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Re: Games you'd mod LT into

#37
I have an idea for a hard sci-fi DayZ (I know, I know) space game.

MP, set in an asteroid belt, you start in a small pod with limited resources you have to make you way around the belt to various abandoned space stations, derelict ships, asteroid belts etc collecting O2, propellent, gear, food and water and upgrading parts in your craft adding sensors, thrusters, weapons systems.

The combat and movement should be very cat and mouse stealth based, you have ECM, IR, UV, Active/Passive radar systems for sensing and different gear on your ship should generate signatures when used, for instance a weapons system might increase your heat signature when fired or when you use thrusters to adjust velocity.

I'd like to get a feeling similar to the space combat in the book Redemption Ark by Alastair Reynolds. Where you're holding back that 1 salvaged IR missile or those last few rounds of gatling cannon for the exact right moment when the other ship comes out from the asteroid's shadow and the light makes it targetable.

I'd imagine there would be rogue AI in the place of zombies, active minefields, sentries, turrets etc to complicate things.
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Re: Games you'd mod LT into

#38
Once LT MP is up and running, how would you guys feel about an LT Battle Royale, throw 2-1000 people in a finite space, and the systems begin to disappear until there is one left, and then the survivors fight to the last
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When you're trying to fill an infinite multiverse, if you're not willing to consider the entire creative output of humanity as a starting point, you're wasting your time.
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Re: Games you'd mod LT into

#41
I think several scales would be a good fit for LT.

So perhaps at the smallest: 10 people, 6 systems (1 hub and 5 peripherals), 2 players spawn in each peripheral and 2 npc executives in the hub, after ~3 hours, the peripherals collapse. The remaining players and their npc assets are confined to a single system which remains until only 1 player is left.

At a medium scale, a couple dozen systems in a hub and spoke pattern, again 2 players spawn per system in the spokes and several npcs spawn in the hub. In this, the spokes begin to collapse at 1 hour in, and every 20 minutes, a single random spoke system collapses until only the hub is left.

At a large scale, the hub consists of a dozen systems, and are under the control of 2-4 well established npc factions hostile to the humans and maybe friendly/hostile with each other... around 100 spoke systems branch off from these, and again each spoke systems spawns 2 players, however the humans have no chance to beat the npc factions individually and must team up with each other to beat the npcs before the spokes collapse. The spokes begin to collapse an hour in, and then like before a random spoke system collapses every 20 minutes. The hub systems will remain stable until the last npc faction falls, and then they too will collapse until there is only 1 player or 1 system.

Then there could also be multi-week matches, where the spokes last longer, perhaps 1 systems disappears every 6 hours of real time.

Given the procedural nature of LT, we could make size, time, and other settings easily manipulated variables and discover through testing which most people enjoy, and those the rest enjoy most
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When you're trying to fill an infinite multiverse, if you're not willing to consider the entire creative output of humanity as a starting point, you're wasting your time.
User: JoshParnell is accountable for this user's actions.
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Re: Games you'd mod LT into

#42
I'm now imagining a humorous situation in which there's a three way battle at the end between two players and an NPC who is significantly stronger. Suddenly both of the players are killed in quick succession by the NPC, player 2 surviving just a second longer. Suddenly everyone get's the "Player 2 has Won" message as the player ships continue to explode in the background.
A life well lived only happens once.
Seems deep until you think about it.

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