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Infiltration Mod Idea


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Infiltration

This is a group mission, played best with around ten people… It is also squad-based, so that means it would be awesome if the players were on Teamspeak or Vent.

To keep things from getting too repetitive, there would be a couple different scenarios that can be played (randomly chosen or not). It would also be cool if there were different buildings that could be used.

First there would be a preparation time that would allow people to get their teams ready, allowing people time to join, and suiting up in what they want (I.E. what weapons they choose. What weapons are available can be restricted by the admin. And what other accessories they want, such as if their tactic includes utilizing darkness, they can grab night vision goggles. If they want thermal goggles, they could use those), and choosing teams if they want to (teams would be such as Alpha, Bravo, etc.). Once everyone is ready the mission can start. It can be one of these. (These are only ideas I have thought of, others can be made for suggestions.)

Escort

- The players enter the building from different spawn points such as the front door, ventilation shafts, back doors, or other various locations of entry. There is a person(s) (AI) in a specific part of a building. You have to get to the person(s) and escort them back out safely, moving through opposition. Obviously after they get to the person(s) more opposition must show up to make it harder on the way out.

Retrieval

- The players enter the building from different spawn points such as the front door, ventilation shafts, back doors, or other various locations of entry. You have to get to a specific part of the building where an object(s) is located, take the object(s), and make it out safely, through opposition.

Extermination

- The players enter the building from different spawn points such as the front door, ventilation shafts, back doors, or other various locations of entry. They must remove all opposition.

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Sounds cool, but unless we make the server need GTA files, we can't, due to the game being client-side add bots for the moment because the server doesn't know the map, unless the mod does the Jedi Knight approach where each player can add a finite number of bots to the server which the client game controls.

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Sounds cool, but unless we make the server need GTA files, we can't, due to the game being client-side add bots for the moment because the server doesn't know the map, unless the mod does the Jedi Knight approach where each player can add a finite number of bots to the server which the client game controls.

Silly me... I knew that too... I don't know what got into me to make me forget... Oh well, will have to think up other ideas then...

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re: AI controlled players

we may provide functions for creating non player pedestrians which can be controlled, however this is not something that would be easy to set up to work in a networked environment, mod devs would possibly have to write their own netcode to sync it (which is not terribly difficult, but something extra that would take a bit of work).

In theory it will be possible, but probably not in the first release of blue :-P

Kent

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  • 3 weeks later...

Well then, let's take the obvious path with this idea... As easy as black and white!

Instead of there being NPCs there are teams. If it only exists in one building, then there should be enough players in the server to do this (if they wanted to).

A building would be used, there would be two teams, one team would be the infiltrating team (so basically the first post doesn't change for that team) and the other team would be the defending team (they would replace any NPCs mentioned in the first post).

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A (probably) easy to make game like this I was thinking of is like no-radar, small arena team deathmatch/capture flag/plant bomb. With sniper rifles and such you could have a gta styled Socom/Halo game.

The only hard thing is making ppl's radars be off :P

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A (probably) easy to make game like this I was thinking of is like no-radar, small arena team deathmatch/capture flag/plant bomb. With sniper rifles and such you could have a gta styled Socom/Halo game.

The only hard thing is making ppl's radars be off :P

You can easily not make markers for people in the mod code :). It's not like Blue does that for you.

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  • 2 weeks later...
re: AI controlled players

we may provide functions for creating non player pedestrians which can be controlled, however this is not something that would be easy to set up to work in a networked environment, mod devs would possibly have to write their own netcode to sync it (which is not terribly difficult, but something extra that would take a bit of work).

In theory it will be possible, but probably not in the first release of blue :-P

Kent

I don't know if this has been said before, but instead of an AI character, it could be a random player from a team (kinda like counter-strike), he would only receive max armor and a knife, or a handgun...or both.

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