New/Old Unreal Tournament 3 Mod Idea
Posted: Wed Sep 05, 2007 8:59 pm
Although Descent 4 was one I wanted to do, due to the negative feedback on the idea, I will present my second idea. If this sucks, then I am not going to attempt a UT3 mod:
Uhh.. I don't know how to explain it... so PLEASE bear with me!
Simply put, it is a realistic futuristic tactical warfare mod.
The storyline doesn't matter as much as the game, so I'll get to it later. The premise is two or more armies fight to complete certain objectives on Earth, Venus, space, wherever. Each team has a limited number of reinforcements and vehicles (basically a pool of lives and respawns). They can either eliminate the entire team or complete specific objectives. I'll just quote a document I typed up on a map:
Unlike Counterstrike, where you often just pick up the case, haul ass, and score, or just blow away the other team, this game will have diverse objectives. Also, the only reasonable time to just try to blow away the enemy team is when you know you can't complete the objective.
There are three features I would like to mention that I plan to add:
Enhanced Space Feel
Unlike other games that have a relative down point in space, and also have very little control in space, in this mod, your character does not have a set up or down point. Space ships will have gravity generators which force the player to the floor. This means if you ship turns upside down, the gravity inside of it would go up. You will be able to rotate your character like in descent, so you wont be hitting the ceiling with your head, but landing on your feet. In space, there will be no gravity, meaning if you jump up, you will be traveling for a long time! If you have jumpjets, you could actually fly around in space, lets say a ship above you turned 90 degrees on its side, you could fly in it and walk on the floor.
Highly Realistic, But Very Fururistic
Imagine flying a spacefighter, and all of a sudden it just stops? Do you know why? Because a bullet went in your engine and the engine no longer works. Even the smallest vehicle, you can hit key points to do damage to it on the whole. Destroying the tail will make it so the jet cannot turn! These systems are repairable with the nearest engineer, so don't be worried!
The weapons will have realistic recoil, ironsights, and you will have very little (if any) on screen information. Your damage will be shown with the dimness/redness of your screen. Your ammo will have to be counted in your head. This makes combat very realistic. If the weapon jams, you will have to clear it (using the reload key) and every weapon will be able to have attachments. You will have to choose an infantry class, but you will have small selections of starting equipment and the ability to pick up anything your trained to use.
Despite this, the weapons will be futuristic. Pulse rifles, space combat, fighting on other planets, the list goes on, but it is realistic AND fururistic at the same time!
Unique Infantry Damage System
Each weapon will do a certain amount of damage, lets say an assault rifle with 50 damage. Lets say you nail someone in the torso. Most games will leave you with 10 health, end of story. Not in this mod! Each body part splits up the damage into three damage types; Recoverable, Regular, and Pernemant. Recoverable damage heals after a certain amount of time, regular damage takes away health, but allows for it to be healed by a medic. Pernemant damage is taken away, and can never be restored. Lets say the torso takes 20% Recoverable, 40% Regular, and 40% Pernemant. 50 health is taken away immediatley. Ten seconds later, your health is up to 60, your Recoverable damage recovered. A minute later, a medic stops by and heals you, and now your up to 80 health. However, you cannot ever heal that last 20, because it is Pernemant.
Also, getting hit in the legs makes you fall down, being required to be picked up by another soldier and taking him to a medic. Getting nailed in the arm makes your recoil go up for that moment, and getting hit in the hand forces you to drop your gun at that moment.
Of course, getting shot in the face would do something like 500% pernemant damage
So guys, what do you think? Feel free to ask any questions before you vote!
Uhh.. I don't know how to explain it... so PLEASE bear with me!
Simply put, it is a realistic futuristic tactical warfare mod.
The storyline doesn't matter as much as the game, so I'll get to it later. The premise is two or more armies fight to complete certain objectives on Earth, Venus, space, wherever. Each team has a limited number of reinforcements and vehicles (basically a pool of lives and respawns). They can either eliminate the entire team or complete specific objectives. I'll just quote a document I typed up on a map:
Basically the Nekoketsukei has to defend their destroyer for 30 mins, then press a button, then repair something and press another button. The Shoudo team has to blow up the reactors of the defensive frigates, hack a computer, and blow the reactor on the destroyer.Venusian Sector 1032:
Nekoketsukei National V1032 Star Fleet
Soldiers: 1000
Objective #1: Hold off for 30 minutes from attackers while codes are submitted.
Objective #2: Delete the access codes from the ships data after transfer is complete.
Objective #3: Repair the destroyers warp drive and warp to a safe location.
Shoudo 804th Orbital Assault Group
Soldiers: 1000
Objective #1: Destroy both Nekoketsukei Defensive Frigates.
Objective #2: Retrieve Access Codes stored in the Destroyer.
Objective #3: Destroy the NNA Destroyer after access codes are retrieved.
Nekoketsukei Team: One Destroyer, Two Defensive Frigates
Shoudo Team: Five Assault Frigates
Unlike Counterstrike, where you often just pick up the case, haul ass, and score, or just blow away the other team, this game will have diverse objectives. Also, the only reasonable time to just try to blow away the enemy team is when you know you can't complete the objective.
There are three features I would like to mention that I plan to add:
Enhanced Space Feel
Unlike other games that have a relative down point in space, and also have very little control in space, in this mod, your character does not have a set up or down point. Space ships will have gravity generators which force the player to the floor. This means if you ship turns upside down, the gravity inside of it would go up. You will be able to rotate your character like in descent, so you wont be hitting the ceiling with your head, but landing on your feet. In space, there will be no gravity, meaning if you jump up, you will be traveling for a long time! If you have jumpjets, you could actually fly around in space, lets say a ship above you turned 90 degrees on its side, you could fly in it and walk on the floor.
Highly Realistic, But Very Fururistic
Imagine flying a spacefighter, and all of a sudden it just stops? Do you know why? Because a bullet went in your engine and the engine no longer works. Even the smallest vehicle, you can hit key points to do damage to it on the whole. Destroying the tail will make it so the jet cannot turn! These systems are repairable with the nearest engineer, so don't be worried!
The weapons will have realistic recoil, ironsights, and you will have very little (if any) on screen information. Your damage will be shown with the dimness/redness of your screen. Your ammo will have to be counted in your head. This makes combat very realistic. If the weapon jams, you will have to clear it (using the reload key) and every weapon will be able to have attachments. You will have to choose an infantry class, but you will have small selections of starting equipment and the ability to pick up anything your trained to use.
Despite this, the weapons will be futuristic. Pulse rifles, space combat, fighting on other planets, the list goes on, but it is realistic AND fururistic at the same time!
Unique Infantry Damage System
Each weapon will do a certain amount of damage, lets say an assault rifle with 50 damage. Lets say you nail someone in the torso. Most games will leave you with 10 health, end of story. Not in this mod! Each body part splits up the damage into three damage types; Recoverable, Regular, and Pernemant. Recoverable damage heals after a certain amount of time, regular damage takes away health, but allows for it to be healed by a medic. Pernemant damage is taken away, and can never be restored. Lets say the torso takes 20% Recoverable, 40% Regular, and 40% Pernemant. 50 health is taken away immediatley. Ten seconds later, your health is up to 60, your Recoverable damage recovered. A minute later, a medic stops by and heals you, and now your up to 80 health. However, you cannot ever heal that last 20, because it is Pernemant.
Also, getting hit in the legs makes you fall down, being required to be picked up by another soldier and taking him to a medic. Getting nailed in the arm makes your recoil go up for that moment, and getting hit in the hand forces you to drop your gun at that moment.
Of course, getting shot in the face would do something like 500% pernemant damage
So guys, what do you think? Feel free to ask any questions before you vote!