ET: Tactics -- A New etpub Mini Mod

Wednesday 08 March 2006 - 17:51:11 Category:  Posted by  unblind Comments (23)
ET: Tactics -- A New ET Mini Mod
ET: Tactics -- A New ET Mini Mod

If the shooting and aiming aspect of ET is very important to you, then stop reading here.

Otherwise, if the teamwork and objective aspect is why you like ET, and if you like Role Playing Games (RPGs) or Real-Time Tactics (RTT) games, then continue reading.

As some of you have noticed, I've added a new game mode to etpub called Tactics (setting g_tactics to 1). The goal of this mode is to move all of the focus in ET to the tactics and teamwork each team uses to win the objective. There are two major changes ET needs to do this:

1. Make aiming a non-issue. Like RPGs, RTT, and even Real-Time Strategy games, the computer will do the aiming. You just look in the general direction of the target and fire. The aiming will be perfect headshot aiming, however whether or not you hit the target will be decided randomly. It will be based on either your light weapons or heavy weapons skill (for the mobile MG42), the weapon being used, the distance to the target, and the battle sense of the player being shot at. If their battle sense is much higher than your weapon skill, you will miss more often, or get less headshots.

The point isn't to make ET easier for all the n00bs, it's to make it completely balanced when it comes to aiming. NO ONE will have an advantage. Dodging, strafing, and manually aiming will all be useless. Instead hiding, planning, sneakiness, etc., in other words Tactics, will be critical.

This will make aiming easier for some, and harder for others, but the same all around.

This has already been added, and now needs testing for balance and bugs.
ET: Tactics -- A New ET Mini Mod

If the shooting and aiming aspect of ET is very important to you, then stop reading here.

Otherwise, if the teamwork and objective aspect is why you like ET, and if you like Role Playing Games (RPGs) or Real-Time Tactics (RTT) games, then continue reading.

As some of you have noticed, I've added a new game mode to etpub called Tactics (setting g_tactics to 1). The goal of this mode is to move all of the focus in ET to the tactics and teamwork each team uses to win the objective. There are two major changes ET needs to do this:

1. Make aiming a non-issue. Like RPGs, RTT, and even Real-Time Strategy games, the computer will do the aiming. You just look in the general direction of the target and fire. The aiming will be perfect headshot aiming, however whether or not you hit the target will be decided randomly. It will be based on either your light weapons or heavy weapons skill (for the mobile MG42), the weapon being used, the distance to the target, and the battle sense of the player being shot at. If their battle sense is much higher than your weapon skill, you will miss more often, or get less headshots.

The point isn't to make ET easier for all the n00bs, it's to make it completely balanced when it comes to aiming. NO ONE will have an advantage. Dodging, strafing, and manually aiming will all be useless. Instead hiding, planning, sneakiness, etc., in other words Tactics, will be critical.

This will make aiming easier for some, and harder for others, but the same all around.

This has already been added, and now needs testing for balance and bugs.


2. The second major change for ET will be the addition of "Commanders" Each team will have one commander. The commander will be able to freely look around the map like any spectator, except they will only be able to see enemy players that your members of your team can see. The other enemy players will be invisible. This spectator will be on your team, and their team chat will go to your team.

The commander will also have some limited ability to drop artillery strikes. It won't work as well as a FOps, but enough to drop the occasional strike in a key location.

There are also plans to allow the commander a way to mark which paths the team should be taking with visual cues. So when you spawn, an arrow will appear telling you which general way to go. Or maybe a ghostly color trace you should follow. We're still figuring that out.

This has yet to be added. I welcome programming help to do this.


Another thing I'm looking at doing is having it play in 3rd person mode, and auto-aim the pliers, since that's been the hardest thing to use in 3rd person.


Why am I doing this? Because although I'm not a terrible shooter in ET (around 35% accuracy), the aiming part of ET is not what makes it fun for me. It's the teamwork and tactics the teams use to win. I'm more of a Role-Playing Gamer (RPG) and also interested in Real-Time Tactics Games (RTT) like Rome:Total War, etc..

My idea is to start a new genre, the First-Person Tactical Game, where you get the immersiveness of a First-Person Game, and the strategy of a tactics game---without aiming being an issue.

If any of you are interested in this play style, you can help me in a few ways.

1. Test it out on irc.bpark3.com:5123 where I run a temp ET: Tactics server. Test the weapons against each other, and try playing through some maps. Then, let me know how balanced the weapons feel vs. normal ET. Things like, the Sten is too good, or the rifles range should be higher, etc.
2. Run a tactics server of your own (latest nightly etpub with g_tactics set to 1), or at least sometimes run your server in tactics mode. Give me the same info as in #1.
3. Let me know what else you'd like to see in ET: Tactics.
4. Don't complain if you're a big aimer and shooter, because this isn't for you anyways. :nag:

Thanks!

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