My dream MOD
Posted: Thu May 10, 2012 8:32 am
Heya guys. First time poster here, so bear with me. I have an idea for a pretty extensive/ambitious mod, but one that I believe could be pretty cool. I come to you humble. I know that modding, especially something like this, is hard as hell, and I don't currently have any idea how to do something like this. I will learn, eventually, but in the meantime, here's my idea.
Here's the elevator pitch: I propose a game that meshes Battlefront/field class based, multiplayer vehicle warfare with the tactical focus and resource-centered gameplay of an RTS.
Still with me? Okay, on to the two important specifics as I dream about them:
1) COMMAND AIRSHIPS
Two large airships (clone wars era frigates, perhaps?) fly over a battlefield. These airships act as a sort of mobile Command Center. If you lose your airship/frigate, you lose the match. But they are not defenseless! In these airships, the commander class can issue orders, players can man turrets and air to ground heavy ordinance, and vehicles are produced/ dispatched to the fight ( for ground based vehicles, imagine dropships from Dawn of War. The tanks are produced using resources, and then spawned on the ground within a certain proximity of the airship) The commander class can also fly these airships, taking them closer to the fight and even helping engage in air battles against the smaller fighters/bombers or the enemy's airship. The close combat players can board these airships much like the capital ships in Vanilla Battlefront and cause havoc.
2) COMMANDER CLASS
At the beginning of each match, one player from each team is randomly selected to be the commander class. This player will be restricted to a control room on board the airship, but will be far from bored. Through separate consoles in the control room, he or she can fly the airship, man heavy ordinance, research buffs or special abilities (like bacta tanks or enhanced blasters) and, most importantly view the entire battlefield RTS style and give orders to other players, or upgrade the ship. Ship upgrades are purchased with resources gathered at CP's, and can do anything from unlock class types for your soldiers to play as, or unlock vehicle production, or even beef up the airship itself with some new weapons or armor.
Orders are general, to allow the players on the ground more freedom. Think of them as "one click orders" from an RTS: attack this target, capture this point, build a turret here kinda stuff. When an actual human player follows one of these orders, they are awarded large amounts of points (perhaps an exp system? I don't know, that might be reaching just that little bit too far.) However, sometimes an order won't be followed, in which case an AI steps in after a certain amount of time at a higher cost/ lower effectiveness then if a human did it.
NOTES:
Players can spawn on the airship directly, or on the ground near the airship (another reason why positioning the airship is important!) but will not be able to spawn on a CP until a listening post (or whatever) is built on it first.
Each team will start out with only the basic unit type available to play until their team's airship is upgraded to produce the race's different classes. These basic units will be identical to the units in Vanilla Battlefront, with one important exception: the ability to build things. (After all, you start with SCV's in starcraft, right?)
Because the commander class player will be confined to the airship for the entirety of the match, they can opt out of the position at any time. To keep things fair, perhaps the players filling the direct combat roles can vote the commander player out with a 3/4 majority, if they are not performing well.
STILL with me?
WOW. Thank you so much for taking the time to read this. Again, I'd make this myself, but I just don't have the ability to do so on my own. If there are any modders out there who are interested or if you'd like to point me in the direction of a "l2mod fgt" wiki, please shoot me a PM. I'll try and cast the net out there a bit to see what I can find, so if you see this copypasta'd on a different forum, please don't cry spam. Thanks again for your time.
-Heeb <- No signatures please. -Staff
tl:dr? Sorry, nothin for ya.
Here's the elevator pitch: I propose a game that meshes Battlefront/field class based, multiplayer vehicle warfare with the tactical focus and resource-centered gameplay of an RTS.
Still with me? Okay, on to the two important specifics as I dream about them:
1) COMMAND AIRSHIPS
Two large airships (clone wars era frigates, perhaps?) fly over a battlefield. These airships act as a sort of mobile Command Center. If you lose your airship/frigate, you lose the match. But they are not defenseless! In these airships, the commander class can issue orders, players can man turrets and air to ground heavy ordinance, and vehicles are produced/ dispatched to the fight ( for ground based vehicles, imagine dropships from Dawn of War. The tanks are produced using resources, and then spawned on the ground within a certain proximity of the airship) The commander class can also fly these airships, taking them closer to the fight and even helping engage in air battles against the smaller fighters/bombers or the enemy's airship. The close combat players can board these airships much like the capital ships in Vanilla Battlefront and cause havoc.
2) COMMANDER CLASS
At the beginning of each match, one player from each team is randomly selected to be the commander class. This player will be restricted to a control room on board the airship, but will be far from bored. Through separate consoles in the control room, he or she can fly the airship, man heavy ordinance, research buffs or special abilities (like bacta tanks or enhanced blasters) and, most importantly view the entire battlefield RTS style and give orders to other players, or upgrade the ship. Ship upgrades are purchased with resources gathered at CP's, and can do anything from unlock class types for your soldiers to play as, or unlock vehicle production, or even beef up the airship itself with some new weapons or armor.
Orders are general, to allow the players on the ground more freedom. Think of them as "one click orders" from an RTS: attack this target, capture this point, build a turret here kinda stuff. When an actual human player follows one of these orders, they are awarded large amounts of points (perhaps an exp system? I don't know, that might be reaching just that little bit too far.) However, sometimes an order won't be followed, in which case an AI steps in after a certain amount of time at a higher cost/ lower effectiveness then if a human did it.
NOTES:
Players can spawn on the airship directly, or on the ground near the airship (another reason why positioning the airship is important!) but will not be able to spawn on a CP until a listening post (or whatever) is built on it first.
Each team will start out with only the basic unit type available to play until their team's airship is upgraded to produce the race's different classes. These basic units will be identical to the units in Vanilla Battlefront, with one important exception: the ability to build things. (After all, you start with SCV's in starcraft, right?)
Because the commander class player will be confined to the airship for the entirety of the match, they can opt out of the position at any time. To keep things fair, perhaps the players filling the direct combat roles can vote the commander player out with a 3/4 majority, if they are not performing well.
STILL with me?
WOW. Thank you so much for taking the time to read this. Again, I'd make this myself, but I just don't have the ability to do so on my own. If there are any modders out there who are interested or if you'd like to point me in the direction of a "l2mod fgt" wiki, please shoot me a PM. I'll try and cast the net out there a bit to see what I can find, so if you see this copypasta'd on a different forum, please don't cry spam. Thanks again for your time.
-Heeb <- No signatures please. -Staff
tl:dr? Sorry, nothin for ya.