Infiltration RPG, Community Project, please contribute!
Post #21
HCM™DavidJCobb
Aug 24 2010, 4:29 am
Post #22
payne
Aug 24 2010, 5:37 am
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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 ).Any significant work will be gratified through the credits. 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? This post was edited 4 times, last edit by payne: Aug 24 2010, 2:47 pm. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #23
HCM™DavidJCobb
Aug 24 2010, 5:46 pm
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↑ STUDENT DRIVER ↑
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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. ![]() ![]() ![]() ![]() ![]() ![]() ░░░▒▒▒▓▓▓▓███▀▀░▄▄▄▄▄▄░▀▀███▓▓▓▓▒▒▒░░░ ░░▒▒▒▓▓▓████░▄██████████▄░████▓▓▓▒▒▒░░ ░▒▒▒▓▓▓████▐▀▀▀█████▀▀▀▀██▌████▓▓▓▒▒▒░ ░▒▒▓▓▓████▐░██░░███▌██░░░██░████▓▓▓▒▒░ ▒▒▒▓▓▓███▌▐░██▌░███▌███▌░██▌▐███▓▓▓▒▒▒ ▒▒▓▓▓████▌██▄▄▄▄████▄▄▄▄▄███▐████▓▓▓▒▒ ▒▒▓▓▓████▌██▀▀▀▀▀▀▀▀▀▀▀▀▀███▐████▓▓▓▒▒ ▒▒▓▓▓████▌███▌▓▒▓▒▓▒▓▒▒▒▌███▐████▓▓▓▒▒ ▒▒▒▓▓▓███▌▐██▌▒▓▒▓▒▒▒▒▒▒▌██▌▐███▓▓▓▒▒▒ ░▒▒▓▓▓████░███▐▒▓▒█████▌███░████▓▓▓▒▒░ ░▒▒▒▓▓▓████░▀██▄▀▀▀▀▀▀▄██▀░████▓▓▓▒▒▒░ ░░▒▒▒▓▓▓████▄░▀▀██████▀▀░▄████▓▓▓▒▒▒░░ ░░░▒▒▒▓▓▓▓█████▄▄▄▄▄▄▄▄█████▓▓▓▓▒▒▒░░░ |
Post #24
payne
Aug 24 2010, 7:30 pm
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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 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) This post was edited 1 time, last edit by payne: Aug 24 2010, 8:11 pm. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #25
HCM™DavidJCobb
Aug 25 2010, 6:37 am
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↑ STUDENT DRIVER ↑
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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. This post was edited 1 time, last edit by DavidJCobb: Aug 25 2010, 6:45 am. ![]() ![]() ![]() ![]() ![]() ![]() ░░░▒▒▒▓▓▓▓███▀▀░▄▄▄▄▄▄░▀▀███▓▓▓▓▒▒▒░░░ ░░▒▒▒▓▓▓████░▄██████████▄░████▓▓▓▒▒▒░░ ░▒▒▒▓▓▓████▐▀▀▀█████▀▀▀▀██▌████▓▓▓▒▒▒░ ░▒▒▓▓▓████▐░██░░███▌██░░░██░████▓▓▓▒▒░ ▒▒▒▓▓▓███▌▐░██▌░███▌███▌░██▌▐███▓▓▓▒▒▒ ▒▒▓▓▓████▌██▄▄▄▄████▄▄▄▄▄███▐████▓▓▓▒▒ ▒▒▓▓▓████▌██▀▀▀▀▀▀▀▀▀▀▀▀▀███▐████▓▓▓▒▒ ▒▒▓▓▓████▌███▌▓▒▓▒▓▒▓▒▒▒▌███▐████▓▓▓▒▒ ▒▒▒▓▓▓███▌▐██▌▒▓▒▓▒▒▒▒▒▒▌██▌▐███▓▓▓▒▒▒ ░▒▒▓▓▓████░███▐▒▓▒█████▌███░████▓▓▓▒▒░ ░▒▒▒▓▓▓████░▀██▄▀▀▀▀▀▀▄██▀░████▓▓▓▒▒▒░ ░░▒▒▒▓▓▓████▄░▀▀██████▀▀░▄████▓▓▓▒▒▒░░ ░░░▒▒▒▓▓▓▓█████▄▄▄▄▄▄▄▄█████▓▓▓▓▒▒▒░░░ |
Post #26
payne
Aug 25 2010, 12:54 pm
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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. EDIT: Anyone could send me a bunch of new names for heroes/abilities/items/enemies ? This post was edited 1 time, last edit by payne: Aug 25 2010, 1:06 pm. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #28
HCM™DavidJCobb
Aug 25 2010, 7:55 pm
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↑ STUDENT DRIVER ↑
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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. ![]() ![]() ![]() ![]() ![]() ![]() ░░░▒▒▒▓▓▓▓███▀▀░▄▄▄▄▄▄░▀▀███▓▓▓▓▒▒▒░░░ ░░▒▒▒▓▓▓████░▄██████████▄░████▓▓▓▒▒▒░░ ░▒▒▒▓▓▓████▐▀▀▀█████▀▀▀▀██▌████▓▓▓▒▒▒░ ░▒▒▓▓▓████▐░██░░███▌██░░░██░████▓▓▓▒▒░ ▒▒▒▓▓▓███▌▐░██▌░███▌███▌░██▌▐███▓▓▓▒▒▒ ▒▒▓▓▓████▌██▄▄▄▄████▄▄▄▄▄███▐████▓▓▓▒▒ ▒▒▓▓▓████▌██▀▀▀▀▀▀▀▀▀▀▀▀▀███▐████▓▓▓▒▒ ▒▒▓▓▓████▌███▌▓▒▓▒▓▒▓▒▒▒▌███▐████▓▓▓▒▒ ▒▒▒▓▓▓███▌▐██▌▒▓▒▓▒▒▒▒▒▒▌██▌▐███▓▓▓▒▒▒ ░▒▒▓▓▓████░███▐▒▓▒█████▌███░████▓▓▓▒▒░ ░▒▒▒▓▓▓████░▀██▄▀▀▀▀▀▀▄██▀░████▓▓▓▒▒▒░ ░░▒▒▒▓▓▓████▄░▀▀██████▀▀░▄████▓▓▓▒▒▒░░ ░░░▒▒▒▓▓▓▓█████▄▄▄▄▄▄▄▄█████▓▓▓▓▒▒▒░░░ |
Post #29
payne
Aug 26 2010, 5:38 am
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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. 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. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #30
HCM™DavidJCobb
Aug 26 2010, 6:03 am
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↑ STUDENT DRIVER ↑
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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.) ![]() ![]() ![]() ![]() ![]() ![]() ░░░▒▒▒▓▓▓▓███▀▀░▄▄▄▄▄▄░▀▀███▓▓▓▓▒▒▒░░░ ░░▒▒▒▓▓▓████░▄██████████▄░████▓▓▓▒▒▒░░ ░▒▒▒▓▓▓████▐▀▀▀█████▀▀▀▀██▌████▓▓▓▒▒▒░ ░▒▒▓▓▓████▐░██░░███▌██░░░██░████▓▓▓▒▒░ ▒▒▒▓▓▓███▌▐░██▌░███▌███▌░██▌▐███▓▓▓▒▒▒ ▒▒▓▓▓████▌██▄▄▄▄████▄▄▄▄▄███▐████▓▓▓▒▒ ▒▒▓▓▓████▌██▀▀▀▀▀▀▀▀▀▀▀▀▀███▐████▓▓▓▒▒ ▒▒▓▓▓████▌███▌▓▒▓▒▓▒▓▒▒▒▌███▐████▓▓▓▒▒ ▒▒▒▓▓▓███▌▐██▌▒▓▒▓▒▒▒▒▒▒▌██▌▐███▓▓▓▒▒▒ ░▒▒▓▓▓████░███▐▒▓▒█████▌███░████▓▓▓▒▒░ ░▒▒▒▓▓▓████░▀██▄▀▀▀▀▀▀▄██▀░████▓▓▓▒▒▒░ ░░▒▒▒▓▓▓████▄░▀▀██████▀▀░▄████▓▓▓▒▒▒░░ ░░░▒▒▒▓▓▓▓█████▄▄▄▄▄▄▄▄█████▓▓▓▓▒▒▒░░░ |
Post #31
payne
Aug 26 2010, 10:58 am
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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.) 2nd one, while interesting, isn't really the kind of things you'd use in a puzzle/boss context. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #32 StormTemplar Aug 26 2010, 8:41 pm
Post #33
payne
Aug 26 2010, 10:42 pm
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Possibly a laser room where the lasers are invisible until u use a smoke bomb or powder etc. 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. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #34 StormTemplar Aug 27 2010, 2:56 am
Post #36 StormTemplar Aug 27 2010, 3:18 am
Post #37
payne
Aug 27 2010, 4:00 am
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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 Please expand upon your idea... I need some clarifications. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #38
HCM™DavidJCobb
Aug 27 2010, 4:10 am
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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. ![]() ![]() ![]() ![]() ![]() ![]() ░░░▒▒▒▓▓▓▓███▀▀░▄▄▄▄▄▄░▀▀███▓▓▓▓▒▒▒░░░ ░░▒▒▒▓▓▓████░▄██████████▄░████▓▓▓▒▒▒░░ ░▒▒▒▓▓▓████▐▀▀▀█████▀▀▀▀██▌████▓▓▓▒▒▒░ ░▒▒▓▓▓████▐░██░░███▌██░░░██░████▓▓▓▒▒░ ▒▒▒▓▓▓███▌▐░██▌░███▌███▌░██▌▐███▓▓▓▒▒▒ ▒▒▓▓▓████▌██▄▄▄▄████▄▄▄▄▄███▐████▓▓▓▒▒ ▒▒▓▓▓████▌██▀▀▀▀▀▀▀▀▀▀▀▀▀███▐████▓▓▓▒▒ ▒▒▓▓▓████▌███▌▓▒▓▒▓▒▓▒▒▒▌███▐████▓▓▓▒▒ ▒▒▒▓▓▓███▌▐██▌▒▓▒▓▒▒▒▒▒▒▌██▌▐███▓▓▓▒▒▒ ░▒▒▓▓▓████░███▐▒▓▒█████▌███░████▓▓▓▒▒░ ░▒▒▒▓▓▓████░▀██▄▀▀▀▀▀▀▄██▀░████▓▓▓▒▒▒░ ░░▒▒▒▓▓▓████▄░▀▀██████▀▀░▄████▓▓▓▒▒▒░░ ░░░▒▒▒▓▓▓▓█████▄▄▄▄▄▄▄▄█████▓▓▓▓▒▒▒░░░ |
Post #39
payne
Aug 27 2010, 4:17 am
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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. Maybe you should clarify a bit your idea. Give some examples please. Note: This isn't an ability... more of a game feature/system. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #40
HCM™DavidJCobb
Aug 27 2010, 4:26 am
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↑ STUDENT DRIVER ↑
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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. 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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