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 Alternative Map RC089 - Developer Diary

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Namorax
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PostSubject: Re: Alternative Map RC089 - Developer Diary   Sun 27 Feb - 1:26

Well Mr.0... this Terrain only looks ~60% like what I imagined or tried to do... and we need something to keep you playing the RC series, don't we?^^

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PostSubject: Re: Alternative Map RC089 - Developer Diary   Sun 27 Feb - 1:28

no we don't lol its VV he'll make new heroes for himself
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PostSubject: Re: Alternative Map RC089 - Developer Diary   Thu 3 Mar - 1:40

Ok, looks like the base heroes are almost completed, I think I can start balancing the creeps. So far I have these Groups. I've added a short descriptions and a little Backgroundstory for each of them:

1.)The Cult:
These are the "Bad Guys". They're all humans who modified themselves in one way or another and they all wear a strange robe that seems to have a religious meaning. It also looks like they serve as the equivalent of a CO for the Undead and the Mutants (RC-Central has no idea how the command these creatures). As long as a Cultist lives, the Hostiles around him will be faster, stronger and more coordinated then ususal. They're also able to revive fallen Undead, which makes them espescially dangerous.
Story:
Nobody knows who these Fanatics are or were they come from. Their leader is a woman they call "The Wise Lady" and she seems to be the one who planned the whole operation. RC-Central assumes she infiltrated RC089 a long time ago and that she was close to the head of the local Chain of Command.
Apparently she used her connections to seperate the Security Forces and trap them inside the RC so her troops could deal with them one at a time.
This way they managed to dispose over 90% of the local personnel, followed by the elimination of every living Non-Cultist they managed to find.
The last known Information RC-Central has shows that they've somehow managed to start up a giant Energy Screen which interferes with Communication and Teleportation. The troops sent by RC-Central arrived only partially, but their equipment seems to be undamaged. Thats why you have to walk in there Marines!


2.)Zombies:
Those are the villagers and the Townspeople. They were infected and are the usual cannon fodder. you encounter them on the weakest difficulty. In this group you can find zombiefied Civilians, revived Corpses, zombiefied Guard Dogs and Ghouls.
The villagers were surprised by the Zombie Outbreak... or to be exact, by the ones responsible for the "Outbreak".

Story:
They were awakened in the middle of the night by unknown assailants. They had to look helplessly when families were seperated and transported to the RC. There they were infected with what RC-Central assumes to be a variation of the Zombfication Virus developed by Dr.Frank in RC601.
Some civilians managed to avoid being captured and encountered survivng Security Personnel. those who survived the sudden assault of Zombies are now in hiding.


3.)Mutants:
Mutants are everything thats still alove and not part of the Cult and/or Undead. They're also NOT part of Thanathos Industries, since TI did no research on (bio-)weapons at RC089, instead it focused on Robotics, Nanotech and Structural Research. Projects also fall into this category, but Projects are only encountered if Players activate specific Triggers. The Cult prefers working with Insect-like Mutations, but there are a few exceptions...
Story:
The "Mutants" are actually bioengineerd organisms. Every single one of them is created in a Laboratory and usually needs a few days to fully grow.
It looks like the Cult set up its own Laboratories and creates whatever kind of Mutants they need. The Cult killed everything in the area and turned it into one kind of weapon or another, extreme caution is advised.


4.)Skeletons:
These poor guys are all that's left of the Security Force at RC089. They've been stripped of everything and their remains serve as the Cult's Shock Troops. Normal Bullets are not effective against these soldiers, and they move faster and more coordinated then the normal Zombie. Whatever looks like it might have been part of a human skeleton belongs in this group.
When the Game begins, the Skeletons are still trapped inside the RC, but when the Players finally gain access to the RC and open the doors, they'll be able to get out...

Story:
They were overwhelmed by the Cult and turned into the living Dead they're now after being seperated, trapped and turned, one after another...
The resulting "Skeletons" are some kind of advanced Undead: they've been infused with Nano-machines which make them even harder to kill then the common zombie.
The commander of the Skeletons is a fallen TICE from RC601. He was temporarily transferred to RC089 until the repairs of RC601 were finished. He died after dealing astonishing casualities to the Cult and he managed to get his squads out of the trap they found themselves in. A true hero...


5.)Unknown:
No idea who they're supposed to be. They have no Background and their Units consist of heavy weaponry like Havoc Helicopters, Armageddon Tanks and Heavy Chaingunners. They also operate through a "mobile HQ", as long as this HQ is in working condition, the performance of all Unknown Units will be Increased (More Damage, Armor and Speed). Their primary Target is capturing the "Black Bot". Secondary Target is eliminating everyone who knows they're here.
If the Unknowns manage to destroy BB, RC-Central will rceive a message that someone is able to get access to the Data stored inside him. To prevent this leak, RC-Central will initialize the Ragnarock-Protocol: the whole area around RC089 will be wiped out via Orbital Laser Batteries. Causing everyone to die. Including the Players.


6.)The V.I. "Black Bot" (short BB):
The reason the the Cult and his best troops are trapped inside the RC is because of the "Virtual Intelligence" (V.I.) of the RC, codename:
"Black Bot".
He's the super-computer who oversees the whole RC-Facility and his job is to prevent another Incident like RC601.
The "Wise Lady" managed to deceive BB so the program only noticed what was happening when it was almost too late. It used the RCs robotic factory to construct a mobile Unit capable of housing all the Data that were stored in the RC and staged an escape. Even though he managed to leave the RC and imprison the main Forces of the Cult, he also lost over 95% of the remaining Security Droids. Therefore the only options remaining to him were to activate the silent alarm at RC-Central and go into Hiding.
The "Black Bot" is an advanced Security Droid. If the Player has a Security Clearance high enough to satisfy BB, he can activate him and get control over him. The chances to find BB depend on the chosen difficulty and if the Players activated certain triggers. Once BB enters the game, the "Unknown" Group will start hunting him down.
The Players have to prevent the destruction of BB at all costs, it is suggested that the team seperates into 3 groups: a group escorts BB to the Teleporterstation, another secures the Powerstation and the last group has to find the mobile HQ of the Unknown assailants.




Group 1-4 are the normal enemies, 5 and 6 only appear under special circumstances and provide a very hard gameplay. At least thats the plan^^
Man... I wanted to copy-paste a little and be done in 5 mins.. now I've reworked the whole text and its 60mins later. I spend way too much time at the tiny details :/

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PostSubject: Re: Alternative Map RC089 - Developer Diary   Thu 3 Mar - 1:47

Namorax wrote:


4.)Skeletons:
These poor guys are all that's left of the Security Force at RC089. They've been stripped of everything and their remains serve as the Cult's Shock Troops. Normal Bullets are not effective against these soldiers, and they move faster and more coordinated then the normal Zombie. Whatever looks like it might have been part of a human skeleton belongs in this group.
When the Game begins, the Skeletons are still trapped inside the RC, but when the Players finally gain access to the RC and open the doors, they'll be able to get out...

Story:
They were overwhelmed by the Cult and turned into the living Dead they're now after being seperated, trapped and turned, one after another...
The resulting "Skeletons" are some kind of advanced Undead: they've been infused with Nano-machines which make them even harder to kill then the common zombie.
The commander of the Skeletons is a fallen TICE from RC601. He was temporarily transferred to RC089 until the repairs of RC601 were finished. He died after dealing astonishing casualities to the Cult and he managed to get his squads out of the trap they found themselves in. A true hero...


"NOOOOO vV_0 died !!!" Crying or Very sad Crying or Very sad Crying or Very sad Crying or Very sad Crying or Very sad
*get backstabbed by a zombified monkeh*
Communication end...
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PostSubject: Re: Alternative Map RC089 - Developer Diary   Thu 3 Mar - 1:49

ArnaudB wrote:
Namorax wrote:


4.)Skeletons:
These poor guys are all that's left of the Security Force at RC089. They've been stripped of everything and their remains serve as the Cult's Shock Troops. Normal Bullets are not effective against these soldiers, and they move faster and more coordinated then the normal Zombie. Whatever looks like it might have been part of a human skeleton belongs in this group.
When the Game begins, the Skeletons are still trapped inside the RC, but when the Players finally gain access to the RC and open the doors, they'll be able to get out...

Story:
They were overwhelmed by the Cult and turned into the living Dead they're now after being seperated, trapped and turned, one after another...
The resulting "Skeletons" are some kind of advanced Undead: they've been infused with Nano-machines which make them even harder to kill then the common zombie.
The commander of the Skeletons is a fallen TICE from RC601. He was temporarily transferred to RC089 until the repairs of RC601 were finished. He died after dealing astonishing casualities to the Cult and he managed to get his squads out of the trap they found themselves in. A true hero...


"NOOOOO vV_0 died !!!" Crying or Very sad Crying or Very sad Crying or Very sad Crying or Very sad Crying or Very sad
*get backstabbed by a zombified monkeh*
Communication end...

... really namo you had to add that in there eh
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PostSubject: Re: Alternative Map RC089 - Developer Diary   Thu 3 Mar - 2:39

What are you talknig about?^^

I never entioned vv. I just said there was a TICE at RC089 when it was taken, nothing more. If you guys believe its vv... well, thats up to you. Or is vv the only one whos allowed to be a TICE?

PS: I PMed him before posting this. He's ok with such a Project, one which was formerly a TICE from RC601. It could just as well be jk2pach dont you think?


EDIT And arnaud... you didnt read carefully:

Namorax wrote:


4.)Skeletons:
These poor guys are all that's left of the Security Force at RC089. They've been stripped of everything and their remains serve as the Cult's Shock Troops. Normal Bullets are not effective against these soldiers, and they move faster and more coordinated then the normal Zombie. Whatever looks like it might have been part of a human skeleton belongs in this group.
When the Game begins, the Skeletons are still trapped inside the RC, but when the Players finally gain access to the RC and open the doors, they'll be able to get out...

Story:
They were overwhelmed by the Cult and turned into the living Dead they're now after being seperated, trapped and turned, one after another...
The resulting "Skeletons" are some kind of advanced Undead: they've been infused with Nano-machines which make them even harder to kill then the common zombie.
The commander of the Skeletons is a fallen TICE from RC601. He was temporarily transferred to RC089 until the repairs of RC601 were finished. He died after dealing astonishing casualities to the Cult and he managed to get his squads out of the trap they found themselves in. A true hero...


So how did you die when vv just made sure your ass is safe? Did a tank roll over you?

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PostSubject: Re: Alternative Map RC089 - Developer Diary   Thu 3 Mar - 2:49

Namorax wrote:
What are you talknig about?^^

I never entioned vv. I just said there was a TICE at RC089 when it was taken, nothing more. If you guys believe its vv... well, thats up to you. Or is vv the only one whos allowed to be a TICE?

PS: I PMed him before posting this. He's ok with such a Project, one which was formerly a TICE from RC601. It could just as well be jk2pach dont you think?

no you ADDED THE vv0 DIED BY A ZOMBIFIED MONKEH! part which is in RELATION to what you posted earlier about skeles
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PostSubject: Re: Alternative Map RC089 - Developer Diary   Thu 3 Mar - 12:16

Actually Namorax, there wasn't necessarily relation but it was SO tempting to say that Very Happy
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PostSubject: Re: Alternative Map RC089 - Developer Diary   Sat 12 Mar - 15:44

Ok, after 2 *Bleeping* weeks I finally finished the Powerstations. It was hell to find something that fits with the RC and was acceptable by me.
I'll post the screenshots next Friday. Until then I want to do something else except Mountains.

Now everyone can post a location he wants to see ingame. I'll add a small list of already existing things at the end. Please write whatever you want to see.
80% of the map being mountains looks a little stupid, so I want to have more/better Locations.

I'm off and fix some triggers...

Existing Locations:
 

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PostSubject: Re: Alternative Map RC089 - Developer Diary   Mon 11 Apr - 1:34

I. Have. No. Ideas. And. I. Lost. All. My. Motivation.

I'll be off doing something else for a few days. No Laptop, no Internet (which I do not have in the first place) and no Warcraft. Maybe that helps.

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PostSubject: Re: Alternative Map RC089 - Developer Diary   Mon 11 Apr - 2:09

Namorax wrote:
I. Have. No. Ideas. And. I. Lost. All. My. Motivation.

I'll be off doing something else for a few days. No Laptop, no Internet (which I do not have in the first place) and no Warcraft. Maybe that helps.

Awwh theres not a Major Spartan in there D: can you add me in there (im currently a major in rc601) i would like to have my name mentioned somewhere in the game >.>

NOTE : this post could be moved to the wish list buuuut.... maybe mention me in one of those zombie ppl or in the game as a quest/ hero.
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PostSubject: Re: Alternative Map RC089 - Developer Diary   Wed 13 Apr - 17:02

I finally decided how the players can select the Game-Mode:

Player Red has 30s to pick a Mode or he can decide to let everyone vote. If Red is not available (because of desync, being kicked or because the slot was empty in the first place) the game will automatically pick "Vote". Same happens if Red doesnt pick anything before the 30s are over.

During "Vote" each Player has 30s to pick the mode he wants. If the 30s are over, every player who didnt decide on a mode looses his vote. In case of a Draw, the game randomly picks one of the modes that received the most votes ("3 for Story, 3 for Last Stand"->Random Decision between thee 2 modes; "2 for Story, 2 for Endgame, 2 for Survival"->Random decision between these 3 Modes).
If no player voted the game just picks Story. The next step is to decide/vote the difficulty.

You can decide between "Normal", "Advanced" and "Professional", with Normal being the standard choice. In case of a Draw, the lower Difficulty wins.


Additional to that, I decided to implement a special action called "Scanning". Using this abilty (range ~2k) on a Unit will add a "Database" to your Rankbook/Backpack. It will show the Icon of the scanned Creep, give you basic Informations the Creeps, Stats and recommended countermeasures.
The Database will not be saved, since it's just optional and has no further influence on the game.

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PostSubject: Layout for RC089-Missions   Sun 1 May - 20:10

It would really help me if everyone could leave a comment or two about this, since I'm currently trying to flesh out the Missions a bit. If you only play ZAF or UA2, that doesnt matter. Your insights are always welcome!

In order to outline the side-missions, I came up with this (somewhat) mathematical approach:
-Missions can be seperated into the following categories: Fetch, Guard, Survive and Destroy.
-In order to make the Missions harder, one may add conditions: Restriction, Timelimit, Specific Location and Specific Amount.

A few Examples:
 
For those who are Interested, a detailed explanation of the "Mission Categories" and "Conditions":
 

These are the parameters I'll use to design my missions. I'll randomly pick a Mission objective and add one or more Conditions until I think the mission is hard or easy enough. I won't bother you with the complete process, let's just say I take a few dices from D&D and give each side a condition or a mission...

I would like to know if I forgot something, or if you can add more Mission types and Conditions.

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PostSubject: Re: Alternative Map RC089 - Developer Diary   Sun 1 May - 20:13

If fetching is failed, a condition could imply 'destroying'.
IE: if you're fetching a person/people, they are now infected ("sup, you were too late").
Is this what you were looking for?

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PostSubject: Re: Alternative Map RC089 - Developer Diary   Sun 1 May - 20:26

Not quite... I wanted to know if there is a mission somewhere in ZAF, UA2, NOTD or RC601 which doesnt have Fetch, Guard, Survive or Destroy as Main Objective.

What you described might be a "Follow-Up"-Condition ("If a Mission is failed/won, then the next mission will be...").
Not quite what I was looking for, but I'll add it none-the-less. Thanks vv.

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PostSubject: Re: Alternative Map RC089 - Developer Diary   Sun 1 May - 20:35

Namorax wrote:
Not quite... I wanted to know if there is a mission somewhere in ZAF, UA2, NOTD or RC601 which doesnt have Fetch, Guard, Survive or Destroy as Main Objective.

What you described might be a "Follow-Up"-Condition ("If a Mission is failed/won, then the next mission will be...").
Not quite what I was looking for, but I'll add it none-the-less. Thanks vv.

counter-fetch, pick up a item at a specific point and place it somewhere random (like the NOTD-am mission or the beacons @ rc)

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PostSubject: Re: Alternative Map RC089 - Developer Diary   Sun 1 May - 21:55

But the beacons aren't dropped "randomly". The game picks the spots out of a list with prepared locations.

But your idea of "counter fetch" sounds nice, so I will add it to the List as "Prevent" (Don't let hostiles get close to Item/NPC). Might be useful for the hostile army guys.

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PostSubject: Re: Alternative Map RC089 - Developer Diary   Mon 2 May - 21:32

I just found a few good lines for a Fuel-System and I wanted to get a few opinions from you, since I saw how some of you complained aout the system jk is using. Just say what you don't want to see or happen when using a vehicle...


My Fuel-System will check 2 things:
The Coordinates of the vehicle and if the Energy of the Vehicle is >=0.
If the vehicle moves, the coordinates change, and every x changes will trigger a reduction of the vehicles mana. I'm also willing to "dismiss" very, very small movements of the vehicle, so they wont count towards the energy-reduction.
Once ebergy reaches 0, the movespeed of the vehicle will be set to 0 until someone recharges the batteries.

Recharging can be done with a special Item (Vehicle Charger) that can be bought at Supply Points or via certain Energy Transfer-Abilities. Its also possible to drain energy from a vehicle... Wink

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PostSubject: Re: Alternative Map RC089 - Developer Diary   Sat 7 May - 18:45

Next Question for you: I have 3 Robots (or Robot-like) NPCs, and one has to go. One model will be used as "RC089 Security Drone" (those you can reactivate with sufficent Security Access) and the other will be used for the "hostile army".

Screenshot:
 

The scale of the units is as they will appear ingame. About the Teamcolor: on the screenshot, all units belong to red. If you dont see any TC, thats because there is none on the model.

So, any comments on which Robot you do NOT want to see ingame? #1, #2 or #3?

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PostSubject: Re: Alternative Map RC089 - Developer Diary   Sat 7 May - 18:50

3 definitely. It also seems 'user-friendly' (probably the human features and how it resembles a marine).

#1 reminds me of a brute Portal-like robot and #2 reminds me of Megatron (Transformers).
If the the 'Metatron' model attacks like Sea Giant, I will probably hope for #1 to be the hostile one.

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PostSubject: Re: Alternative Map RC089 - Developer Diary   Sat 7 May - 19:59

You do realize that I asked which one should NOT appear in the map? Very Happy

If I understand you correctly, you want to see #2 gone, am I right?
Then the other Melee-Robot would join the "Hostile Army" and the other Droid will go to RC089...

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PostSubject: Re: Alternative Map RC089 - Developer Diary   Sat 7 May - 20:27

Namorax wrote:
You do realize that I asked which one should NOT appear in the map? Very Happy

If I understand you correctly, you want to see #2 gone, am I right?
Then the other Melee-Robot would join the "Hostile Army" and the other Droid will go to RC089...

You are very correct.

Answering a question in the direct format it was presented in is boring Smile

vV_O wrote:
3 definitely. It also seems 'user-friendly' (probably the human features and how it resembles a marine).
^This is indeed a stick in my defense though.

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PostSubject: Re: Alternative Map RC089 - Developer Diary   Sat 7 May - 23:16

Aww, now you made me all confused... Sad


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PostSubject: Re: Alternative Map RC089 - Developer Diary   Sun 8 May - 0:06

Namorax wrote:
Aww, now you made me all confused... Sad


Short form (without the vV_0 complication & confirming what I said & what you understand):

1 - evil/hostile
2 - look like megatron (doesn't really fit the genre)
3 - looks like a human synthetic - RC security bot/drone

I think this is clear Very Happy

PS: I must see the 'droid' hero.

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The rset can be a toatl mses and you can slitl raed it whotiut pleborm. Tihs is bseacue the huamn mnid deos not raed eevry lteter by ilsetf, but the wrod as a wlohe.
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PostSubject: Re: Alternative Map RC089 - Developer Diary   Sun 8 May - 0:48

Try right-click on the screenshot and look for something like "Show Picture/Graphic" or something.
If it opens the pic in a new window you can see the droid on the far right.

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