[COLLAB DISCUSSION] Blood Gulch Reality

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kiddten
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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by kiddten » Mon Mar 22, 2010 10:30 am

it's probably best to have normal vehicles for halo 1, just workin on a custom gametype now.
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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by 2310 » Mon Mar 22, 2010 10:39 am

Falabmaja The 2nd wrote:it's probably best to have normal vehicles for halo 1, just workin on a custom gametype now.
Ok. But if we don't have destructible vehicles it's probably a good idea to make vehicles pass slightly higher damage to the user to simulate the destructibility of the vehicle. Being in a tank and hiding to let your shields recharge isn't very realistic since the tank itself doesn't actually have shields.
(Perhaps we could have a shielded vehicle and then make make it pass body damage but not shield damage? But we'll have the damage multipliers such that you will die quickly when the shields are down. Just thinking out loud ... cuz you won't actually be damaged when you're in a new vehicle.)

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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by kiddten » Mon Mar 22, 2010 10:53 am

1 gametype finished. it's like the elim slayer gametype in h2, but with two warthogs and two rhogs per team.
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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by 2310 » Mon Mar 22, 2010 11:14 am

Falabmaja The 2nd wrote:1 gametype finished. it's like the elim slayer gametype in h2, but with two warthogs and two rhogs per team.
Elimination? The one where you have only one life? (... I'm not a gametype expert, and it'll take a long time to look it up in halo.wikia.com. :P)

Also ... what other gametypes are you planning?

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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by kiddten » Mon Mar 22, 2010 11:31 am

yep one life. just like in real life!
i might do ctf like this as well, but for other gametypes we might have to comprimise.
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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by 2310 » Mon Mar 22, 2010 11:50 am

Falabmaja The 2nd wrote:yep one life. just like in real life!
i might do ctf like this as well, but for other gametypes we might have to comprimise.
Indeed. That's probably the most realistic thing possible; having to face the fact that you're DEAD, and not just waiting to respawn every time you get shot in the head. :P You might want to have 400% shields & health to make it harder to die.

Anyway, CTF like this should be ok (and will probably encourage the high usage of tactics due to the extreme difficulty of scoring), but probably less for Race and Oddball. Oddball is probably also ok as the oddballer can throw away the ball if needed. Juggernaut should be ok as the Juggernaut gets special powers and is the main target, and Race should have the 400% shield/health. KoTH should just use considerably longer respawn times as it's probably impossible for a team smaller than 6 to win (not just score) in KoTH with 1 life.

BTW, if anyone wants to make memory mods to complement this, I'll give you a custom position! :D

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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by Turtle » Mon Mar 22, 2010 12:17 pm

Just thought I'd let you know that I have started work on effects. :)
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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by 2310 » Mon Mar 22, 2010 7:35 pm

Turtle wrote:Just thought I'd let you know that I have started work on effects. :)
Thanks! Remember to check with the others if the effect you're doing involves something they might be doing. Mostly I think you'll be working with the Bitmaps Dept.

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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by kiddten » Tue Mar 23, 2010 11:02 pm

i think we need a extra weap that shoots medpacks. make it a unswappable weapon if you do.
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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by Pielogist » Wed Mar 24, 2010 12:48 am

Falabmaja The 2nd wrote:i think we need a extra weap that shoots medpacks. make it a unswappable weapon if you do.
How bout a healing gun? Explosion, but with healing effects. Heal anyone within 2 meters. If you shoot medpacks, people will be able to spam them all over the map.

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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by Sugarlumps » Wed Mar 24, 2010 1:00 am

If that were to happen, the overheat time must be very high, as people will spam them, lagging everyone and forever healing themselves.
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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by Smythe » Wed Mar 24, 2010 1:33 am

Pielogist~ wrote:
Falabmaja The 2nd wrote:i think we need a extra weap that shoots medpacks. make it a unswappable weapon if you do.
How bout a healing gun? Explosion, but with healing effects. Heal anyone within 2 meters. If you shoot medpacks, people will be able to spam them all over the map.
Let it have only 3 or 4 ammo? and detonates when dropped?
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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by 2310 » Wed Mar 24, 2010 3:26 am

Hmm. Sounds interesting, but we need:
  1. A canonical explanation for it. Even if it involves a mix of Covenant herbs, Forerunner time-travel technology, and Flood reanimation techniques.
  2. Also, the problem with healing weapons is that you can actually get "overhealth". Even if it only has 3 or 4 ammo, on a gametype with 400% shield/health, you could actually give yourself up to 1600% health. Which might make you about as tough as a Brute Chieftain on Legendary with all skulls enabled in H3. :P Hence unless the healing process is really slow (i.e. low healing per shot), it's probably best to use the healthpack or it's method of health restoration.
olly12345 wrote: Let it have only 3 or 4 ammo? and detonates when dropped?
Does the detonate when dropped need an effect to work properly? (As in it might not be pickupable but the model might remain?)
Sir Lumps wrote:If that were to happen, the overheat time must be very high, as people will spam them, lagging everyone and forever healing themselves.
You mean ... low heat loss? So that people can fire quickly but they'll have to pay for it later. :P

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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by Sugarlumps » Wed Mar 24, 2010 3:34 am

No, i do not think i have expressed myself clearly. What i meant was, the weapon should have a very high heat generation when fired, so that people will not be able to spam them, as it needs a long time to cool down.
Yes, detonating while dropping needs and effect, but i can't recall where...
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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by Sparky » Wed Mar 24, 2010 3:55 am

Projectiles have an option to disappear in material effects (jpt!).
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