Battlefront Tactics Mod

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Protector_Pulch

Post by Protector_Pulch »

Great.

I just watched the preview-vid again and saw that there's still the CP-concept (taking + defending them). But If you got teams of max. 12 and the same for reinforcements, it would IMHO better to either concentrate on 1 objective (cp, flag, somebody you must eliminate) or get rid of those CP completely.
TheTao

Post by TheTao »

Yeah, the CPs might have to go. Good observation.
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Post by Astute »

I find this idea very interesting. Looks more like your trying to coax people into playing conservatively rather than aggresively. Seems like an interesting bit of physcology, but one thing I noticed was you were going to lower the health of the units. Wouldn't that just make it easier to run in gunning with so few enemies and them having so few health? Also, what about the overused weapons such as the shotgun or rocket launcher? Will those be removed.(sry, wasn't able to get the video to work so I don't know)

Also, I find it interesting that people complain about the ai, since i've seen them do some pretty neat stuff, such as flank and guard doors. Not sure how to make them smarter, but if you want to raise the difficulty of the ai, double up on your plans. Have multiple paths leading from one hub that denote stealth or flanking maneuvers, and in your script set certain conditions that the barriers to these would be disabled.
Protector_Pulch

Post by Protector_Pulch »

I think battlefront's major weapon problem is that you can fire all the heavy weapons(rocket launcher,chaingun, etc.) while running and that you fire all weapons while running without loss of accuracy.
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Post by RAymo »

Protector_Pulch wrote:I think battlefront's major weapon problem is that you can fire all the heavy weapons(rocket launcher,chaingun, etc.) while running and that you fire all weapons while running without loss of accuracy.
its true. the never-ending perfect accuracy isnt all that good :roll:

this game needs recoil like in the counter-strike and battlefield series :wink:
Blackdutchie

Post by Blackdutchie »

however when you start fireing the main blaster fire is concentrated to 1 point but when you press the main fire button for more then 1/2 secs fire gets unfocused and laserfire flies all over the place. (wow long sentence)
Tohron

Post by Tohron »

An interesting idea about reinforcements, perhaps you could simply have them spawn at a continual rate from certain battlefield "entry points". Some of those entry points would also have transports - once a transport spawns, it is given a certain amount of units inside, and that count could lower to zero as units spawn from it, until the count reaches zero and units stop spawning.

Meanwhile, the reinforcement count would simply determine the amount of units that havn't entered the battlefield. Destroying a transport would lower the reinforcement count by however many units were "inside" but had not spawned, and destroying an "entry point" would shrink a side's reinforcements by however many units were "inside" but hadn't spawned.

Admittedly, I'm not sure whether it would even be possible to script the transport thing, but it's an interesting idea.
TheTao

Post by TheTao »

O__o

I think the Hexing part of my brain just exploded.
Protector_Pulch

Post by Protector_Pulch »

Tohron wrote:An interesting idea about reinforcements, perhaps you could simply have them spawn at a continual rate from certain battlefield "entry points". Some of those entry points would also have transports - once a transport spawns, it is given a certain amount of units inside, and that count could lower to zero as units spawn from it, until the count reaches zero and units stop spawning.

Meanwhile, the reinforcement count would simply determine the amount of units that havn't entered the battlefield. Destroying a transport would lower the reinforcement count by however many units were "inside" but had not spawned, and destroying an "entry point" would shrink a side's reinforcements by however many units were "inside" but hadn't spawned.

Admittedly, I'm not sure whether it would even be possible to script the transport thing, but it's an interesting idea.
That's a veeeeeeeery nice concept, but do you think a map that focuses on team combat with 4-12 players needs lots of constantly spawned AI ?
TheTao

Post by TheTao »

Imagine if Counter-Strike had spawning Hummers and APCs that did that.

...

*fetal position*
MrBiggelsWurth

Post by MrBiggelsWurth »

TheTao wrote:Imagine if Counter-Strike had spawning Hummers and APCs that did that.

...

*fetal position*
*cue angelic chorus*
That, is the natural, pure essence of awesomeness. If we could get that working, world peace would reign, and everyone would cooexist peacefully
Blackdutchie

Post by Blackdutchie »

MrBiggelsWurth wrote:
TheTao wrote:Imagine if Counter-Strike had spawning Hummers and APCs that did that.

...

*fetal position*
*cue angelic chorus*
That, is the natural, pure essence of awesomeness. If we could get that working, world peace would reign, and everyone would cooexist peacefully
whilst shooting eachothers heads off in counterstrike and other shooting games.
Protector_Pulch

Post by Protector_Pulch »

As long as they do so in CS and not in their RL...

This mod should be a Tactics - and who need tactics when he can spawn his enemies with loads of bots ?
TheTao

Post by TheTao »

^Exactly why I'm trying to get rid of reinforcements.
Tohron

Post by Tohron »

Protector_Pulch wrote:As long as they do so in CS and not in their RL...

This mod should be a Tactics - and who need tactics when he can spawn his enemies with loads of bots ?
Well, the tactics would be trying to keep your troops (who would now die faster due to being depowered) alive longer than your opponent's troops, while getting transports into good tactical locations, so that you would end up with a larger army on the battlefield than your opponent and could launch an offensive. Of course, a well-played defensive by the other side could remove your numerical advantage and turn the tide of the battle. Basically, my suggestion involves making this more like a real battle.

Of course, it's your call TheTao, after all, it's your map :)
TheTao

Post by TheTao »

There's really no call to make, really. This is a hex mod, not a total-conversion. Reinforcement spawning transports, no matter how cool sounding, aren't going to happen. Good idea, though.
Protector_Pulch

Post by Protector_Pulch »

Tohron wrote: Well, the tactics would be trying to keep your troops (who would now die faster due to being depowered) alive longer than your opponent's troops, while getting transports into good tactical locations, so that you would end up with a larger army on the battlefield than your opponent and could launch an offensive. Of course, a well-played defensive by the other side could remove your numerical advantage and turn the tide of the battle. Basically, my suggestion involves making this more like a real battle.

Of course, it's your call TheTao, after all, it's your map :)
I think this would be strategy instead of tactics.

And try to execute great tactics with lots of bots you can't properly control - BF II has only one troop control command.
TheTao

Post by TheTao »

Follow is enough to form a squad. Besides, the game is more multi-player focused.
[T]he[M]an

Post by [T]he[M]an »

a little off the train of thought but i think that the laser trails should be a bit longer and have a little explosion when it hits a wall or something just like in
the original trilogy.
(-MOD-)_Stalin

Post by (-MOD-)_Stalin »

Well, the game does have recoil, or rather, on weapons that have a fast firing rate, shots seem to get more scattered and less accurate as you keep shooting. The standard rilfe used by the soldiers fires very percisely at first, but if you keep shooting on automatic they scatter greatly.

But, yeah, it still lacks realistic recoil. Anyways, the mod looks great. Good luck with it.
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