Gamemode Ideas.

PostNukeRP Gamemode Suggestions

Re: Gamemode Ideas.

Postby Remnant John » Fri Nov 04, 2011 10:39 pm

Lord Rahl wrote:I have more ideas! But first a few replies to the replies.


12) As I mentioned before: about "Events" in the wasteland, I have a few more ideas on that.
-What if there was a Zombie and/or headcrab Spawning entity, similar to the Antlion hill?
Like... A Zombie Den... or a Headcrab nest or something...
(I havent thought this one out too much but I'll add more eventually so tell me what you think now :P )



Xen Portal. spawns inside houses whenever a player is NOT there. i'd love to see someone come home from scavenging to find 10 or so zombies hanging out in his house while he's like "WHUT!?"

Anyone backing me up?
--------------------------------------------------
Sir Remnant John Helios, Colonel, First Class
Co-Leader of the Xion Mercenary Unit
--------------------------------------------------
Remnant John
PNRP Server Admin
 
Posts: 243
Joined: Fri Jul 01, 2011 12:03 am

Re: Gamemode Ideas.

Postby eldarstorm » Sat Nov 05, 2011 10:41 pm

Probably not that, people do need to be able to have a secure area.
Image
User avatar
eldarstorm
Developer
 
Posts: 1172
Joined: Tue Nov 17, 2009 1:56 pm

Re: Gamemode Ideas.

Postby CmdZoidberg » Mon Nov 07, 2011 3:41 am

Combine Headcrab Atillery Pods.
Image
CmdZoidberg
 
Posts: 65
Joined: Mon Jul 11, 2011 11:50 am
Location: In your underwear draw, reading your magazines.

Re: Gamemode Ideas.

Postby LostInTheWired » Mon Nov 07, 2011 7:48 pm

I know it's been a while, so I guess I'll divulge a bit on the zombie npcs I'm working on. They're not very good right now, they react to new stimuli too slowly, but they are still quite fun.

Yes, they run, little more then the non-sprint player speed I think. Already makes them a bit more dangerous. They also break down doors in persuit. Makes them much more dangerous. What makes them a nightmare is the group dynamics.

You see, if I'm gonna code a whole new zombie, it better do something that's fucking cool. These zombies arn't the sniffers. They do line-of-sight (and sounds if I can get it to work right). When one spots you, they do an alarm that alerts other near-by zombies of your location. They are now a swarm and act as one. Now, let's say you run away. As long as one of the group sees you, the entire group is constantly updated on where you're going. As long as they see you, any zombie you pass that is in range of the call is added to the swarm. You can think of how that shit adds up. I'm sure you are now hating those wide open spaces.

Now, if you're able to break LOS, they move to the last known position, then scatter and search. If one spots you, it calls the alarm and it starts all over. If you're able to keep hidden long enough, the swarm breaks, and they begin normal wandering procedures. Of course, all of the zombies that were in the swarm are probably nearby, so you'll have to be careful about moving around.

If you decide to stay and fight, well, that could be a problem, too. The sound of gunfire could call zombies from a further distance then the alarm. It's a risk call, really. Would I have to deal with more zombies running, or fighting? What would take more resources, and is it worth it? That's the hope. Some of it currently works. Other parts are still in planning. We'll see if I can pull it off.
LostInTheWired
Developer
 
Posts: 306
Joined: Tue Nov 17, 2009 7:54 pm

Re: Gamemode Ideas.

Postby Remnant John » Tue Nov 08, 2011 1:52 pm

that sounds amazing!!
but before i explode, i'd like to know, is your internet back? :cry:

i love the idea of this
but one thing (even though you said it's still in planning)
about how gunshots would call even more, i would not enjoy having to involuntarily fight the entire maps worth of them just to get back home
just sayn :D
--------------------------------------------------
Sir Remnant John Helios, Colonel, First Class
Co-Leader of the Xion Mercenary Unit
--------------------------------------------------
Remnant John
PNRP Server Admin
 
Posts: 243
Joined: Fri Jul 01, 2011 12:03 am

Re: Gamemode Ideas.

Postby Lord Rahl » Wed Nov 09, 2011 10:30 am

Wow. Lost, This New Npc that you are coding sounds amazing: I'd love to see it as is! XD
But I have a small question:
What if I I'm being chased, and I have a wire gate set up at the powerstation, if i close that gate, and Im being chased: Will they hang outside that gate or try to get through?
Just curious :P

Anyway: As for some of my new ideas:

What if the Antlion Mounds dropped something when they are destroyed?
-What if any of the NPCs dropped something? Or if you could salvage corpses the same way you salvage resources?

Thats really all I can come up with atm, lmao.
PermaFrost, formerly known as Lord Rahl
Lord Rahl
 
Posts: 128
Joined: Wed Oct 13, 2010 12:55 pm

Re: Gamemode Ideas.

Postby LostInTheWired » Wed Nov 09, 2011 10:35 pm

IIRC, they would attempt to get through somehow. Will they be able to break it down? Probably not, but they'll wait for you for a bit. If it's a prop_physics, they can attack it and deal physics damage to it (kicking/hitting/throwing it), so they may be able to break your gate.
LostInTheWired
Developer
 
Posts: 306
Joined: Tue Nov 17, 2009 7:54 pm

Re: Gamemode Ideas.

Postby LostInTheWired » Wed Nov 09, 2011 11:13 pm

Double post to answer some of the other questions.

Radiation storms: Still rolling this idea around in my head. I definately think it's cool, I'm a S.T.A.L.K.E.R. fan myself, but there are some inconsistancies to worry about. For most things that would involve something like this, we do an IsInside check. Really, it's just a simple straight up trace. Throwing a prop over your head and saying your safe from the radiation storm would be silly, but honestly, not really a huge deal to me. That's what rp rules are for. Any screen effects probably wouldn't cause any lag, as long as they were client based. Still, we'll see if I want to spend dev time on it.

General events: We're working on this. The antlion hill was just the first event that we thought we'd try. We want to make our wasteland interesting. It's just that every event we code takes away the dev time from something else. Sadly, with just the two of us, it chugs along slowly. We have ideas we want to do. Hell, we even have some special holiday event stuff churning around, just for giggles. We'll try to get some cool events in, but we have some more important stuff to work on first.

Thirst: It's something we considered when we first started the gamemode. We still consider it now and then, but, as far as I know, is currently unlikely.

Player-built Vehicles: We kept it a policy to give players a great deal of freedom where we can. We currently allow players to build vehicles because they can't stor items in them. If we do gas, we will probably do some restricting there.

NPC Wastelander Bodies: Probably wouldnt be so bad, tbh. Depends on the rarity and the amount. I may consider adding it as an event, but no promises.

Community trade: Maybe, but it"s non-priority.

More skills: There will be more skills. This stuff isn't finalized, by any means. But each skill takes a great deal of time to impliment. We'll get back to 'em soon but we have some features we want to see in first.
LostInTheWired
Developer
 
Posts: 306
Joined: Tue Nov 17, 2009 7:54 pm

Re: Gamemode Ideas.

Postby Lord Rahl » Thu Nov 10, 2011 10:43 am

Alright :)

I don't want anybody to get the impression that I don't enjoy pnrp, I do. Its really fun and Its one of the only gmod servers I ever play on! I just suggest stuff because I can't make them myself, If I had the ability, I would! I'm just not talented or dedicated enough to become a good coder :P

Anyway, I have voiced Basically All my ideas and suggestions so I'll probably be quiet for a while. So long!
PermaFrost, formerly known as Lord Rahl
Lord Rahl
 
Posts: 128
Joined: Wed Oct 13, 2010 12:55 pm

Re: Gamemode Ideas.

Postby wii.thug » Thu Dec 01, 2011 10:00 pm

I do like the thirst idea, but one problem that comes up is the water generators. It is a good alternative for maps like Atomic, but how much will it cost?. New players will be much more likely to die, as there is now no water for them, unless there is someone there that is willing to share. New people have a hard enough time to get food as it is. Unless there is a possibly a node that spawns fresh water, it will be tough for noobs. The zombies will make it even worse for noobs, but I'm just listing the downsides. The zombies sound amazing, especially since the basic HL2 zombies are a bore to kill. It would really make people (finally) rely more on teamwork, instead of just roaming around. More organizations would hopefully pop up as well.

:idea: Maybe, to help counter this new zombie, there could be a new build-able tool that is something like a radio. When you use it, a menu will pop up were you can select a certain amount of rebels to spawn with what weapons and such. Depending on how many people you select and their weapons, some amount of resources will be deducted. When you call them in, it will say "Rebel deployment: ETA 2 minutes" or something like that. When they spawn, such as from a road that goes off-map, they will make their way to the radio's position and will follow the person who called them in(or not). Maybe you also tell them to go somewhere else instead of the radio. Also, when they die they DO NOT drop their weapons, and DO NOT attack players unless attacked first.

That's just my two cents. :D
wii.thug
 
Posts: 4
Joined: Mon Mar 21, 2011 3:28 pm

PreviousNext

Return to PNRP Suggestions

Who is online

Users browsing this forum: No registered users and 1 guest