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Gundato
UO Noob


Joined: 20 Sep 2004
Posts: 11

PostPosted: Sat Nov 27, 2004 10:30 pm

Hmm, looks like I paid for something more than a fifty dollar coaster with a serial duct-taped to it :p

Nice to know that this is returning. Some of the retail maps DO look great, just the retail gameplay leaves something to be desired :p
damaestrio
UO Noob


Joined: 20 Sep 2004
Posts: 43
Location: Chicago

PostPosted: Fri Dec 03, 2004 3:01 am

Well, I don't want to keep you guys complete news starved, but I'm pretty busy right now and will probably be unable to complete any hard work for next couple weeks. However, I will keep on posting ideas and features as they come to mind, so there won't be a total drought (I apologize for the last couple months, needed a little break after the phase IV finals).

Also, my congrats to Eightball Maniac on the release of 7 bullets, I'll have to go hunt down my copy of UT...

Ok, today's update-here's a quick rundown of the maps + gametypes:

DM-Survival
CTF-Defense
DOM-Attrition
ONS-Conquer

I promise I'll fill on what these gametypes entail just as soon as I get some time...

_________________
Anyone comes through that door-you give them two in the chest and one in the head.
Eightball Maniac
UO Noob


Joined: 20 Sep 2004
Posts: 17

PostPosted: Sat Dec 04, 2004 1:16 am

damaestrio wrote:
Well, I don't want to keep you guys complete news starved, but I'm pretty busy right now and will probably be unable to complete any hard work for next couple weeks. However, I will keep on posting ideas and features as they come to mind, so there won't be a total drought (I apologize for the last couple months, needed a little break after the phase IV finals).


Good old Real Life, eh? Wink

Quote:
Also, my congrats to Eightball Maniac on the release of 7 bullets, I'll have to go hunt down my copy of UT...


\o/

In all honesty, I did rather little for 7 Bullets. I was never meant to do much, but just having some credit for it was great.

Quote:
Ok, today's update-here's a quick rundown of the maps + gametypes:

DM-Survival
CTF-Defense
DOM-Attrition
ONS-Conquer

I promise I'll fill on what these gametypes entail just as soon as I get some time...


Looking forward to further info. Smile
damaestrio
UO Noob


Joined: 20 Sep 2004
Posts: 43
Location: Chicago

PostPosted: Mon Dec 06, 2004 6:25 am

Mission Type:Defense

This is classic UETF, like the 2k3 version.

Hold the generator until reinforcements deploy.

New addition: Each class will have a unique deployable item that can be put down like the engineers turret. Probable canidates for deployables are gunbuoys, portable shield generators (like the little ones in HALO) and a health station.

I'm not sure if these deployables will be always available or only on some mission types.

_________________
Anyone comes through that door-you give them two in the chest and one in the head.
damaestrio
UO Noob


Joined: 20 Sep 2004
Posts: 43
Location: Chicago

PostPosted: Thu Dec 09, 2004 1:30 pm

Here's a preliminary idea how the attrition gametype will work:

Attrition is a straight fight to the finish. Each side has a set number of reinforcement points that are used up by spawning new troops. For the UETF side, it means points will be used to spawn you and your marine comrades. The twist though, is that there are "Free LZs" on each of the double dom points. If either of the enemy captures an LZ by holding it uncontested for 10 seconds, the team receives free reinforcements. Therefore, gameplay revolves around holding the LZ points and denying the enemy. Battle is won when one side runs out of reinforcements.

Different troops cost different reinforcment points-on the Wrath side, more advanced units will use more points, while on the UETF side re-spawning UETF operatives will cost more than spawning marines. Also, when the reinforcement counter dips below a given "critical" number (< 20 or so) the UETF side will not use it's points to spawn marines, only UETF operatives.

_________________
Anyone comes through that door-you give them two in the chest and one in the head.
damaestrio
UO Noob


Joined: 20 Sep 2004
Posts: 43
Location: Chicago

PostPosted: Thu Dec 09, 2004 3:45 pm

If you haven't checked it yet, I've posted the results of the feedback contest in the specified link. I might have completely overlooked some qualified people as well, so please let know if you think I forgot you.

In other news, apparentlly PC Games Magazine ran a short blurb on UETF Chronicles in their December Issue (I believe). If anyone subscribes to this mag and could get me a scan of the article, I'd be most obliged (I can't seem to find the magazine anywhere).

Finally, I'll be out to Colorado for skiiing until about the 18th, starting tomorrow. Don't know about the internet situtation while I'm there, but I'll post if I can. After I get back, development will start again, for real.

_________________
Anyone comes through that door-you give them two in the chest and one in the head.
damaestrio
UO Noob


Joined: 20 Sep 2004
Posts: 43
Location: Chicago

PostPosted: Thu Dec 09, 2004 4:32 pm

For Basic Tactics, we're discussing several options for campaigns.

Campaigns are basically a set of missions that experience will carry through (which differentiates them from single missions). There are a couple options to implement this-I'm looking for some feedback on what you'd like to see:

Random Campaigns-Each campaign consists of 4 missions of each gametype, and the maps are picked at random from the according set (i.e. Defense picks from any CTF map you have installed).

Pre-Built Campaigns-Campaigns are constructed from similarily themed UT maps. For example, the set of maps set in winter settings would be formed into a winter campaign. Although this would limit, "out of the box", the number of campaigns, it would also allow us to do some more artistic things, like having winter camo on the bots for the winter campaign, or specifying a certain set of enemies for a campaign.

Campaign builder-The halfway between the two options. A UI is provided so that players can pick and choose what maps to pick from in constructing a 4 map campaign. Pre-loaded campaigns would exist and could be edited. Maybe possible to include support for customizing touches (such as specifiying an enemy set). Although this is ideal, it would take more work than the other two options.

So I'm interested in what people have to say-want to see all the options? Think Pre-built campaigns are the worst idea since the Wing Commander movie? Or have a great idea that isn't up here? Your opinions are appreciated.

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Anyone comes through that door-you give them two in the chest and one in the head.
Eightball Maniac
UO Noob


Joined: 20 Sep 2004
Posts: 17

PostPosted: Thu Dec 09, 2004 5:46 pm

Definitely some good ideas here. Will finally give me a reason to check out the stock 2k4 maps. Smile

For the Basic Tactics post, I like the ideas of the Pre-built Campaigns where, as you said, there could be some special artistic things done to add to the campaign. Could be thought of as fighting the Wrath on a specific planet in different locations, such as a wintery planet.

Random Campaigns... eh, could be interesting, but I'd only really play it if you could choose what maps it can randomly pick from. I wouldn't want to be stuck playing a map that I find I don't like at all.

Campaign builder would be extremely useful - adds a nice level of customization. But yes, it would be a lot of work to implement. Maybe keep that on the back burner for a later date when much of other parts of UETF Chronicles are finished or close to such?

One thing I would really like to see at some point is a true SP campaign - full of story to keep the player sucked in and plenty of interesting missions and such. You were on the right track with the SP beta for 2k4, except instead of waves of Wrath coming there could be a set number that you'd have to wade through to complete your missions, or whatever may be the case. Hell, as an added bonus there could be some new stuff in the SP campaign that you could unlock for use in the gametypes. Not sure what you guys would think of this, and it would add more work in the way of making maps and such, but it would add yet another degree of playability to UETF Chronicles as a whole.
damaestrio
UO Noob


Joined: 20 Sep 2004
Posts: 43
Location: Chicago

PostPosted: Fri Dec 10, 2004 7:15 pm

Thanks to everyone that sent me their information, and I'll plan on sending email to those who haven't responded yet, in case they're not on the forums. Anyway, as stated earlier I will be out of town for a week starting today, but I'll try to put some info up now and then.

_________________
Anyone comes through that door-you give them two in the chest and one in the head.
Gundato
UO Noob


Joined: 20 Sep 2004
Posts: 11

PostPosted: Sat Dec 11, 2004 9:59 pm

Would it be possible to make a special format for a UETF only map?
Something like UETF-Whatever

I am considering modding a few Onslaught maps to make them better for defending (turrets, etc), but I was wondering if I would have to keep track of which is which when playing Onslaught.
damaestrio
UO Noob


Joined: 20 Sep 2004
Posts: 43
Location: Chicago

PostPosted: Tue Dec 21, 2004 11:50 pm

Alright, back after a long hiatus snowboarding and playing HL2. Will start development on Basic Tactics very shortly. This will be a short post as I'm hoping to start coding very soon, but there should be some concrete news to post in the near future.

_________________
Anyone comes through that door-you give them two in the chest and one in the head.
damaestrio
UO Noob


Joined: 20 Sep 2004
Posts: 43
Location: Chicago

PostPosted: Wed Dec 22, 2004 4:06 am

Potential reorganization of the system in which robots are deployed as follows:

Robots will be deployed in squads, with an heavy armor or energy bot forming the core of each squad.

Based on the strength of the core bot, lighter armor bots will be assigned as support.

The total hp of the supporting bots should be equal to 1/2 the hp of the core bot.

The overall strength of the squad will be determined by the strength of the core bot. Since there are 3 types of heavy armor/energy shielded bots, there should be 3 corresponding levels of squads. Also, the level of the supporting bots can be adjusted as well, to make use of the different escort bot types.

Unarmored squads (flying/tanks) will be assigned a strength value based on double their hp (because anyone can attack them). I.E. a squad with a heavy armored bot with 100 hp + 50 hp in escort bots (150 total) would be equal to a unarmored squad of 300 hps.

Because all squads should now be equal, allowing each class to equal opportunity to inflict damage, squad creation can be randomized between heavy armor, energy armor and un-armored.

Final note: Still undecided on sniper bots. Potentially, could be used as a single 75 hp escort for a 150 hp core bot, or could be reassigned to use a different armor type.

_________________
Anyone comes through that door-you give them two in the chest and one in the head.
damaestrio
UO Noob


Joined: 20 Sep 2004
Posts: 43
Location: Chicago

PostPosted: Fri Jan 07, 2005 3:45 pm

Recently, I've been thinking about the idea of doing some type of FEBA revival in the UETF universe. Not a full blown FEBA re-creation, but like a seperate set of UETF chapters on the planet Haven. For the first release of this, the Havians wouldn't be a playable side. I'll try to explain the concept without giving too much of the upcoming UETF story away, but this would add "PVP" functionality as follows - your UETF team would be deployed into a zone to accomplish some mission (collect minerals, set up a generator, etc.) The native resistance (Havians) will fight against you. Also, at any time a counter-team of operatives can be deployed into the zone to try stop you from accomplishing your mission. Gameplay mechanics would be a cross between UETF and FEBA-there would probably be some kind of "credit" counter that would specifiy what kinds of weapons/armor you could purchase, with the upgrade system from UETF. Right now, I'm trying to get a feel for what kind of response I would get for this, and if I could pull enough content creators (artists, modelers) to get this off the ground.

_________________
Anyone comes through that door-you give them two in the chest and one in the head.
Eightball Maniac
UO Noob


Joined: 20 Sep 2004
Posts: 17

PostPosted: Wed Jan 19, 2005 3:06 am

Sounds good to me. I'm a sucker for a good round of FEBA with the bots in UT, and having something similar in 2k4 would be great. Looking forward to hearing more of this.
damaestrio
UO Noob


Joined: 20 Sep 2004
Posts: 43
Location: Chicago

PostPosted: Mon Jan 24, 2005 5:56 pm

It's been very quiet on the UETF front, and for that I apologize. Me and my team have been very busy with well, Real Life and I've had a monster case of coder's block. Currently, I'm working on an article on game development using UETF Chronicles as the case materials, which should prove interesting and which I'll post after it's completed. In development related news, I'm considering that I may not even be able to work on something as large scale as UETF tactics right now. Currently I'm considering to try create some kind of UETF Mutator that will allow you to use UETF weapons in normal play, which has been asked for a couple times. Given the depth of the UETF weapon system, this won't be easy but I'll try to create some kind of solution. I also need to start getting some new talent in the team, especially in the modeling/animating category, which I find I just don't have the time for anymore. As always, appreciative of everyone's support and interest in this endeavor, and I hope to get you something worth your time in the near future.

_________________
Anyone comes through that door-you give them two in the chest and one in the head.
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