The War
Headlines
Movies
Screenshots
Alliance Community
2011: We're Back!

Alliance: The Silent War

Community Forums for Alliance: The Silent War
It is currently Thu Dec 12, 2019 11:14 am




Post new topic Reply to topic  [ 40 posts ]  Go to page Previous  1, 2
Author Message
PostPosted: Sat Aug 20, 2011 2:02 am 
Offline
Captain
User avatar

Joined: Tue Jun 06, 2006 6:28 pm
Posts: 999
Location: Houston, Texas
AllianceEric wrote:
We plan on having both small, up-close-and-personal levels and levels where long range ballistics can factor in more. Gameplay will always be a huge factor in level design though, so a big open map where you'd spend all your time running around in the open (just waiting to be picked off) wouldn't be very fun. That doesn't mean that you can't have very long yardage shots in a map with a balanced flow through it, especially if they are end to end shots.

I thank you sir.

_________________
-Leader of the DAP
-Head of Transportation
-Guinea Pig for the Entire NZG
Image
Image


Top
 Profile  
 
PostPosted: Sun Aug 21, 2011 9:02 am 
Offline
Specialist

Joined: Sat Aug 20, 2011 6:32 pm
Posts: 31
Since this game will first be MP only, are MP "campaigns" an option?

I'm talking about a series of selected, tied-together maps that the players fight over. As one side loses, the next map will be in the loser's "territory" and therefore is slightly in the losers favor (losers are now on the defensive).

If there was team A and team B, campaigns could look like this:

X = neutrally balanced, starting map. No man's land.

"Mission" (short campaign):
AXB

"Operation" (mid-length):

AAXBB

"Campaign":

AAAXBBB


This could lead to battles going back and forth several times as the two side battle to defeat the other on the last defender's map. Probably best for persistent servers.


Top
 Profile  
 
PostPosted: Sun Aug 21, 2011 1:52 pm 
Offline
Four Star General
User avatar

Joined: Fri May 12, 2006 5:05 pm
Posts: 1071
Location: New York, NY
Experimenting with that was one of the first things that went into our multiplayer design document many, many years ago. If it playtests well you'll see something similar at some point (or multi-staged levels a-la rush mode). At first though, our focus is on giving players different types of maps with varied styles and gameplay experiences (large, small, urban, etc).

_________________
Alliance Developer, Sox34's not-so-secret identity, & NZG Central Command
"Quidquid latine dictum sit, altum sonatur." — Unknown Philosopher


Top
 Profile  
 
PostPosted: Sun Aug 21, 2011 2:23 pm 
Offline
Lieutenant Colonel
User avatar

Joined: Sat May 27, 2006 11:22 pm
Posts: 1826
Location: Hayward, Cali
A persistent mp mode (like in chrome hounds) would be neat, with one huge world being made up of many smaller parts that players fight over.

_________________
Go pioneers!

Image


Top
 Profile  
 
PostPosted: Tue Aug 23, 2011 1:17 pm 
Offline
Major General
User avatar

Joined: Tue Jun 06, 2006 9:59 pm
Posts: 1027
Location: Houston, TX
I moved this to the Multilayer thread for organizations sake.
Also, from now on please only postulate multiplayer scenarios possible with the confirmed WarStudio weapons.
But still feel free to connect stuff with single player when relevant :)



How about a World War I American rifle platoon vs a Cold war era Spetznas squad?

Bolt action Springfield 1903s, Colt 1911s, M1897 Trench Gun w/bayonet VS AK-74s, Marakovs, and Saiga-12s

Say, 20 vs 10.

_________________
Image
"Dream a little bit
This is the kush to your lighter"

The NZG Specialist, Stick Wielder, Shotgun Extraordinaire


Top
 Profile  
 
PostPosted: Tue Aug 23, 2011 2:43 pm 
Offline
Major General
User avatar

Joined: Tue Jun 06, 2006 6:09 pm
Posts: 1312
Location: Texas
Spiffinz wrote:
How about a World War I American rifle platoon vs a Cold war era Spetznas squad?

Bolt action Springfield 1903s, Colt 1911s, M1897 Trench Gun w/bayonet VS AK-74s, Marakovs, and Saiga-12s

Say, 20 vs 10.

Make it a British rifle platoon.

Enfield No.I Mk.IIIs with bayonet, Webley Mk.VIs, Lewis Gun.

The Enfield can easily double the ROF of other bolt action rifles, so it'd be a little more reasonable. Plus, haven't you played DoD? The Enfield or K98k can drop someone with an StG.44 with no problem :)

As for an American WWI scenario, if you haven't seen The Lost Battalion ( http://en.wikipedia.org/wiki/Lost_Batta ... orld_War_I) ), it's basically under supplied American battalion that was part of an offensive in the last weeks of the war. They were the only battalion that was able to break through the German lines - due to communication difficulties, they were informed that their flanks were covered, but in reality they were completely surrounded. They were able to hold off attack after attack until they were finally relieved several days later.

_________________
Image
Head of Zombie Suit Manufacturing, Supplying Guns to the Mentally Stable, Lead Researcher for Weapons, Grand Requisitioner, and Master Keeper of the NZG Armoury.
Whatever happens, we have got
The Maxim gun, and they have not.


Top
 Profile  
 
PostPosted: Tue Aug 23, 2011 3:03 pm 
Offline
Four Star General
User avatar

Joined: Fri May 12, 2006 5:05 pm
Posts: 1071
Location: New York, NY
Excellent suggestions!

_________________
Alliance Developer, Sox34's not-so-secret identity, & NZG Central Command
"Quidquid latine dictum sit, altum sonatur." — Unknown Philosopher


Top
 Profile  
 
PostPosted: Wed Aug 24, 2011 11:32 pm 
Offline
Lieutenant Colonel
User avatar

Joined: Sat May 27, 2006 11:22 pm
Posts: 1826
Location: Hayward, Cali
It's been awhile since I saw the E3 gameplay video, but man it really brings back some memories. I have to admit, there were some pretty sizable stuff.. Very impressive for 2006!

_________________
Go pioneers!

Image


Top
 Profile  
 
PostPosted: Sat Sep 03, 2011 2:11 pm 
Offline
Lieutenant Colonel
User avatar

Joined: Sat May 27, 2006 11:22 pm
Posts: 1826
Location: Hayward, Cali
I assume we were talking about mp maps so here are some more ideas I had
An oil field or an oil refinery
Image

An oil tanker? What one that was actually in motion due to waves? Alliance could have the first moving map!
Image


I can't find any pics of it, but a ww2 era hawaii. Fighting amongst 40s era diners and gas stations would be awesome.

Some small little town in the middle of no where, like something inspired by the hills have eyes would be awesome too. Like something that was abandoned due to nuclear testing. Always had a fascination fan of American street legends/ghost towns.

A shopping mall map would be awesome too.
http://blogs.stealingshare.com/wp-conte ... g-mall.jpg

Highways would be nice for some long ranges exchanges
Image

A downtown map would be similarly awesome
Image

Earlier I mentioned a dam map.. well I would like to add that something like this would be a must :)
http://www.youtube.com/watch?v=-K_8R03jIZI

Imagine falling down it. :shock:

Something with environmental hazards such as lightining?

How about a map set in this place? This is the Great Blue Hole in Belize, central america. 1000 feet across and 400 feet deep. Wouldn't really pose a danger to you... But swimming over it in game would be one of the eeriest experiences ever.
Image

Finally, a cold war era eastern bloc town.
http://www.hslckirkland.org/Blog/image. ... G_0122.JPG
http://www.btinternet.com/~tim.johnson7 ... 040_40.JPG

_________________
Go pioneers!

Image


Top
 Profile  
 
PostPosted: Sun Oct 02, 2011 12:00 pm 
Offline
Recruit

Joined: Fri Sep 30, 2011 12:56 pm
Posts: 3
What about a last stand type, hold off a larger unit until reinforcements arrive, it could anything, a OP, downed aircraft, etc.

_________________
Image
FN FAL Fan


Top
 Profile  
 
PostPosted: Mon Oct 03, 2011 4:07 pm 
Offline
Four Star General
User avatar

Joined: Fri May 12, 2006 5:05 pm
Posts: 1071
Location: New York, NY
Yeah, last stand type of game modes would work with either human or AI enemies.

Is there even such a thing as a non-fan of the FAL? :)

_________________
Alliance Developer, Sox34's not-so-secret identity, & NZG Central Command
"Quidquid latine dictum sit, altum sonatur." — Unknown Philosopher


Top
 Profile  
 
PostPosted: Wed Oct 05, 2011 1:47 pm 
Offline
Lieutenant Colonel
User avatar

Joined: Sat May 27, 2006 11:22 pm
Posts: 1826
Location: Hayward, Cali
Something like in clear and present danger where you have to make it through a city held by drug lords (it would be your team vs ai) or destroy and drug facilities. The later would fit really well into the mold of a traditional objective mode.

_________________
Go pioneers!

Image


Top
 Profile  
 
PostPosted: Wed Jan 25, 2012 11:51 am 
Offline
2nd Lieutenant

Joined: Wed Dec 27, 2006 10:17 pm
Posts: 592
I'd just like to come to the defense of long ranged maps here.

Just because all the X's you've seen so far have been made in a horrible manner doesn't mean that trend cannot be corrected.

Arma for example, supports some great and intense long range combat, especially with bots because you literally never know when or where the bullets will start flying from, or when for that matter.

Considering alliance will probably be 32 or 64 players online at once a map on the size and scale of some of ARMAs maps might be overkill, but I still think that a large map can be done well. Provided that is that the map flows well. Berezinia for RO1 comes to mind as a good long range map that features two trenches, a farm, a town, and then a river crossing. fought sequentially in that order with a good 400-500 M in between each. The flow of being pushed out of one, making your retreat and holding at the next delivered a rush that I have yet to see out of any closet sized CQB map.

As an added note, if a command system with functionality like 3d voip is built into the game from the get go then larger maps become more viable. In my humble opinion large maps usually fall apart because of a lack of communication and teamwork. Giving players 3d voip on top of team chat allows them to make wide and granular coordination. everything from " F@#$#@ grenade, MOOOOOOVE " to " Area X is secured, teams A & B are moving to Area Y ".

_________________
No sigs makes threads load faster!


Top
 Profile  
 
PostPosted: Wed Jan 25, 2012 12:39 pm 
Offline
Four Star General
User avatar

Joined: Wed May 17, 2006 6:14 am
Posts: 472
Location: New York, NY
We definitely intend to build the levels like an accordion player- big and expanded for some then up close and compact for others. There's obviously a vast swath of gameplay difference between the two, and we want to capture that.

_________________
http://www.alliancethegame.com/update.php


Top
 Profile  
 
PostPosted: Wed Jan 25, 2012 10:00 pm 
Offline
2nd Lieutenant

Joined: Wed Dec 27, 2006 10:17 pm
Posts: 592
If the slow intensity of pace and ... *sigh* cocaine like brilliance of ARMA can be captured, codified, and recreated for this game, well ... you get the idea.


This is definitely deviating off topic now, but I am already on this thread of thought.

I'd really like to see some serious detail put into the effects of combat on players. Going back to ARMA momentarily. Bullets ( supersonic ones that is ) passing close by make a loud Crack, subsonic or rounds further away make a whiz. That crack lets you know your getting shot at, and also acts greatly to surpress and distract the player more then any cheesy visual effect ROHOS put in place to attempt suppression. Other details like hits in legs and arms affecting how effective those body parts are is somewhat debatable in depending on the scale of the map and the game at hand I would prefer if combat ineffective meant dead. If that were not the case then I would really like to see wounding of parts have tangible effects.


Sorry if I am rambling by this point, Im sure you get the idea, but Ive spent the entire day reading and studying and writing up stuff. You can only read so much on medieval writers talking about the ethics of war before brain.mush() returns true.

_________________
No sigs makes threads load faster!


Top
 Profile  
 
PostPosted: Wed Aug 29, 2012 6:10 am 
Offline
Sergeant First Class
User avatar

Joined: Wed Sep 13, 2006 8:53 am
Posts: 248
Location: York England
Spiffinz wrote:



I think some kind of scenario generator would be neat so that in single player you could opt to play a wide range of random mission types (from defense, attack, sniping, stealth, epic, or based on some other variables). Soldier of Fortune 2 had one and I liked it because there was some replay value to the sp aspect of it. [one neat feature iirc was a random hexadecimal string you could type randomness into and it could change things up quite a bit, a la everyone with a machine gun, random but unique]



Kinda similar to SOF II, well one that wouldnt get boring after about 4 missions.

as an expansion on this, how difficult would it be to have a random scenario generator in MP, i.e you have a map that could have say 4 different gaming zones in it, an industrial area, a built up city type area, a wide grass or wooded area and say a subburben area. Then the missions would be generated randomly based on these areas. So one misson Team A could spawn in the industrial area, and is protecting that area for X reason (again randomly generated) and then Team B would spawn somewhere also random (and also not revealed to Team B to keep the tension high) and they have to achive the goal surrounding the protection of that item (i know thats an old idea but having other scenarios between this would help to keep it from being boring).

This way you never know what each round will contain.

Obviously a misson brief would be needed at the start of each round, but if you designed the maps well enough you could use them again and again.

_________________
If at first you dont succeed destroy all evidence that you tried


Top
 Profile  
 
PostPosted: Fri Aug 31, 2012 12:52 pm 
Offline
2nd Lieutenant

Joined: Wed Dec 27, 2006 10:17 pm
Posts: 592
Hmmm I've wanted to see randomized maps for a long time, but I guess randomized obj's would also be good.

I think the big benefit of randomized maps would be that usually in fps games when you learn the map you start to do things you would never do if you were experiencing it for the first time. you know where the enemy should be and likely is, and you know where it is best to defend from. Randomizing the maps would add a layer of difficulty, and probably also make the players slow down in their playstyle... ( yes I realize random maps arent coming to fruition any time soon )

_________________
No sigs makes threads load faster!


Top
 Profile  
 
PostPosted: Sat Sep 01, 2012 12:44 am 
Offline
Major General
User avatar

Joined: Tue Jun 06, 2006 9:59 pm
Posts: 1027
Location: Houston, TX
This is a damn good thread :)

_________________
Image
"Dream a little bit
This is the kush to your lighter"

The NZG Specialist, Stick Wielder, Shotgun Extraordinaire


Top
 Profile  
 
PostPosted: Tue Sep 04, 2012 9:58 pm 
Offline
Major General
User avatar

Joined: Tue Jun 06, 2006 9:59 pm
Posts: 1027
Location: Houston, TX
I had an idea today after thinking about the ARMAII mod Day Z (freaking CRAZY good!!! more on that later..) for a cooperative survival type scenario that drops X number of players randomly around a map with little more than the weakest, puniest pistol available in the game and only one magazine of ammo. Scattered throughout the map are hostile bases, outposts, towns, etc. with enemy NPC's guarding powerful weapons (like belt-fed MGs and anti-material rifles)

The catch is that the enemies are armed only with a knife and maybe a random one with a handgun, in effect "zombies" ;)
Easy to defeat but theres lots of them that chase the player and can hunt them down.

The ultimate goal of the scenario is for each player to acquire weapons and ammo enough to fight their way to a rendezvous point, at which time they can work together to acquire the epic weapons needed to take on the final objective: an all out assault on the enemy base (this time theyre mutant intelligent ones with rifles) to use the communications tower to signal for help.

What I think is neat about this is how it moves from individual game play (stealthy play lots of sneaking and looting) to an active pace of everyone trying to meet up across a large map (navigating, shoot and move tactics) then further shifts into teambased squad gameplay before an epic all out final assault :D
id love to hear everyones thoughts!

_________________
Image
"Dream a little bit
This is the kush to your lighter"

The NZG Specialist, Stick Wielder, Shotgun Extraordinaire


Top
 Profile  
 
PostPosted: Tue Sep 11, 2012 5:11 am 
Offline
2nd Lieutenant

Joined: Wed Dec 27, 2006 10:17 pm
Posts: 592
Spiffinz wrote:
I had an idea today after thinking about the ARMAII mod Day Z (freaking CRAZY good!!! more on that later..) for a cooperative survival type scenario that drops X number of players randomly around a map with little more than the weakest, puniest pistol available in the game and only one magazine of ammo. Scattered throughout the map are hostile bases, outposts, towns, etc. with enemy NPC's guarding powerful weapons (like belt-fed MGs and anti-material rifles)

The catch is that the enemies are armed only with a knife and maybe a random one with a handgun, in effect "zombies" ;)
Easy to defeat but theres lots of them that chase the player and can hunt them down.

The ultimate goal of the scenario is for each player to acquire weapons and ammo enough to fight their way to a rendezvous point, at which time they can work together to acquire the epic weapons needed to take on the final objective: an all out assault on the enemy base (this time theyre mutant intelligent ones with rifles) to use the communications tower to signal for help.

What I think is neat about this is how it moves from individual game play (stealthy play lots of sneaking and looting) to an active pace of everyone trying to meet up across a large map (navigating, shoot and move tactics) then further shifts into teambased squad gameplay before an epic all out final assault :D
id love to hear everyones thoughts!



Interesting. I made a post on the TWI forums about a year ago or so for what I would like to see in Killing Floor 2. Something along these lines as slightly longer missions that have some variety and flavour to them. It'd be nice to sit around and brainstorm a few completely new playmodes for Alliance; many of the current playmodes across multiple games are so logically flawed that it hurts. This stupidity also translates into wonky gameplay. IE Cap Zones ALA RO series: Because war is all about traveling to and hiding in small designated areas until you have a higher body count in that area than your opponents, then the area is yours.

_________________
No sigs makes threads load faster!


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 40 posts ]  Go to page Previous  1, 2


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group