I decided to go ahead and post this here since I'm bored at work and find that writing mod synopsis a couple times helps me think this stuff out.
The premise of Defense Force Omega (DFO) is a pure co-op, team based game that sets up a global conflict of humans versus aliens. The DFO is an elite international force formed in secret to protect the earth from extraordinary dangers. They are funded by major countries of the world and have access to the latest and greatest in technology.
Alien incursions are on the rise, and so the DFO makes the investigation of the phenomena their priority. The aliens always come at night, prefer remote locations, and their overall plot is unknown.
There will be a hub map which is the DFO base. This is where the team goes before and after missions. It's also where new research and manufacturing will be handled, as well and maintaining intel reports. The computer/powers that be will handle most of the research and planning, but with the right skills players will be able to influence it.
Players will skill up after they get experience from missions. They can get new weapons training, letting them use more weaponry, or medic/science training, etc. More experienced players will be faster, healthier and harder to scare. Fear and fatigue will factor in a big way for players during battles.
When a player dies, unless they are saved/revived by a medic, they're dead. End of story. Character gone. Hint: don't die. You'll have to restart with a new guy.
I've been playing pretty hard with the modelling and mapping, and I think I've got a setup of "blocky but good" working. The maps will generally be large outdoor areas with a kinda levelled/isometric feel (except for indoor craft areas). They'll mostly be completely dark except for streetlights, etc. Players will be equipped with a flashlight and a motion sensor (and perhaps NV goggles).
The iso-feel might seem a little retro, but a) I hate the UED terrain editor b) I don't want these maps to look/feel/play like every other UT2 terrain map and c) I hate the UED terrain editor.
The premise of Defense Force Omega (DFO) is a pure co-op, team based game that sets up a global conflict of humans versus aliens. The DFO is an elite international force formed in secret to protect the earth from extraordinary dangers. They are funded by major countries of the world and have access to the latest and greatest in technology.
Alien incursions are on the rise, and so the DFO makes the investigation of the phenomena their priority. The aliens always come at night, prefer remote locations, and their overall plot is unknown.
There will be a hub map which is the DFO base. This is where the team goes before and after missions. It's also where new research and manufacturing will be handled, as well and maintaining intel reports. The computer/powers that be will handle most of the research and planning, but with the right skills players will be able to influence it.
Players will skill up after they get experience from missions. They can get new weapons training, letting them use more weaponry, or medic/science training, etc. More experienced players will be faster, healthier and harder to scare. Fear and fatigue will factor in a big way for players during battles.
When a player dies, unless they are saved/revived by a medic, they're dead. End of story. Character gone. Hint: don't die. You'll have to restart with a new guy.
I've been playing pretty hard with the modelling and mapping, and I think I've got a setup of "blocky but good" working. The maps will generally be large outdoor areas with a kinda levelled/isometric feel (except for indoor craft areas). They'll mostly be completely dark except for streetlights, etc. Players will be equipped with a flashlight and a motion sensor (and perhaps NV goggles).
The iso-feel might seem a little retro, but a) I hate the UED terrain editor b) I don't want these maps to look/feel/play like every other UT2 terrain map and c) I hate the UED terrain editor.