Staredit Network > Forums > SC2 Custom Maps > Topic: Infiltration RPG
Infiltration RPG
Aug 22 2010, 11:48 pm
By: payne
Pages: < 1 2 3 4 >
 

Aug 24 2010, 4:29 am DavidJCobb Post #21



Quote from payne
Quote from DavidJCobb
With regards to guard cooperation and low-level decision-making, the basic AI system used in Halo 3 may be a useful thing to emulate. Alert levels would determine which task trees are executed.

The CornerShot would be an excellent weapon for the infiltrators.
I personally know nothing about AI, so for this part, you'll have to wait ;)
As for the Corner Shot, it looks interesting, but do you have any ideas on how to implement it? ;o
If this is an FPS, then the CornerShot can take the player into over-the-shoulder third-person view with the ability to see around corners. If it's a third-person game, the CornerShot can allow a player to aim down their weapon sights and see around corners while doing so -- zoomed-in more-accurate aim around corners.


Quote from payne
Quote from DavidJCobb
Quote from shmeeps
Would be nice to use if there is a group of guards, so you can make them take each other out.
Singularity already did it. Try double-tapping RB over a human hostile after getting a certain TMD upgrade... Heheh.
Didn't understand half of what you said...
Spoiler

Come to think of it, it's not that similar to the Rage Bomb. Don't remember why I even mentioned it. ><



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Aug 24 2010, 5:37 am payne Post #22

:payne:

REMINDER:

You guys can help me on the Data side of this project over there: http://www.staredit.net/254137/
You can also help me on the Terrain side of the project by downloading the map (provided in the OP).

The triggers part should be fine (I has Devourer as my partner-slave :P).

Any significant work will be gratified through the credits. :awesome:

EDIT:
Enemy ideas would be very appreciated too. I don't want the players to fight against mindless stupid Marines that don't have any other ability than "Shoot!". ;o

EDIT:
Doesn't this look like something very similar to what I seemed to have in mind? Though it looks a bit too easy to get out of trouble. ;o


EDIT:
New question: Do you think the DT and Zealots will use the Deviate spell? It looks like something the Immortal and the Probe would use the most. ;o
This means I require two new abilities. What about a Maelstrom?


Post has been edited 4 time(s), last time on Aug 24 2010, 2:47 pm by payne.



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Aug 24 2010, 5:46 pm DavidJCobb Post #23



Enemy ideas

Butcher
Butchers are deployed only when a facility has been compromised and the attackers' locations are known. These agile guards scale walls and ceilings to quickly reach targets. They use the element of surprise to close in on hostiles, before attacking with a dagger in each hand. They particularly love to ambush targets from above, bursting out of ventilation shafts and leaping over walls.

Butchers are fast and efficient and can tear a player to ribbons. They prefer to slice rather than stab; it takes longer to insert and withdraw a blade than it does to simply swipe and rip at a target. Butchers are frail, however; a good, hard smack to the head or chest will knock one out in seconds.

Pounder
Pounders wait dutifully and motionlessly inside of heavily-secured vaults, remaining calm but alert at all times. These heavyweight fighters attack with gigantic mallets that are dangerous in the small, cramped rooms they protect. Their lack of speed is more than compensated for by their massive endurance and near-impermeable armor. If you need to get past one of these guys, then good luck, and I hope you have a lot of time on your hands.

The average pounder is eight feet tall. Less than two percent of their body mass consists of fat; most of their impressive weight is raw muscle.

Buzzer
Buzzers are short, dwarf-like, frail guards with virtually no offensive power. They wear light armor that is wired directly into their facilities' security systems. Killing or being noticed by one will set off virtually every alarm in the complex, and by triangulating signals, other guards will have your exact location in mere seconds. It's rumored that if you can shoot a specific two-by-two-millimeter section of a Buzzer's helmet dead on, you can disable its armor and kill it without setting off any alarms... but it's easier to just sneak past it.

Tracer
Tracers can seek out and follow targets using advanced sensory technology. They can detect anything from the electricity produced by your brain to the residual heat that your body leaves in the air. They can only follow you a short distance before losing you, but they are strikingly fast, so if one sees you, book it. They have no offensive capabilities, but can broadcast their location (with a ten-meter margin of error) to all guards in the facility.

Tracers are skinny and frail, much like Butchers. However, their incredible agility allows them to dodge nearly all weapons. The only way to kill one is to find something with a high rate of fire and fill the air with lead.



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Aug 24 2010, 7:30 pm payne Post #24

:payne:

Quote from DavidJCobb
Enemy ideas

Butcher
Butchers are deployed only when a facility has been compromised and the attackers' locations are known. These agile guards scale walls and ceilings to quickly reach targets. They use the element of surprise to close in on hostiles, before attacking with a dagger in each hand. They particularly love to ambush targets from above, bursting out of ventilation shafts and leaping over walls.

Butchers are fast and efficient and can tear a player to ribbons. They prefer to slice rather than stab; it takes longer to insert and withdraw a blade than it does to simply swipe and rip at a target. Butchers are frail, however; a good, hard smack to the head or chest will knock one out in seconds.

Pounder
Pounders wait dutifully and motionlessly inside of heavily-secured vaults, remaining calm but alert at all times. These heavyweight fighters attack with gigantic mallets that are dangerous in the small, cramped rooms they protect. Their lack of speed is more than compensated for by their massive endurance and near-impermeable armor. If you need to get past one of these guys, then good luck, and I hope you have a lot of time on your hands.

The average pounder is eight feet tall. Less than two percent of their body mass consists of fat; most of their impressive weight is raw muscle.

Buzzer
Buzzers are short, dwarf-like, frail guards with virtually no offensive power. They wear light armor that is wired directly into their facilities' security systems. Killing or being noticed by one will set off virtually every alarm in the complex, and by triangulating signals, other guards will have your exact location in mere seconds. It's rumored that if you can shoot a specific two-by-two-millimeter section of a Buzzer's helmet dead on, you can disable its armor and kill it without setting off any alarms... but it's easier to just sneak past it.

Tracer
Tracers can seek out and follow targets using advanced sensory technology. They can detect anything from the electricity produced by your brain to the residual heat that your body leaves in the air. They can only follow you a short distance before losing you, but they are strikingly fast, so if one sees you, book it. They have no offensive capabilities, but can broadcast their location (with a ten-meter margin of error) to all guards in the facility.

Tracers are skinny and frail, much like Butchers. However, their incredible agility allows them to dodge nearly all weapons. The only way to kill one is to find something with a high rate of fire and fill the air with lead.
I like the Butcher, though I'll modify it a bit.
I don't see the point of the Pounder.
The Buzzer is awesome too, but again, a bit of modifications needed. It'll make the "Interference" item worth using. :)
The Tracer is basically the same thing as the Buzzer, no? I'll just merge both characteristics.

EDIT:
Any idea on how to make the Tank enemy non-mechanical? (description-wise)

Post has been edited 1 time(s), last time on Aug 24 2010, 8:11 pm by payne.



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Aug 25 2010, 6:37 am DavidJCobb Post #25



Buzzers are more-or-less stationary, patrolling a small area, and killing them sets off alarms. Tracers are more mobile; they can follow you around the whole complex, but if you put enough distance between yourself and a Tracer, you can lose it. If you manage to kill them (difficult due to their speed), you can silence them and escape without setting off alarms. But yes, the two concepts are otherwise very similar.

When dealing with a Buzzer, your biggest priority is to sneak past one unseen, without using hostile measures.

When dealing with a Tracer, your priority is almost always to lose a tail. Hide from it, kill it, doesn't matter, so long as you get it to stop following you. It's all about the chase.

Post has been edited 1 time(s), last time on Aug 25 2010, 6:45 am by DavidJCobb.



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Aug 25 2010, 12:54 pm payne Post #26

:payne:

Quote from DavidJCobb
When dealing with a Tracer, your priority is almost always to lose a tail. Hide from it, kill it, doesn't matter, so long as you get it to stop following you. It's all about the chase.
Interesting concept, though the map isn't planned to be fast-paced that much so you can try to rush to a random point trying to avoid an unit following you without ever encountering enemies. ;o

EDIT:
Anyone could send me a bunch of new names for heroes/abilities/items/enemies ? :awesome:

Post has been edited 1 time(s), last time on Aug 25 2010, 1:06 pm by payne.



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Aug 25 2010, 5:16 pm samsizzle Post #27



It'd be real sweet if there were a spell that makes a sort of bubble shock wave around the player and blows everybody else back, as if there were an explosion coming from the player. Considering all the things that I've seen in sc2 I'm sure its quite possible.



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Aug 25 2010, 7:55 pm DavidJCobb Post #28



Ability: Impersonation
When killing or incapacitating a guard, this ability can be used. The infiltrator steals the guard's clothes and items and blends in with other guards. Guards will not attack on sight, but care must be taken to avoid suspicious or abnormal (for a guard) behavior, be it abandoning one's post or simply not having the right posture. Depends on how well-trained the other guards are.



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Aug 26 2010, 5:38 am payne Post #29

:payne:

I am now searching for Boss and Puzzle ideas.
Please help! :)

@sam: your idea is actually a mix of two of the currently implemented spells. Sorry. :P

EDIT: I've updated the OP. More abilities and re-arranged heroes' spell assignation.
In regards of the Puzzles and the Boss, I'd appreciate ideas related to the current Items and Abilities list. Try to think how the players could interact with stuff with those.



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Aug 26 2010, 6:03 am DavidJCobb Post #30



Combo: Cloak-Push
One player Cloaks, another uses Push to send him past a camera (since he can't move independently).

Combo: Deviate-True Blood
A uses Deviate on B. B uses True Blood on C. (A gives health to C via B.)



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Aug 26 2010, 10:58 am payne Post #31

:payne:

Quote from DavidJCobb
Combo: Cloak-Push
One player Cloaks, another uses Push to send him past a camera (since he can't move independently).

Combo: Deviate-True Blood
A uses Deviate on B. B uses True Blood on C. (A gives health to C via B.)
Extremely wise. I had not even think of those 2. I particularly love the 1st one. It has potential! :awesome:
2nd one, while interesting, isn't really the kind of things you'd use in a puzzle/boss context.



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Aug 26 2010, 8:41 pm StormTemplar Post #32



A puzzle idea could be to implement a hacking ability to get through doors or lockpicking etc.. Possibly a laser room where the lasers are invisible until u use a smoke bomb or powder etc.



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Aug 26 2010, 10:42 pm payne Post #33

:payne:

Quote from StormTemplar
Possibly a laser room where the lasers are invisible until u use a smoke bomb or powder etc.
Me like! :)
How to hint players about the fact that there is a way to reveal invisible lasers in the room? Else, they just won't even know there are lasers since they are invisible. :O



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Aug 27 2010, 2:56 am StormTemplar Post #34



beeping noise. Or cinematic display of the room.. or mayb u hear guards talking about the lasers in the room.



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Aug 27 2010, 3:06 am payne Post #35

:payne:

Quote from StormTemplar
beeping noise. Or cinematic display of the room.. or mayb u hear guards talking about the lasers in the room.
Still not too convincing... why would the guards guard a room with a laser puzzle? :rolleyes:



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Aug 27 2010, 3:18 am StormTemplar Post #36



Thats part of the puzzle. The guards wouldnt be near the room with the lasers. Theyd be in a different one and ud have to pay attention to which room



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Aug 27 2010, 4:00 am payne Post #37

:payne:

Quote from StormTemplar
Thats part of the puzzle. The guards wouldnt be near the room with the lasers. Theyd be in a different one and ud have to pay attention to which room
Wait what? Now guards are holding lasers in different rooms? :crazy:
Please expand upon your idea... I need some clarifications. :><:



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Aug 27 2010, 4:10 am DavidJCobb Post #38



Oh, oh, I know you aren't taking more ability ideas but this one could be good.

State of Mind
Guards heads change color depending on their personal alert level (as outlined in my first post here). A guard who's suspicions are aroused may have an orange aura around his head; a relaxed guard has a green aura on his head. Incapacitated-but-not-dead guards have black auras.



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Aug 27 2010, 4:17 am payne Post #39

:payne:

Quote from DavidJCobb
Oh, oh, I know you aren't taking more ability ideas but this one could be good.

State of Mind
Guards heads change color depending on their personal alert level (as outlined in my first post here). A guard who's suspicions are aroused may have an orange aura around his head; a relaxed guard has a green aura on his head. Incapacitated-but-not-dead guards have black auras.
Does this imply you're thinking it wouldn't be obvious enough to know the alert-level of a guard under attack is at high, etc. ?
Maybe you should clarify a bit your idea. Give some examples please.

Note: This isn't an ability... more of a game feature/system.



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Aug 27 2010, 4:26 am DavidJCobb Post #40



Quote from payne
Quote from DavidJCobb
Oh, oh, I know you aren't taking more ability ideas but this one could be good.

State of Mind
Guards heads change color depending on their personal alert level (as outlined in my first post here). A guard who's suspicions are aroused may have an orange aura around his head; a relaxed guard has a green aura on his head. Incapacitated-but-not-dead guards have black auras.
Does this imply you're thinking it wouldn't be obvious enough to know the alert-level of a guard under attack is at high, etc. ?
Maybe you should clarify a bit your idea. Give some examples please.

Note: This isn't an ability... more of a game feature/system.
Well, a guard could be discreet. "I think that some shit's going down here, but I also think I might be being watched... I'm gonna walk normally, glance around casually, and see what I see -- and I'm going to be on guard while I do so." If you have discreet or subtle guards, this may be useful.



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