my guideline for this project.

Keep
It
Simple
Stupid (referring to me)

Yes, I also have the tendancy to want to muck up a good idea with many brilliant, yet complex and convoluted features. This is great for those who want to play a chess type game of strategy and ingenuity, but that is not the desire of an average INF players. I don't want to re-invent risk or command and conqur, I merely wanted to put a unique twist on league play. Many of these other ideas are truly brilliant ideas, but lend themselves to something other (more complex) than what I had in mind when I started this train of thought. So I propose this: Lets get the simple version going and then later work on a more complex and involved game that incorporates some of these other features discussed.

With that said, please check out my revisions to the "Resource" section of my document posted at this link: http://members.home.net/ghostdogshq/WWInfiltration.htm

Antikryzt
5th May 2001, 05:31 PM
In the not too distant future, I would like to see a U2/INF mod take a step towards the greatest of all online battles...Armageddon. A online war game that uses the U2 engine, with jet, tank, and attack helo models, with modern day nuclear and biological weapons thrown in for good measure (and realism).

For now, I have found this "WORLD WAR INFILTRATION" idea to be one of a certain brilliance indeed. UT Domination style maps could even expand to WD (World Domination) maps. I can see it now, artillery, mortars, airstrikes, could easily come into play. Imagine your platoon advancing toward an enemy held position beyond the next ridge and hear the thundering of a jet above and see the flickering lights of death from multiple INF-EXTREME PREDJUDICE'S MINE-like explosions rained down upon your enemies in the distance. (The current UT engine is past capable of handling a simple wav file of a jet screeching across the sky, a jet does not necessarily have to be seen to see it's devasting after effects, dead enemies (who tried in vain to run for cover) sprawled out all over, littering the land. Just make sure to run when you hear the distinctive sound of the enemies own planes. Talk about adding a new fear element into the game, you will almost develop a sort of online "shell-shock" anytime you hear the roar of jet engines, not to mention the screaming of the bombs as they fall from the sky. Well I guess this post really belongs on it's own in the new version suggestions. I tried.

I will at least submit this non-UT link for only one of inspiration and interest, as it is related to the topic at hand...Online World War.

http://www.wwiionline.com/

=================================

asmodeus
5th May 2001, 06:01 PM
yeah, this could be cool, but forget the Biological and nuclear stuff...

but U" isn't due for soon... and even then, INF has to make the switch, and it's no saying how long it will take, or even if they will ... (we all hope they do!)

Antikryzt
5th May 2001, 07:02 PM
Yep, think of all the UT2 mods.

BTW, just in case there is any misunderstanding, I meant the above airstrike idea to be used with the current UT engine and possibly included in "World War Inf."

asmodeus
5th May 2001, 07:09 PM
huh, yeah... I really don't know about this one...
I guess it's realistic though...


butapart from mapping we have no power on the game..

KOFFEYKID
5th May 2001, 07:25 PM
and i have an idea. I think it would work great with my other idea that goes as following.................................

Well here goes. The Red team and the blue team both have their own bases. And in my idea they have squads waiting. Like Alpha Red Delta Red and Omega Red(what ever goes) Once Alpha red's forces have diminished the survivior/s go back to base and perform some action to let Delta Red come in to game plat. Now The Survivor/s from Alpha red are the only one that will be respawned. Like if Delta red activated Omega red and the activated Alpha Red the survivors from Alpha red will come back with lets say 50% heal back(added to existing) well to me it sounds good. You coukd have 5 teams with 10 people so that would be 50. It'd be more militarty based i think.

coppied from the post that says

O.k hers and Idea bout Team DM

asmodeus
5th May 2001, 07:30 PM
yeah... could be nice.. but how to implement this is the question!

DredDamo
5th May 2001, 07:35 PM
You're confusing a mod with our pseudo-ladder. Read the posts.

And WWII online is going to have most of what you want (well, not jets, but even better, WW2 planes. Jets are too fast for fun play anyway :)

[L]-Damodred

KOFFEYKID
5th May 2001, 11:04 PM
BUMP.............THIS HAS TO STAY AT THE TOP

asmodeus
6th May 2001, 05:08 AM
it has, and people have to go see this:

http://infwar.tripod.com

we want suggestions, and maps ideas.
any mappers out there who think this is a good idea, contact me!

{GD}Ghost
6th May 2001, 11:33 AM
Anyone who is still interested in my concept, now that things have been made clear, please email me or icq me at: 58476475.

Until then, I will be fleshing things out and working out the bugs.

-Thank You.

DredDamo
6th May 2001, 01:12 PM
I dunno about this thread being at the top, but... :P

Anyway, we have moved the website.

http://www.infwar.f2s.com

And we have some new forums as well. Come visit and talk at:

http://pub66.ezboard.com/binfiltrationwar

Tonight's meeting open to all interested. Temporal and spatial coordinates are at forum.

Damodred

¿Geørge
12th May 2001, 08:41 PM
The basic idea sounds fantastic, but the dynamic servers thing would not work for the simple reason tthat it would take too long! If you moved to the next map as soon as you had finished one you would lose your foothold as soon as you logged out, how many clans are there that can maintain a 24/7 defensive force at their base, as well as attacking forces when they want to assult other territory. People would have to live in the INF servers... no one could ever leave their computer again.

"George, come down for dinner"
"I can't mum... it's my shift to defend Chasm, I get relieved at 0600 tomorrow"

¿Geørge
_________________
Why will UT not let me
have the "?" at the end of
my name?

UTProphet
12th May 2001, 09:27 PM
yeah that sucks. baaaad idea. there should be set matches to "duke it out" for the terr's... just update resources based on that...

The_Fur
12th May 2001, 09:44 PM
That was my idea, a turn based strategy overlay and each turn was a week so during the week you could fight the battles you'd have in that one turn.

asmodeus
12th May 2001, 10:15 PM
the dynamic server thingy was dropped a long time ago

LordKhaine
12th May 2001, 10:37 PM
Wow, someone remind me how I missed this thread?

Gotta get me signed up as a merc :D

Then all I need is an uzi, a machete and a remmington, and I'll be a true merc, hehe

asmodeus
12th May 2001, 11:39 PM
you better!

Luminuis
13th May 2001, 12:37 AM
I'm in, Being a merc sounds good.

And why the **** would you want a Uzi Remmy and Machete?

I'll take my Mp5, M9, and M67s

Mad_Dog
13th May 2001, 02:39 AM
everyone interested in INF War, check out the website at www.infwar.f2s.com. sign up as a merc there, and fill up the forums!:)

¿Geørge
13th May 2001, 10:53 AM
Sorry for posting that stuff about the dyn server thing

I just read page one... didn't see all the other posts... sorry guys :P

darn it i feel a ph00l

LordKhaine
13th May 2001, 04:52 PM
Gabriel, one word, "fun"

asmodeus
13th May 2001, 05:55 PM
a Machette will be fun:)

Hypenotist
14th May 2001, 08:56 AM
The infwar.f2s.com site has been up and down lately. Sometimes it loads other times there is nothing. We should have it worked out this week.