What makes TTR TTR?
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08-19-2005, 06:16 AM
(This post was last modified: 08-19-2005 06:25 AM by w00p.)
Post: #8
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RE: What makes TTR TTR?
I\'ve thought of a co-op style gametype. (FYI I know I\'m not the first to think of it in human history) All players are on the same team, nation decided by the mapper.
Spawn patrolling a base or stronghold or whatever and then an alarm goes off, everybody has about 30-60 seconds to man a gun or set himself strategically, and then loads and then bots come storming in. This could mean like a beach landing massacre, a long-range field raid, an air raid (a wave of small planes dropping a few bombs and riddling the ground with machine gunnery and you can take them down with AA turrets or so and after that paracommando\'s dropping in by \'chute) or even a plain city/warehouse CQB, where a spawning machine is placed right behind the warehouse main gates or at the town entrance or so... The AI may be a problem there. Programming them to want to get the an ultimate objective via bot waypoints. (Like getting inside a control tower with atleast 5 men and the mission is lost) The goal for the players would be to stand ground and defend the facility until there aren\'t gonna come any more bots... (out of stock lol ) This also makes for an easy addition to make the gameplay scalable to the playercount. For every player 30 bots or something. Oh, and, try not to make them TOO high-poly. |
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