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Gametype Idea: Drone Strike

Discussion in 'Inspirational ideas' started by [CD]Icedude, Jun 1, 2004.

  1. [CD]Icedude

    [CD]Icedude Hurf da Durf

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    Before you make any "Oh god, not another RTS mod idea", this only has SOME elements of RTS.

    This gametype would have the same goal as Onslaught's; Destroy the enemy powercore. But in this gametype there would be a twist:

    The players cannot damage the powercore :eek:

    Instead, the players have to build drone vehicles to send at the enemy base. These drone vehicles cost credits, which are earned by 'capturing' turrets, killing enemy drones, and killing enemy players.

    There are lots of deactivated, neutral autoturrets around the map, and as i said, capturing them earns you points. To capture a turret, you just blow it up, and it respawns faithful to your team. You can also capture enemy turrets the same way.

    Once you have enough credits, you can run back to base and buy the drone vehicles by using the labeled button next to the garage/spawn-pad/whatever. The available vehicles are:

    Tank
    This small hovertank is the standard attack vehicle, costing only 10 credits. They carry the standard armament of two Anti-Air/Anti-Infantry lasers. It moves slightly slower than a player, and has only about 300 health.

    Hovercopter
    This is the second best choice for attacks, costing 20 credits each. These guys fly over most obstacles, and move a bit faster than the player. They carry the standard armament, but only has 200 health.

    Dreadnaught
    NOW we're talking, this baby is the ultimate ground attack vehicle. It is a larger hovertank that moves slower than the regular tank, and has a whopping 800 points of health. They come equipped with the standard armament, but also two plasma launchers, which are easily capable of fragging a freshly spawned player. Unfortunately, to balance this out, these guys cost 100 credits

    Harpy
    The ultimate in air superiority, the Harpy is to the Hovercopter as the Dreadnaught is to the tank. It moves at the same speed as the tank, and has 600 health. It carries the standard armament, but is the only vehicle that cannot rotate the laser turret to fire sideays, but alse has two homing rocket pods, one of these rockets does half as much damage as the dreadnaught's plasma cannons, but it fires almost twice as fast. These are also expensive, clocking in at 70 credits.


    Once you build a unit, it automatically heads off towards the enemy's powercore along a random route, never stopping untill it gets there (unless it bashes into another vehicle, or gets stuck behind a slower vehicle), and attacks any enemy it comes across. This leaves the player free to defend their base from the enemy's onslaught of land and air vehicles.

    In some levels there may also be neutal tank & hovercopter spawns in no-man's land, which can be controlled by 'capturing' the nearby satellite dish the same way as a turret.

    The different amounts of credits you earn for blowing things up is as follows:

    Turrets - 10 credits
    Players - 10 credits
    Tanks - 10 credits
    Capturable spawns - 20 credits
    Hovercopters - 10 credits
    Dreadnaughts - 80 credits
    Harpies - 50 credits

    Credits can also be obtained through 10/20/50/100 credit pickups that can randomly spawn on the map.

    The vehicles are the only way to destroy the enemy's powercore, so it's highly advised to constantly look to take down enemy forces (be they player, drone or turret) to increase your own.

    What do you think? :)

    [Edit] Added some things I forgot
     
    Last edited: Jun 1, 2004
  2. 8-4-7-2

    8-4-7-2 New Member

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    [ insert random, witty comment here ]
     
  3. dg945

    dg945 New Member

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    I think it's a good idea. Would you be able to control the path they go in? Or would you just be able to watch them via camera screen in the top lefthand corner? Again, a great idea.
     
  4. [CD]Icedude

    [CD]Icedude Hurf da Durf

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    You'd have no control over the drones at all, so you don't choose the paths. Maybe have them show up on a minimap like in ONS?

    Or just leave them to do their own buisness, not knowing where they are :)

    [EDIT] Concept Models! On a wallpaper! :)
     
    Last edited: Jun 1, 2004
  5. Radiosity

    Radiosity Minty Fresh!

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    IceDude......are you some sort of frickin' mind reader?! :lol:

    Seriously, I know exactly where you got that little bit of inspriation from (a fantastic game called futurecop possibly ;) ) and I had the idea to make a mod based roughly on it as well. I was thinking of going with a single player option as well and actually having the big stompy mech/ hovercraft as well :D Man I love that game \o/

    I'm hella up for this if we can get a start made on it (in between FHINV o'course) :tup:
     
  6. [CD]Icedude

    [CD]Icedude Hurf da Durf

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    you win the cookie :)

    yes, i did get a significant bit of inspiration from that most awesome (and under-apresiacted) game. I can't remember much about it though, since it's been ages since i lost the CD :(

    I'm ready to begin making maps the moment parse says the project is go... maybe after FHI v3 eh? :)
     
    Last edited: Jun 1, 2004
  7. Radiosity

    Radiosity Minty Fresh!

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    *eats the cookie

    [Homer]Mmm, chocolate [/Homer] :)

    I'd have to agree that Futurecop was very underrated - the graphics and particle effects are still stunning even now, and it was released in - I think - 1995, or possibly 96 :eek: Totally kickass game. We'd have to make a couple of maps that 'borrow' their inspiration from the game, just for that oldskool feeling amongst us few who remember the it :)

    Incidentally, I have the game for the pc still \o/

    edit - since you don't remember too much about it, I'll point out that the choppers were used exclusively for base defence against the tanks. Flying Fortress was as well, but had a much bigger range and would cover most of the central areas of the map as well as the base.
     
    Last edited: Jun 1, 2004
  8. Radiosity

    Radiosity Minty Fresh!

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    Remember the 'ActionButton' ? It's used to capture neutral turrets. You only needed to blow them up if your opponent had already claimed the turret.
     
  9. [CD]Icedude

    [CD]Icedude Hurf da Durf

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    well that clear a few things up, i thought i'd never seen helis attacking my base :)

    i think having the air units attack the enemy as well, you add a bit of variation for the defenders (perhaps anti-air turrets near the base?)

    also, destroying the turrets to claim them just feels more UT-ey :)
     
  10. Radiosity

    Radiosity Minty Fresh!

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    Well, we don't want it identical do we :) And blowing stuff up is always good, regardless of whether it's necessary or not :D
     
  11. [CD]Icedude

    [CD]Icedude Hurf da Durf

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    We could also always include the mode against "Zeus" (formerly known as "Sky Captain") :)

    Seeing as he's going be up against a team of people, not just one person, he's gonna have to be very powerful, possibly 2000 health and more firepower than a leviathan, and possibly even have two turrets that can switch between UT2k4 weaponry.

    He'd be able to activate his buying things remotely, and blowing him up would get you 300 credits :)

    Oh yeah, we'd have to include the spine-chilling taunts like the origional had :D
     
    Last edited: Jun 2, 2004
  12. Radiosity

    Radiosity Minty Fresh!

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    "You think that will help you?!"
    "I live again!"
    "Hehehehe.....Oops"

    Oh yes, custom tauntage will indeed be necessary :D
     
  13. [CD]Icedude

    [CD]Icedude Hurf da Durf

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    Well according to Parser, this idea is now officially under production ^_^
     
  14. Radiosity

    Radiosity Minty Fresh!

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    Hehe, love the new avatar Ice :)

    SkyCaptain, a lethal combination of smarts, intelligence and... so on, I forgot the rest :eek:
     
  15. [CD]Icedude

    [CD]Icedude Hurf da Durf

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    Smarts and firepower :)


    Anyways, here's some screenies of a map for DS i've been working on called Downtown Alpha. This is an overview of most of the level before i put the bases in:

    [​IMG]

    And here's one of the bases:

    [​IMG]
     
  16. T-1

    T-1 DFGHIDFJ

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    You could make the drones 'possessable' so normally the AI drives them, but you can drive it too if you think your smarter. The main problem with this could be if you drive into an area that has no pathnodes and get out of the drone then the AI could get confused. Also manta-style hoverdrones would be cool too. No reason to make it too similar to Futurecop. Hmmm. Another idea: make a more powerful version of the ONSGrenadeLauncher. Attach grenades to attacking tank. Watch from the distance, then detonate. And you could make all kinds of different types of turrets. You could also use the invasion monsters as drones...
     
  17. [CD]Icedude

    [CD]Icedude Hurf da Durf

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    Its a nice idea, but the main gimmick of the mod is that you can't controll them, so it wouldnt really work out that well

    Also a nice idea, maybe this could be done with a mutator? :)
     
  18. Moofis

    Moofis New Member

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    Someone wrote (forgot)
    You could also use the invasion monsters as drones...

    Maybe possible i know there can be player owned monster in utrpg2004 but directing them to go there is another deal.
     
    Last edited: Aug 21, 2004
  19. [CD]Icedude

    [CD]Icedude Hurf da Durf

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    List of stuff that would need coding, as parser asked for on irc (may or may not be an actual list of all things, i know nothing about coding, so more actors may be needed)

    Gametype
    Powercores
    Land Unit Spawn
    Air Unit Spawn
    Hovertank unit & weapons
    Dreadnaught unit & weapons
    Hovercopter unit & weapons
    Flying Fortress unit (called Harpy in earlier posts) & weapons
    Drone Turrets
    Base Drone Turrets (can't be captured. possibly just an option for normal turrets)
    Bot AI
    Drone-only volume (you can't set blockingvolumes to only allow one kind of actor into them :( )
    Outpost sattelite dish (used for catupring outpost)
    Outpost land unit spawn
    Outpost air unit spawn
    Outpost spawn triggers (might not be needed, if the unit spawns check the team of the triggerer)

    And if we add the 'coop' mode i meantioned in a post further down:

    Sky Captain/Zeus unit & weapons
    Sky Captain/Zeus spawn point (for setting up what events the unit needs to trigger to spawn units)

    i think that might be it

    And therefore we'd need modelling:

    Hovertank (& seperate turret peice?)
    Dreadnaught (& seperate turret peice?)
    Hovercopter (& seperate turret peice?)
    Flying Fortress (& seperate turret peice?)
    Sky Captain/Zeus (& seperate turret peices?)
    Base drone turret
    Neutral drone turret

    Edit: more stuff & modelling
     
    Last edited: Sep 27, 2004
  20. Wookiee

    Wookiee Lets Rock

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    Man I want to see this come together, sounds like an awesome gametype :) I also really like mods/gametypes that allow for more than the 32 player limit by making AI-controlled 'characters'. This looks really cool.
     

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