2 Mission Scraps Continued...

Written by Rayzilla (Raydude)

  • Mission 2:
  • I. Scouts
  • a. If satellite mission failed or didn’t happen
  • b. Help some scouts go outside of the base to provide intelligence support
  • c. They go to random tress some random distance outside of base
  • II. India Company arrives
  • a. Took a detour via forest instead of main path, too much zombies
  • b. Convoy got stuck in mud; a random time to fix this mess
  • c. Players go out to support; add a boss or two in
  • d. Convoy can use any entrance, but uses main entrance if higher difficulty
  • III. Base starts to fall apart
  • a. Numerous bosses have already been detected after Satellite mission from Mission 1
  • b. Some convoy vehicles moved from sector to behind the HQ building adding onto India company’s (no more than #)
  • i. Unarmed units load up the vehicles
  • ii. A heavily damaged tank is found in a garage and is also moved to be repaired behind the building
  • 1. depends on player’s rank / game difficulty
  • c. Several bosses at the same time, holes in the wall opens(reopens if side missioned)
  • d. All base AI falls back to main HQ building, commanding unit comes out
  • i. Commanding unit must stay alive
  • ii. Convoy must stay alive
  • IV. Escape
  • a. Tank would lead if available. Otherwise convoy with units next to it like in NOTD:AM
  • i. Convoy has to be smarter this time, it has to stop if it detects a Fatty or something huge or boss in its path.
  • ii. Previously in NOTD:AM, they would run into bosses and stuff and suicide, forcing it’s escorts to suicide also.
  • iii. Exit main gate, stay on path, some planned detours.
  • 1. Checkpoints at various spots on path
  • 2. Triggers would check if there’s something ahead (must be visible to convoy, meaning players need to scout ahead), if yes, then a detour.
  • b. Convoy enters a ruined outpost. Several to numerous entrances but a building or tower to provide cover.
  • i. Convoy forms a perimeter, trucks near middle of outpost while escorts go further away from the center, near the entrances
  • ii. Convoy left in a hurry, lack of supplies, search for some.
  • iii. POSSIBLE IDEA -> enterable houses; either
  • 1. Instant move them into some place outside of playable map camera bounds, so players can search houses, something like resident evil :P
  • 2. Build the house there, put a doodad overhead. Hide doodad for player # when player # enters door of the house. This way AI convoy escorts can actually enter houses instead of standing outside!
  • 3. Houses break down (you seriously have to take a look at Battlefield: Bad Company 1+ 2, really good ideas can be taken from that.
  • Vehicle ideas
  • - Tank types
  • o Split into three unit, Engine, Hull, Cannon
  • o Create a Hull which would use the tank’s model without the cannon and a backpiece
  • o Create a loop trigger using local variables (not a periodic) to attach them, unless if you figured out how to do it using the data editor, then that would *be better. But still would need a loop to check for if each part is destroyed.
  • o Hull has the least unit priority, engine and cannons has the most. Only units that deal heavy damage would see Hull as higher priority ( Hull would be Armored, Engine and Cannon would be light. Zombies usually can target light-biological, thus tanks would get disabled by them. Bigger zombies could have two weapons, with one weapon specifically targeting Armored, which would be the Hull )
  • - Convoy trucks
  • o Two units, Engine and Truck, same idea pretty much.

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