Kill Team Gameplay Mode
#62
Posted 03 September 2018 - 06:11 PM
Right, so pick from a choice of spawned squads or build one from an entity I guess.
There are the ONLY WORKING solutions I came up with as well.
So guys, this means that we must forget Last Stand with UI and buttons and stuff. WE CAN use a starting "building"-beacon, where you will be able to build your hero and wargear from there. And of course we can STILL use hero wargear for games!! So the Ultimate Apocalypse heroes, and all other units with excessive wargear can STILL be used.
But not in
Back on track.
For kill team, we have 2 alternatives, just like brother Fuggles said.
1] I spawn all 3 squads, and you inspect them and you KILL the two choices you to not want. The one that remains is the one you play. I DO NOT LIKE IT.
2] I WILL spawn the Race's HQ as well. And it holds the 3 squads. And you build the one you want.
Then, I destroy the HQ. I LIKE THIS ONE!
Proceeding with implementing this. Gimme about 3 hours.
Edited by Gambit, 03 September 2018 - 06:11 PM.
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#63
Posted 03 September 2018 - 06:52 PM
So guys, this means that we must forget Last Stand with UI and buttons and stuff. WE CAN use a starting "building"-beacon, where you will be able to build your hero and wargear from there. And of course we can STILL use hero wargear for games!! So the Ultimate Apocalypse heroes, and all other units with excessive wargear can STILL be used.
We work with what we have. If need be, maybe we could tweak our version of LS to better suit this kind of hero and wargear choosing.
2] I WILL spawn the Race's HQ as well. And it holds the 3 squads. And you build the one you want.
Then, I destroy the HQ. I LIKE THIS ONE!
Proceeding with implementing this. Gimme about 3 hours.
I like this option more as well. When you say, "then I destroy the HQ" you mean, after squad has been chosen, HQ destroys itself?
Kudos to you guys on a brainstorming session and solution to the problem. I have read your comments an exchange of ideas and you have put a good effort for this. Thanks for that
#64
Posted 03 September 2018 - 08:14 PM
I like this option more as well. When you say, "then I destroy the HQ" you mean, after squad has been chosen, HQ destroys itself?
Well the scenario is:
1] You start with your Race HQ (well, a modified version!). The camera is LOCKED on it.
2] There is a message that your HQ is sabotaged, and you can only save ONE team, of the three garrisoned!!
3] To depict this, your HQ has a DEGENERATION factor, giving you 20 Secs to decide. (This is the timer as well)
4] If you do not decide within 20, the HQ reaches zero HPs, and one squads is saved at random.
5] Regularly, if you choose one, your HQ is destroyed instantly, and you must wait for all other players to choose squads.
Otherwise, the game is the same.
And it is ALREADY FULLY FUNCTIONAL.
It is ready, I need one more day to perfect it.
Only Space Marines so far. (Will add Eldar soon - I need to test it with my brother, and he ALWAYS plays Eldar!)
And there IS AI support.
Kudos to you guys on a brainstorming session and solution to the problem. I have read your comments an exchange of ideas and you have put a good effort for this. Thanks for that
Thanks man. But frankly, I am obsessed with coding, especially when it is for new Win Conditions.
Race Mods, AI and SCaR are something I CANNOT SAY NO!!!
- Roderick likes this
#65
Posted 03 September 2018 - 09:21 PM
Seeing that you have made a workaround, maybe it's unnecessary, but I was wondering if the destruction of the HQ could have been made with a transport-building and the destruction as the disappear/flight sequence. For example the SM could spawn from a droppod.
#66
Posted 03 September 2018 - 10:29 PM
I thought of that, and I was going to do it. SCaR supports it, I have already put it in Survival.
But as I have it now, the squads are "escaping from the sabotaged HQ", so they are simply going out...
... And it is done. With Eldar Support
Tomorrow, I am testing with my brother.
I played some games myself, it is QUITE good, even at this stage.
But with 2vs2 Human players... IT WILL BE OW BOY!!
And wait till abilities are in!
(balance is of course OFF at this point.)
#67
Posted 04 September 2018 - 08:47 AM
#68
Posted 04 September 2018 - 09:04 AM
Indeed, but that version is too simple - it just spawns a specific army at start.
And there is no capturing reason, resources are totally removed.
So it is a all-in, one-battle mode.
Nice win condition !
In our version, so far the idea is to create unique squads (three per race, player chooses one) with multiple leaders + weapons upgrades.
Today I will upload v3.
MP fully supported, Eldar added. ALL other wincodntions modified accordingly. (Change Players, Resource Drain, etc)
Edited by Gambit, 04 September 2018 - 09:05 AM.
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#71
Posted 04 September 2018 - 02:41 PM
OK, so v3 is ready! Highlights:
- Works perfectly in MP. THAT is the way it was meant to be played
- AI support adequate. I will improve it in the future, when we finish all squads for the races we want, and conclude on their leaders/weapon/abilities.
- Space Marines and Eldar functions support (fully modular of course to ... "easily" support all races).
- ALL winconditions updated to support the new Kill-Team Game Mode. Resource Drain win condition re-coded, to add new functionality
- Messages explain all you need to know. You DO stay with an HQ, but it is "sabotaged" and its destruction imminent. You are to save only one squad from the three within (support for n squad types per race of course, I have added 3 for now - and I think it is enough).
- And much more.
See here: https://forums.revor...n&topicID=90231
Again, just overwrite Unification 4.0
Anyone else wishing access just say so, but brother ZmajOgnjeniVuk must also approve.
Edited by Gambit, 04 September 2018 - 02:42 PM.
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#72
Posted 04 September 2018 - 03:10 PM
OK, some more notes concerning the 1st post:
2. There is no HQ in game (AGREED)
For MP games, this is impossible, at least for now. So we do have HQs. Bu they are CLEVERLY IMPLEMENTED!!
5. Entire squad is upgraded with weapons after capping SP, not just 4 members
and
10. Capping Relics grants a hero or something else, open to suggestions
For now, I have implemented the upgrading system differently:
1] There is no income (of course).
2] Each time you capture a Strategic Point, you get 25 Req/Pow. If you loose one, you loose 25 Req/Pow!! (min 0). Critical Locations give 75, and Relics 150.
3] YOU are the one purchasing updates, with the resources you have.
This is for now, we can remove it of course, and use the method YOU proposed!!!
11. All squads have deep strike ability for purpose of make game even faster, recharge time 30 seconds.
Can you explain? Deep Strike is rather easily implemented, off course
#75
Posted 05 September 2018 - 07:33 AM
- Works perfectly in MP. THAT is the way it was meant to be played
- AI support adequate. I will improve it in the future, when we finish all squads for the races we want, and conclude on their leaders/weapon/abilities.
- Space Marines and Eldar functions support (fully modular of course to ... "easily" support all races).
- ALL winconditions updated to support the new Kill-Team Game Mode. Resource Drain win condition re-coded, to add new functionality
- Messages explain all you need to know. You DO stay with an HQ, but it is "sabotaged" and its destruction imminent. You are to save only one squad from the three within (support for n squad types per race of course, I have added 3 for now - and I think it is enough).
- And much more.
For MP games, this is impossible, at least for now. So we do have HQs. Bu they are CLEVERLY IMPLEMENTED!!
Good work brother, I understand that we need HQ, for the start at least, so no worries regarding post 1, I just didnt have time to update it yet, a bit hectic schedule for me right now. As far as I am concerned we can keep the HQ mechanic for the final version of the game as well, unless you come up with some other solution, but what I want to say is that the issue of HQ has been resolved and you should not divert more resources to it.
For now, I have implemented the upgrading system differently:
1] There is no income (of course).
2] Each time you capture a Strategic Point, you get 25 Req/Pow. If you loose one, you loose 25 Req/Pow!! (min 0). Critical Locations give 75, and Relics 150.
3] YOU are the one purchasing updates, with the resources you have.
This is for now, we can remove it of course, and use the method YOU proposed!!!
This is very interesting mechanics, I like it. This way a squad can have different weapons.It also resolves an annoying tendency of AI to reinforce just as you are to wipe it out because it has collected a whole bunch of Req. Excellent work man.
Can you explain? Deep Strike is rather easily implemented, off course
#76
Posted 05 September 2018 - 09:16 AM
Very good.
Ah, the DS mechanic is an excellent idea!
I will implement it. Gimme some time, I need a couple of days off first, then I will re-engage
(I need to work on IDH, and make sure Survival no longer gives desyncs in MP)
Edited by Gambit, 05 September 2018 - 09:17 AM.
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