-
09-30-2008, 10:34 PM #1
- Join Date
- Jun 2006
- Age
- 36
- Posts
- 118
MOD: Crysis: Rogue Spear
After much thought, I've decided to start development of my mod idea that I've been kicking around for a long time.
I'll be making some objective based maps based around rescuing hostages, assassinating key people, and defusing bombs. I'll remove the nanosuit and replace it with modern abilities and uniforms.
I hope if it's oriented around teamplay enough, that we can use it on our crysis server. If you guys have some ideas, then I'd love to hear them. I'll be starting a detailed thread for the mod on crymod.com but I'll make sure that really important stuff is updated here.
Something I'd like help on is balancing the spawn issue.
I'd really like to limit respawns to something like...nothing
Realistic loadouts and damage would really turn crysis into something pretty awesome, imo.
The main problem is that while I enjoy these types of games, I kinda suck.
So if a round lasted on average 15 minutes, I'd probably end up watching my screen for about 12 of them!
So I want to make something that allows respawning but gives consequences for dying.
What I've come up so far is that respawning can't happen by itself. So players can't spawn until 3 or 4 (more?) people have died. Perhaps make it so an entire squad has to die before the members can respawn.
I'd like to have limited vehicles and place the spawn points (for the marines, anyway) far enough away that it takes a bit to get back into the action. For my first map, for example, I'd like to have a night insertion from a submarine. Then subsequent spawns would come from further out in the sea, from the aircraft carrier and have to take a patrol boat or helicopter to the island...with one caveat: patrol boats and helis are fairly explosion prone
Anyway, I've got to get back to some work, but one last thing is that I am a firm believer in "release soon and release often" and that many mods are failing because they are doing too much before release. To that end, I want to release this mod in a few weeks with whatever I've got going on. If that means a simple mod like stripping the nanosuit and a single map, then so be it.
-
10-02-2008, 12:39 PM #2
Re: MOD: Crysis: Rogue Spear
Smooth, check your pm's

LINKS
10th Tactical Guard
Server Rules and SOP * Kicked? Banned? READ THIS FIRST!*
Contact an Admin * Nominate your teammates for a ribbon
Stoop and you'll be stepped on; stand tall and you'll be shot at.
-Carlos A. Urbizo-
-
10-02-2008, 02:30 PM #3
Re: MOD: Crysis: Rogue Spear
I LOVED Rogue Spear, I hope this comes to fruition!

-
10-02-2008, 02:53 PM #4
Re: MOD: Crysis: Rogue Spear
CoD4 meets BF2 with the Crysis engine..that would be nice..
-
10-02-2008, 08:54 PM #5
- Join Date
- Jun 2006
- Age
- 36
- Posts
- 118
Re: MOD: Crysis: Rogue Spear
Thanks for the posts, guys. I was growing concerned after about 50 views and no replies! I didn't think I was the only gamer aching for a tactical shooter.

But if you people reading could add some input on the respawn issue, that would really help me out because the points I wanted to cover seem to be competing design goals.
On the one hand, I want to make sure the game pace is slow and tactical. I don't want people running around spamming bullets and playing suicidally. So we need some kind of penalty for being killed.
On the other, I want to make sure it's fun for everyone. The problem I see with one life is that the better the entire team is, the more likely it will be that a beginning player or one who meets an unlucky bullet will have to wait to rejoin the fun and action.
The other problem I am considering is that I don't think it's very tactical or realistic to have squad members popping into the team if they are allowed to respawn. It tends to disrupt the opposing players' tactics and reduces a lot of the penalty of dying. In some instances, if you don't have people spawning on the squad leader, it breaks small team dynamics when respawning players can't make it back to the squad or they start racing around the map solo.
The best idea I've come up with so far is to make players wait to respawn as a squad. This seems to address the concerns I've outlined. But have I identified all the issues...
What do you guys think?
-
10-03-2008, 09:30 AM #6
- Join Date
- Jan 2008
- Location
- Leicester, United Kingdom, United Kingdom
- Age
- 21
- Posts
- 2,987
- Blog Entries
- 27
-
10-05-2008, 08:00 AM #7
Re: MOD: Crysis: Rogue Spear
I have no issues with no respawn during a mission. I've spent many an hour watching an Flashpoint mission or ARMA/ Rogue Spear mission go on without me... And I have even Fragged myself to start again.. Just as long as the AI doesn't cheat.. ;-)
But I wish you the best in this mod.. Sounds just what Crysis needs to kick it's multi in the rear..|TG|ARMA Pathfinder
..now where did I put my keys?


-
10-11-2008, 11:34 AM #8
Re: MOD: Crysis: Rogue Spear
what about a rallypoint and squad system like PRs, and rather than auto healing medics with medibags, instant teamplay
|TG-XV|CryWolf

Thanks for the sig Bandaid (look at how well made my avatar is!)



Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)



Reply With Quote
















Bookmarks