Meow,
For all of the ten minutes I tested out the Jurassic Rage mod. I liked some of the weapon and bot models and one more thing even more so than the other two...
When the player spawned, he was immediately surrounded by 4-5 AI comrades who did a commendable job of keeping up with the player and watching the perimeters. It struck me on the way home tonight that this might be a feature that could be added to YARM, and hopefully not require a ton of coding...
Here's what I'm imagining: a mutator option entitled "YARM Comrades." Its features could be adjusted via the GUI, and be setup along the lines of something like this:
The mut's window would display a line that states "
Number of bot teammates currently assigned to the mission: ##" The numbers that would appear would be
half -1 (for the player's position) of whatever max the player assigned in the standard UT2004 UI. There would then be a series of statements with a box that one could check. When a box is selected, the other statements would ghost out. The statements would read...
[ ] Assign bots to form an element of FOUR.
[ ] Assign bots to form an element of SIX.
[ ] Assign bots to form a squad of NINE.
[ ] Assign bots to form a squad of TWELVE.
If not enough bots were assigned in UT2004's standard bot-assignment window, the
affected statement would appear in red text. If the mouse cursor was floated over the red text, a Help balloon would appear, informing the player that if he wants more comrades that he/she needs to increase the bot total in the appropriate window.
Upon the first spawn, the player would have the assigned number of bots rush to his location. They would stay with the player unless commanded to do otherwise. Preferably, by default, they'd roughly maintain a circular perimeter with the player at its center, and
not be fanatical about it like in OFP or ArmA, where too often the element's/squad's rigid-formation demands gets them needlessly killed. Unless operating within tight enclosures and/or responding in a defensive manner, they'd stay spread out so that a single frag doesn't take all of them out.
Of course this is starting to sound increasingly complicated, but maybe it's simpler than the Band of Brothers-inspired control scheme I mentioned earlier? See? I'm taking it
easy on you!
I'm wondering if you're open to a gametype suggestion? I've been mulling over a concept that I believe would be a lot of fun, would be flexible and strongly emulate the objective-style missions that INF so glowingly featured, and (I'd imagine) wouldn't require a ton of coding. The fundamental premise is this:
Secure Until Extraction. Spawn points for each side would be within close proximity to each other to simulate a squad of soldiers working together to get a task done. One side would be tasked with securing a randomly placed objective which would cycle through a series of available items worth securing: a downed/stranded vehicle that has a valuable item inside, a limping crewmember, several crewmembers, immobilized crewmen/infantry, a downed high-tech Raptor, a busted up briefcase with who-knows-what-inside, etc. ...
The Securing team would need to protect the item(s) till extraction arrived either by air (Chinook/HH-60 Pave Hawk) or by land (MRAP Cougar or Stryker). The player could establish the exact amount of time it would take for the extraction to appear, or setup a random time frame of a min. of 5 min. to an hour (a REAL glutton for punishment I guess).
The player could define the maximum number of respawns before his unit is totally wiped out.
The opposing force's task would be to STOP the extraction by eliminating all of the enemies or by destroying the extraction vehicle. Their task is NOT to destroy the item(s) or personnel, but rather to secure them themselves. The team in possession of the item(s) for the longest period and that secures successful extraction wins.
Basically, this replaces the glowing circles with something more immersive and less abstract!
Wow. I am "so" creative!