User:Hectate/Dump
Dump
This page is my general dumping grounds for ideas and thoughts. In particular, ones that will take some time to flesh out completely before I'm satisfied with their quality/functionality to continue.
Tactics Mod
Dumping thoughts before creating an "official" design doc.
wikipedia:Tactic (method)
My goal for a tactical mod is to have a single and multi-player mod/conversion where a single player controls a squad of about 4 characters, preferably in a turn-based style gameplay system, with a top down viewpoint. I believe that this can be accomplished without seriously altering the core game engine (Source). It would most likely require some major alteration to the player class, however, as well as custom maps and entities, with particular attention to the squad member NPCs/bots. The following are the major design points that I would like to incorporate or are currently considering. I highly appreciate all comments and suggestions, and recommend that you make them on my talk page as needed. Thanks!
- Multi-player
- Either Turn-based play cycling through players, or
- Plan-phase/Action-phase system, where everybody selects actions simultaneously, and then those play out simultaneously
- Voting system to eliminate AFK players and griefers
- Timers for the Turn/Plan phase?
- Scoring based on "squad" (player) effectiveness, not individual character's
- Teamplay
- Round-based games ala Counter-strike
- Objectives and such
- Multiple squads arranged into two teams, starting points for the different squads may vary (different "entry" points?)
- "Deathmatch" free-for-all
- Respawn during turn/planning phase
- Single player
- Separate tutorial mission, functional for both SP and MP
- Objectives and missions that follow a story
- Briefings and Debriefings including game statistics/score
- RPG elements to develop your team?
Other elements:
- Grid-based movement/actions
- Clickable mini-map ala RTS games
- Action points to make grid movements and actions a "cost" issue?
- Different stances effecting movement/actions (prone, crouch, stand, run, etc)
- Pre-assigned weapons and proficiencies? Complete squad customization? RPG elements in MP?
- Bots for Multiplayer? Or just same AI as Singleplayer? Scripted actions and pre-planned movements for the enemies?
- Action points for movement.
- The heavier weapons/too much gear reduce a character's action point total (per turn)
- Walking from gridpoint to gridpoint costs an average number of action points
- Running costs less? (moves faster/more grids) but incurs other penalties (cant shoot?)
- Crouching and Crawling costs more (moves slower) but gives benefits (aim, cover)
- Jumping, Climbing, and other unusual moves vary according to the movement itself
- Overloaded characters may not be able to make certain moves (jumping, running, for instance)