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Jazoja

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  1. Thanx! My drama is that R6V2 is not (easily) moddable...
  2. Something strange. When I try to edit my post, and just clear the mentioned hyphen, I can not save it... I think ground work is completely done in crysis & cryengine. Yes I know. I had read everything what I have had found on internet. From Julian Gollop to 2K, through all the games that may be affected or influenced by X-COM. I think my idea is far different from the XCOM. I tried to write it down, but as I thought before too, words are hardly enough to clearly describe a vision.(But I have to mention that this vision is not 100% clear yet)
  3. something strange with this forum I had to cut down the end of the line becouse with that it showed always error...f**k! the line does not consist anything vulgar or similar, but the error reporting form was also unable to send the message...:-) the line is: suddenly you drop a handgrenade under - yourself or into the middle of your team try to post it wihout the hyphen in the middle
  4. Here is my vision: (first described on CryMod forum, it is an updated version) - All parts of the XCOM redesigned in 3D based on the CryEngine. (realistic mod video1, , video3) - Bringing together several popular styles in one game. Tactical FPS: - The FPS-part of the game should be something like seen in the Rainbow Six:Vegas series. (a bit slow-paced, and realistic, with experience points and character customization) Real-Time Strategy: - the FPS part viewed from higher (like a satellite-view) should be the RTS part, and another player (eg. a captain) could give orders to the team or soldiers. (and the players can consider it) - that man can be anywhere virtually, he sees the action and giving orders through a satellit-connection Flight simulator: - dogfights with alien ships and transferring soldiers to missions (and back) Equipments: - in the meantime, while players are transferred to the fight-ground (and sitting in the plane), could be enough time to organise the team to a hierarchy, by chosing leaders, snipers, etc. - when these leaders give an order, all the players under them can see the given command - it all tries to avoid the free-for-all chaos and the sudden-death like situations Characters: - soldier/commando: something like in R6V - pilot: bringing the soldiers to the ground, and shooting down the alien crafts in dogfights - base manager: a player managing the research/manufacture/sell/buy/build/etc. jobs of a base What I have seen in crysis and crysis 2: - large scale environments, - dynamic day/night, - destructible world, - vehicles, airplanes - cities - aliens - AI for the aliens, (and in case automatizing things that no one wants) - nanosuit (like personal armor, etc) - character customization (including facial animation) gives a perfect base for this game. (but the XCOM rights are in Firaxis hands) What needed: - designing and animating in 3D all assets from the original game (from aliens to garbage cans) - acquiring and refining sounds from original - designing a 3D planet, with surface datas regarding local differences (jungle, tropical, mountain, house types, vehicles) - a dynamic terrain generating script - a point system for describing the abilities of players - a top-view in game editor for base management (similar to cryengine sandbox editor) - a top-view in game view for issuing commands Differences/add-ons: - snakeman is useless, instead I'd make a long snake (like a python), which would be lurking in the shadows and attacking and killing like the real ones - cryssalid should fight with bare hands and put ovules into dead bodies. of course it should take a while to develop the new cryssalid not just some minutes (idea from Genesis: several Chryssalid types regarding what lifeform it is developed from) - easily moddable (to add custom fan-created aliens, maps, weapons, etc.) - large maps (like smaller cities) - paratrooping (like in crysis one startin scenes), to avoid jumping right into the nest of enemies - air-strike calling (like in COD4:MW) - night-vision, heat-vision (vegas) - sniper weapons - customizable weapons (like in vegas, and not in crysis) - tagging enemies, civilians (like in vegas) - giving orders to civilians (like saving hostages in counter strike) Single player mode and background story And in the SP part of the game, the player could play along the story of a regular man, who just lives his life, aliens are coming-moving silently in secret, just like in the X-Files series. But slowly alien activities getting higher, and more agressive. Aliens start terrorising people, and our hero grabs a weapon and start fighting against. Later in the game, police, army, politics, etc founding a new organization called X-COM, and our man starts his journey through the world to reach the XCOM HQ. Through the journey could be key elements like: - terrorsite - crash-site - landed ufo - etc. Multi player mode The SP part ends when our man arrives at the main base to join the special forces of XCOM. From that point starts the MP (or MMO) part, where you can choose what you want to be (commando, pilot, manager, etc.), and anytime you log in you can get into action. Of course when there is no call for a ground fight, there is nothing to do. But players can see the stats (UFOs currently flying on radar, shot down UFOs), and together with the other players, can vote when should they leave and arrive on the crash-site. There could be some counter (e.g. on the windows desktop) showing the time of the next planned action. Random-generated maps/story: Becouse of the the nature of the original X-COM (randomly generated ground-scenes), SP mode could also profit from these elements. Just like the terrorist-hunt mode in R6V, players could play on a randomly generated map, against aliens. With all these different maps or scenes, we could random-generate a brand-new SP anytime we want. Abilities At the start you could choose a randomly generated character, and later advance it into a direction what you want. (like in R6V2) I would leave out the abilities like bravery, moral, and the events like panicked. Players are doing this by themselves. Instead of it, there could be a statistics, showing the outcome of former control attempts. E.g. how many times did you shoot down your teammate as a result of an alien control, etc. Mind-probe: The character/player statistic could be seeable with the use-of mind probe. And after that you can decide whether you want to try controlling that man or find a weaker prey. Psionic abilities With the psionoc weapon, when you can see the enemy, you could control the another character. I mean looking out from the head of the another and when you move the mouse, you move his crosshair. He doesn't lose control, but you can control too, like playing one character with two mouse/keyboard. While a player controls an other player he could not control his own. The psyched player does not know that he is under control, but from signs this could be figured out like: - occasionally moving crosshair, and shooting a friend instead of an alien - suddenly you drop a handgrenade under yourself - suddenly step out from the cover to the fire-line - etc. In these situations players should be aware that an alien directly sees him, and should move to cover or warn the others.
  5. I have an idea. Maybe a developer/publisher/reader/fan/etc. read this and find it useful. (ideas appreciated) Jagged Alliance 1 + Rainbow Six Vegas = Jagged Alliance team-based tactical FPS A game built on top of the R6V commando-style, placed on the island of metavira, played as a coop team-based tacical fps. - the same story, with tactical co-op, where max 8 players can play together - when a player dies, he can reborn as another character (what is not occupied or dead), and can get back to the team, if the team can afford his salary - just like in the original, every day the team gets into action, and trying to make as much progress as they can (or want) - between the days (missions), players make decisions together about firing or hiring teammates, hiring guards, sharing equipments, etc. - because every character has special abilities (eg. medicals, explosives, etc.), other composition of the team needs another strategy - realistic injuries can cause sudden deaths. Bandaging and healing is a time and resource consuming process. The team should work close together to avoid loss of teammates. - tactical fps: players should be able to issue (or offer) commands to another players to make teamwork efficient - other game-modes: random-generated maps and storyline for longer game life-cycle (?) R6V2 has a similar style. I mean the maps (houses and plants), the story (commandos vs. mercenaries), the equipment (equipment, weapons, etc.).
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