A Great Idea: Thinking about working on

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Moshman

Inquisitivness Owns
Aug 6, 2003
96
0
0
Here the design doc.
It is a "demo doc" if you will.
I will expand upon it if people like it.

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

Design Document
For
“Mod Name”
by Moshman (tony@ptldigital.com)

Basic Concept:
This mod should be a mod similar to Team Fortress but with a lot of differences. This would be an arcade\strategy\RPG Character style mod. A player is given money at the start of a game, but it’s not to purchase weapons, it’s to purchase personal upgrades for you, upgrade weapons, and increase heath, armor, shield stats based on class, and increase your speed and jump height. Upgrades will be based on a player’s class. It will use vehicles from original ONS as well as a couple new ones. A couple new, unique and never before seen classes will be implemented in the game.


Classes:

Scout:
Class Ability:
Reconnaissance Skills.
Health: 85
Armor: None
Shield: 40
This class is the eyes of the team. Very fast and light, this unarmored unit provides all players with enemy players and vehicles on their minimap within the range of the Scout.

Weapons:
SMG Pistol: Level 1
A small standard issued hand gun with some capabilities of a SMG.
Prime: A single shot causing minimal damage.
Alt: A short burst of about 5 or 6 rounds causing minimal to moderate damage.
SMG Pistol: Level 2 (Cost: $350)
A small slightly enhanced version of the SMG Pistol usually issued to officers.
Prime: A single shot causing slightly more then minimal damage.
Alt: An extended burst of about 7 or 9 rounds causing minimal to moderate damage.
SMG Pistol: Level 3 (Cost: $650)
This is slightly larger version of the SMG Pistol still in experimentation.
Prime: A single shot causing moderate damage
Alt: A large burst of about 9 or 10 rounds causing moderate to medium-high damage.
Other Upgrades:
Extended Clip: Extends the clip capacity to 20 (Cost: $150)


Staple Gun: Level 1
Not a nailgun, but a staple gun. The ConstructoTech C-438 staple gun was originally used to increase worker efficiency. You can have one person do the job of two. Staple an object then staple another object farther away and out of reach. The unique technology of putting “gliding flaps” on the staples allows the staple to travel relatively fast, far and straight.
Prime: A slightly steady single semi-automatic shot of a staple causing very low damage.
Alt: An intentional jam in the staple gun’s components constitutes in an overload of staples in the barrel. The pressure gets so high that all the staples in the barrel shoot out in a spread of about 6 to 8 staples at once.
Staple Gun: Level 2 (Cost: $500)
The ConstructoTech C-439 staple gun features the new “fully automatic component” to further increase worker efficiency.
Prime: A more steady fully automatic shots causing very low damage per staple.
Alt: An intentional jam in the staple gun’s components constitutes in an overload of staples in the barrel. The pressure gets so high that all the staples in the barrel shoot out in a spread of about 7 to 9 staples at once.

Staple Gun: Level 3 (Cost: $1100)
The brand spakin’ new ConstructoTech C-439 Mark II further expands worker efficiency to a maximum level ever. Its new modified “fully automatic component” features a high level energy cell pack and the “steady ready” chip capable of delivering more staples to the exact right places.
Prime: Fully steady fully automatic shots causing very low damage per staple.
Alt: An intentional jam in the staple gun’s components constitutes in an overload of staples in the barrel. The pressure gets so high that all the staples in the barrel shoot out in a spread of about 9 to 11 staples at once.
Other Upgrades:
Grooved Staples: Increases damage of staples by 15%. (Cost: $450)
Other Notes:
Clips are 30-50 Staples long.
Binoculars:
The StarLite A56 Binoculars ables the user to see farther then usual. The range of the scout narrows but stretches far in a “v” shape for other team mates to see on the minimap.

Grenades
Flashbangs: (has 3)
A grenade that blinds people who are facing it, and in its range,

Fragmentation: (has 2)
This is standard issue grenade for destroying enemies or damaging vehicles.

Class Specific Upgrades:
R.H.D. Radar Component: (Cost:$550)
Increases a scout’s radar range.





Rocketeer:
Cyborg:
Medic:
Sniper:
Flame Trooper:
Engineer (Defense):
Engineer (Offence):
Mutant:
Laser Warrior (Red Team Only):
Airborne Warrior (Blue Team Only):

Gameplay Elements:

Money:
Awarding Money:
Money is awarded for:
• Killing Players
• Defending Base
• Killing Flag/Ball Carrier (CTF/Bombing Run)
• Defending Flag/Ball Carrier (CTF/Bombing Run)
• Scoring
• Winning Game (all teammates receive money)

Extra money is awarded for:
• Double Kills, Multi Kills, Mega Kills ect.
• Destroying Vehicles and Turrets
 

[SAS]Solid Snake

New Member
Jun 7, 2002
2,633
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40
New Zealand
www.digitalconfectioners.com
Mmm, from my last couple of venture into creating a gametype with classes is that you should only really have a few key ones instead of having lots of different types with very diluted skill sets.

From what I can see, or envision, you are going to have as tough time to balance a lot of these things. I was thinking about what made ONS so much fun and it's also due to very good balancing. Goliaths is ownage on ground but they can get wasted pretty easily by Raptors and less easily by Mantas. Manta's are great for squishing players on the ground, but don't really have the fire power to go against other vehicles. Hell bender is a good multi tool truck but it needs more than one person to really use it very well, or you have to be very skilled. Being on foot is finally not a disadvantage [BF1942!] compared to a vehicle due to movement skills and the AVRiL...

IMHO that is ...
 
XMP is great with only 3 classes that are very balanced and work very well together in a team (assuming you have a balanced number of them). They are not as specific as yours with each class equipped for a larger number of situations but they do not overlap all that much really. Too specific and you'll have a class that can just build stuff or just heal. That gets rather boring and no one would want to be that. XMP has a ranger that doubles as a healer when necessary and a gunner that also resupplys. Maybe combine the classes a little (like one engineer instead of separate ones for offense and defense).
One thing I see a lot is a ranger that is labeled the "eyes of the team" but because the communication system is not too great this is more or less an unused capacity and the ranger or scout is relegated to just a sniper (or an artifact runner) and not an "eagle eye". I assume you will be using UT2004 which has the voice feature. This is a great asset for teamwork that could really be used effectively. Naturally the game can't revolve around this and require that every player has it since not everybody does. The voice is used somewhat but not in it's true capacity or what I think was Epic's intent (but who am I to say?). I would be very interested in a mod that strongly emphasized teamwork and implemented this feature as much as it possibly could. If it can't, oh well. If it can, go for it. Defenitely got some good ideas there and a good base to work off of, they just need to be refined.

"This mod should be a mod similar to Team Fortress but with a lot of differences" - a tad contradictory but I know what you're trying to say.
 

Moshman

Inquisitivness Owns
Aug 6, 2003
96
0
0
Changes:
Combined Medic and Engineer to make the Supporter.
Took out scout and rocketeer to make the Ranger (more orgininal name needed)


Classes:

Some notes,
All weapons should not be over powered even when upgraded! All this information and values will probably be changed over time to balance with other classes and other players who are not upgraded. But the upgraded weapons should have SOME advantage over un-upgraded weapons.

Ranger:
Class Ability:
Rocket Launcher (do I need to say no more ;) )
Health: 100 (stat max: 130)
Armor: 80 (stat max: 100)
Shield: 100 (stat max: 120)
The mediocre of any soldier known. No real advantages and disadvantages.

Weapons:
SMG Pistol: Level 1
A small standard issued hand gun with some capabilities of a SMG.
Prime: A single shot causing minimal damage.
Alt: A short burst of about 5 or 6 rounds causing minimal to moderate damage.
SMG Pistol: Level 2 (Cost: $350)
A small slightly enhanced version of the SMG Pistol usually issued to officers.
Prime: A single shot causing slightly more then minimal damage.
Alt: An extended burst of about 7 or 9 rounds causing minimal to moderate damage.
SMG Pistol: Level 3 (Cost: $650)
This is slightly larger version of the SMG Pistol still in experimentation.
Prime: A single shot causing moderate damage
Alt: A large burst of about 9 or 10 rounds causing moderate to medium-high damage.
Other Upgrades:
Extended Clip: Extends the clip capacity to 20 (Cost: $150)
Notes:
It has 12 rounds in a clip without the upgrade.

Pump Action Shotgun: (Level 1)
Your ordinary everyday shotgun able to cut through though armor.
Prime: Fires a shell containing 6 pellets made of lead to its target as a manual pump-action reloading system causing moderate damage per shell.
Alt: Same as Prime fire.

Auto-Shotgun: (Level 2) (Cost $550)
A more advanced, more powerful, more reliable, and Semi-Automatic the Auto-Shotgun utilizes a rotating drum to pump out more shells at its target.
Prime: Fires a shell containing 6 pellets made of lead to its target as a semi-automatic reloading system causing moderate damage per shell.
Alt: Utilizing the computer embedded in the shotgun it allows the pellets to be shot in a tighter spread. But beware, this calls for the shotgun to rest for at least 3 and a half seconds before it is shot again. This causes moderate damage per shell.

Riot Shotgun: (Level 3) (Cost $1150)
This is a highly experimental product. Using a quad rotating barrel similar to a gatling gun, it delivers shells at almost 15% faster then its ancestor the Auto-Shotgun, but the alternate firing mode is most devastating. This causes moderate damage per shell.
Prime: Fires a shell containing 6 pellets made of lead to its target as a semi-automatic reloading system.
Alt: Using a huge surge of energy the Riot Shotgun goes nuts firing 5 or 7 shells at the rate of a machinegun, but it takes at least 4 seconds to reload. This causes moderate damage per shell.

Other Upgrades:
Shrapnel Shells: Little almost microscopic pieces of metal are embedded inside each pellet. When the pellet hits the ground it causes the pieces of metal to shoot out in different directions causing very low damage. (Cost: $500)
Other Notes:
In pump action shot gun there is an 8 shell capacity.
In auto-shotgun there is a 20 shell capacity.
In a Riot Shotgun there is a 24 shell capacity.
Shrapnel shells only shoot 8 shrapnel out of one shell total.

Rocket Launcher: (Level 1)
A normal single slot rocket launcher that fires rockets to its target at a slow rate of speed
Prime: Shoots one rocket at its target causing high damage.
Alt: Charges the rocket and fires out the rocket fast. Speed depends on amount of time charged

Rocket Launcher: (Level 2) (Cost: $1000) (Uses standard UT 2004 RL)

Rocket Launcher: (Level 3) (Cost: $1500)
Uses the revolutionary 4 slotted rocket launcher to deliver 4 rockets instead of just 3.
Prime: Fires a single shot at a decent rate of speed. (Standard UT2k4 RL speed)
Alt: Loads 1 to 4 rockets and fires them to its target. (Press and hold reg. fire to unleash a quad spiral of rockets)

Binoculars:
The StarLite A56 Binoculars ables the user to see farther then usual. The range of the user narrows but stretches far in a “v” shape for other team mates to see on the minimap.

Grenades
Flashbangs: (has 3)
A grenade that blinds people for a while who are facing it, and in its range.

Fragmentation: (has 2)
This is standard issue grenade for destroying enemies or damaging vehicles.

Class Specific Upgrades:
R.H.D. Radar Component: (Cost:$550)
Increases a Ranger’s radar range by 50%.


Cyborg:
Sniper:
Flame Trooper:
Supporter:
Mutant:
Laser Warrior (Red Team Only):
Airborne Warrior (Blue Team Only):