Name: Project Orbitos
Game Type: Free for all (in Space!)
Map Size: 32 x 32 up to 128 x 128
Players: 2-12 (more fun with 12)
Objective: Destroy your opponents base while defending your own.
Whos involved?
[del]Peon[/del] Ranking Brigade Commander Long-Ass-Name - chovynz
Weapons Master Chief - Master Maste
Systems Checker Specialist - Ectonalunarios - Has fallen off the edge of the world...if someone spots him could you let him know we're almost done?
Brief Plot:
Humans, Orcs, the Undead and a few new races have not stopped fighting. Tens of thousands of years have passed and the races are still battling it out, only now they have spacecraft. A moon has been discovered with deposits of Tyranium - a newly discovered alloy used to make pinball balls. Unfortunatly (for you,) the other races have found it too! They have set up a base on the other side of the moon and wish to mine the moon of Tyranium for themselves. Destroy their base so you can have full access to the moon, to the Tyranium under the surface and over the pinball machines of the galaxy!
Description:
You're in space! You have 1 base and 1 unit. 12 players are able to join. The action centers around a small moon and the opponents ships and bases. Take out the enemy ships, destroy the enemy bases and win.
Gameplay:
This is supposed to be a fun almost-click-fest in Warcraft3 style. 12 players, 12 starting bases, 12 units. Fast gameplay, click or point and shoot, area of effect payloads, weapon and shield upgrades, anti base-camping systems, possible gravity wells.
I'm planning of having line of sight. Because you're in space you should be able to see quite far, but obviously you won't be able to see through the moon. There may be a radar of some description that you can buy later at your base. So far we haven't been very successful with having line of sight work correctly, so for the pre_alpha release we are having no fog and no black mask. If anyone has any ideas or suggestions feel free to post.
Has anyone played Star Control or The Ur-Quan Masters? I just realised my mod idea is quite similar to the melee mode of that game. So you could think of Project Orbitos as Star Control with some additions in the WC3 engine.
Cameras:
I think it would be quite nice to be able to have 3rd person perspective, a normal WC3 view and a zoomed out feature.
Races:
I intend on using these races and the players can select one of them using dialogs:
Human
Human (Pirate faction)
Orcs
Elves
Undead
Naga
Trolls
Ogres
Zerg
Protoss
Species
01001111
The races will have color coded bases, units, weapons, shields etc. This is so you can tell at a glance who is shooting at you. The effects of explosions, weapons and shields that a unit has will be the players color. I do not intend on using vertex coloring if I can help it.
Races to be added at a later date. For the pre_alpha release we are only having human.
Weapons:
As of some time in the past I've thought of these weapons I'd like included in this map:
Lasers - Auto Targeting, Direct line firing
Small projectiles of some description, Single shot, Gatling Guns, Long Range, Tracers?, Homing Bullets
Rockets, Magnetic Accelerator Cannons, Mass Drivers, Homing Missiles, Guided Missiles?, Salvos
Ion, Single shot, Multi Directional, Flowing, Partical Cannons
Mines - Friend or Foe, Proximity, Homing, Stealth, Acid, Other
Area of effect - Acid cloud, Nuke, Plasma, Radiation, Flashbangs, ChronoGrip (time ability)
Shields:
Appropriate shields to the various weapons. Shields usually refer to something physical, but energy shields are also added to these. However as I noted somewhere, there will be a limited amount of items able to be carried. (Names to be decided - the following names describe their function more than it's final name.)
Anti-Laser shields
Anti-Projectile
Extra Plating against rockets / missles
Magnetic Shields against plasma
Anti time items
Weapon & Shield Interaction:
The concepts for the weapon systems and shields are as follows.
The first is the weapons. This is simple. Fire at an enemy, if they are not shielded appropriatly - they take damage. The weapons have different types of attacks so you need different defense against them. There is energy (in the form of heat or cold heat i.e. lightening), projectile, magnetic, or some others.
The second concept is passive defense. Fire at an enemy with a laser. If they have an absorption anti-laser shield, the shield takes the damage and will recharge. The shield will absorb up to a certain amount of damage then fail, leaving the protected ship, vulnerable to attack.
The third concept is aggressive defense turning a defense into a form of attack. Sticking with the laser example, when you fire at an enemy and your opponent has a reflective shield the laser has a chance of bouncing back and hitting you! Taking this concept further, when the enemy upgrades a reflective shield they may have the ability to direct the reflection. For example they could (potentially) direct your laser shot at them...towards another player nearby or back at yourself.
The two defensive concepts in detail:
#1 - "Weapon - Anti Weapon" Passive Defense:
Direct Line Firing Lasers - Absorption Shield, Diffusion Shields
Auto Targeting Lasers - Absorption Shield, Diffusion Shields
Single shot projectiles - Armoured Plating (basically adds to your hp)
Gatling Guns - Armoured Plating, Plasma Sheilds
Long Range - Armoured Plating, Plasma Sheilds
Tracers - Armoured Plating, Plasma Sheilds
Homing Bullets - Armoured Plating, Plasma Sheilds
Rockets - Armoured Plating
Magnetic Accelerator Cannon - Armoured Plating (not that it would DO much against a MAC)
Mass Driver - Armoured Plating
Missiles (fast versions of the rockets and will target nearest random enemy) - Armoured Plating
Homing Missiles (Faster, targeted onto one specified enemy) - Armoured Plating
Guided Missiles (medium speed, guided) - Armoured Plating
Salvos - Armoured Plating
(note: I've done some research on plasma. And removed Plasma from the direct line weapons, changing plasma to Ions instead.Plasma will still be used as a weapon, just not the projectile shots.)
Single Ion shot - Recombination Shield
Multi Directional Ion - Recombination Shield
Flowing Ion Targeted Stream- Recombination Shield
Partical Cannon - Recombination Shield (but the PC having a bigger burst will give more damage)
Defense against mines depends whats IN the mines.
Friend or Foe Mines - Armoured Plating
Proximity Mines - Armoured Plating
Homing Mines - Armoured Plating
Stealth Mines? - Armoured Plating
Acid Mines - Plasma Shields
other
Acid cloud - Water Containment Shield
Nuke - DeFusional Shield
Gamma Radiation - DeFusional Shield
Flashbangs - Polarized HUD
#2 "Weapon - Anti Weapon" Aggressive Defense:
Direct Line Firing Lasers - Reflection Shield
Auto Targeting Lasers - Reflection Shield
Single shot projectiles - Projectile Net
Gatling Guns - Projectile Net
Long Range - Projectile Net
Tracers - ??
Homing Bullets - ??
Rockets - ??
Magnetic Accelerator Cannon - ??
Mass Driver - ??
Missiles (fast versions of the rockets and will target nearest random enemy) - Missile Overide Source System
Homing Missiles (Faster, targeted onto one specified enemy) - Missile Overide Source System
Guided Missiles (medium speed, guided) - Missile Overide Source System
Salvos - Missile Overide Source System
Single Ion shot - Ion Collector
Multi Directional Ion - Ion Collector
Flowing Ion Targeted Stream - Ion Collector
Partical Cannon - Partical Collector
Defense against mines depends what's IN the mines.
Friend or Foe Mines - Disarming & Retrieval Kit
Proximity Mines - Disarming & Retrieval Kit
Homing Mines - Disarming & Retrieval Kit
Stealth Mines? - Detection & Disarming Kit (no more stealth. Just a normal mine)
Acid Mines - Disarming & Retrieval Kit
Acid cloud - ??
Nuke - ??
Plasma - ??
Gamma Radiation - ??
Flashbangs - ??
Counter Measures:
These aren't really Shields, but methods for destroying or counteracting the weapon.
Direct Line Firing Lasers - ??
Auto Targeting Lasers - Anti Targeting Counter Measures (Makes it unable to lock onto you)
Single shot projectiles - Defense Grid
Gatling Guns - Defense Grid
Long Range - Defense Grid
Tracers - Advanced Defense Grid
Homing Bullets - Advanced Defense Grid
Rockets - Chaff
Magnetic Accelerator Cannon - ??
Mass Driver - ??
Missiles (fast versions of the rockets and will target nearest random enemy) - ECM
Homing Missiles (Faster, targeted onto one specified enemy) - ECM
Guided Missiles (medium speed, guided) - ECM
Salvos - Advanced ECM
Single Ion shot - ??
Multi Directional Ion - ??
Flowing Ion Targeted Stream - Anti Targeting Counter Measures
Partical Cannon - ??
Defense against mines depends what's IN the mines.
Friend or Foe Mines - IFF Signal Swap
Proximity Mines - Mine Detector
Homing Mines - Anti Targeting Counter Measures
Stealth Mines? - ??
Acid Mines - ??
Acid cloud - Water Containment Shield
Nuke - ??
Gamma Radiation - ??
Plasma - ??
Flashbangs - Polarized HUD
Unit Mods:
HyperDive (upgradeable to 5 levels) makes your unit go faster
Warp Engine (upgradeable to 5 levels) can warp to a random point. Later lvls can warp to a selected point ( - kind of like blink I guess).
Shields (upgradable to 5 levels) gives you more max mana.
Hull (upgradable to 5 levels) gives you more max hp
Power Couplings (upgradeable) faster fire rate
I'm thinking only a limited amount of mods to a ship so you have to play strategically. Defensively or agressively? Up to you. But there will be a counter for every attack / defense.
Technical:
When you destroy a unit this is what happens:
You can sell the scrap metal at your base for a little money or you can pick up the item which may be one of these:
Note: The item drops, so other players CAN pick it up! Be quick to collect your loot.
Bases:
Bases will be your starting point and your spawning point. You can upgrade your ship's engines, weapons and shields here. (I'm playing with the idea of having to dock to upgrade rather than being able to just click on an icon when your halfway across the map.)
The bases will feature an anti camping system. You must be inside your base or have no unit on the field (i.e. dead) to use it. With a low cool-down time you can spam the area of your base so you can exit your base safely. The ABC system will go out expanding from your base to a limited range. This will either destroy or knock an enemy far away. It will not however, give any bonus if the enemy is destroyed. This limitation is to prevent players from camping in their own base and being able to destroy other players units by spamming AND getting a reward for it.
The Base may be able to attack. I haven't decided this yet.
You can construct another ship here once your unit is destroyed. (There may be additional ships to choose from - scouts, heavy weapon ships, heavy shielded ships etc. - For a future date and release.)
The Bases will be placed on a circular starting point out from the center of the moon, but will be randomised in that circle. See picture for an explanation. The bases will also slowly orbit around the moon in a clockwise fashion. This is to keep it interesting when you are out in the field! You need to find your base urgently, and you find its moved to the other side of the map?? Oh No! Should've paid attention.
The base rotation will be for a future release as we are concentrating on getting the systems to work. Base orbiting (which is where the name comes from btw) is a gimmick and as such can wait until we have a good working game already.
Moon:
Well, this is pretty easy actually. Random models of certain selection. Every model I use will need to be scaled up, but everytime you play the map its a different moon. 1 match it could be a rock, another an Infernal birth, another a barrel! Who knows? I might even use a wisp! Again, for a future release. There are some conflicts between using a doodad moon and a unit moon, so we'll keep you posted on this. For the pre-alpha we're only using a single non changing doodad moon.
Controls:
[del]I'm playing around with the idea of using keyboard controls (WASD + fire - or up down left right + fire). Can people give me comments on which control system is better and why? Give me opinions of other WC3 games you have played with keys or mouse. (Keyboard controls ARE multiplayable correct?)[/de] Standard controls, with arrow key or WASD to be decided later.
Comments:
[del]I think the plot is lame. Its really just an excuse to make a map like this. If anyone can come up with a better plot I'd appreciate it.[/del] Plotlines may be individual depending on race - for a future release. Credits will be given for anything used which I have not personally done. (This does not include tutorials I have learned from, though I may mention them.)
Game Type: Free for all (in Space!)
Map Size: 32 x 32 up to 128 x 128
Players: 2-12 (more fun with 12)
Objective: Destroy your opponents base while defending your own.
Whos involved?
[del]Peon[/del] Ranking Brigade Commander Long-Ass-Name - chovynz
Weapons Master Chief - Master Maste
Systems Checker Specialist - Ectonalunarios - Has fallen off the edge of the world...if someone spots him could you let him know we're almost done?
Brief Plot:
Humans, Orcs, the Undead and a few new races have not stopped fighting. Tens of thousands of years have passed and the races are still battling it out, only now they have spacecraft. A moon has been discovered with deposits of Tyranium - a newly discovered alloy used to make pinball balls. Unfortunatly (for you,) the other races have found it too! They have set up a base on the other side of the moon and wish to mine the moon of Tyranium for themselves. Destroy their base so you can have full access to the moon, to the Tyranium under the surface and over the pinball machines of the galaxy!
Description:
You're in space! You have 1 base and 1 unit. 12 players are able to join. The action centers around a small moon and the opponents ships and bases. Take out the enemy ships, destroy the enemy bases and win.
Gameplay:
This is supposed to be a fun almost-click-fest in Warcraft3 style. 12 players, 12 starting bases, 12 units. Fast gameplay, click or point and shoot, area of effect payloads, weapon and shield upgrades, anti base-camping systems, possible gravity wells.
I'm planning of having line of sight. Because you're in space you should be able to see quite far, but obviously you won't be able to see through the moon. There may be a radar of some description that you can buy later at your base. So far we haven't been very successful with having line of sight work correctly, so for the pre_alpha release we are having no fog and no black mask. If anyone has any ideas or suggestions feel free to post.
Has anyone played Star Control or The Ur-Quan Masters? I just realised my mod idea is quite similar to the melee mode of that game. So you could think of Project Orbitos as Star Control with some additions in the WC3 engine.
Cameras:
I think it would be quite nice to be able to have 3rd person perspective, a normal WC3 view and a zoomed out feature.
Races:
I intend on using these races and the players can select one of them using dialogs:
Human
Human (Pirate faction)
Orcs
Elves
Undead
Naga
Trolls
Ogres
Zerg
Protoss
Species
01001111
The races will have color coded bases, units, weapons, shields etc. This is so you can tell at a glance who is shooting at you. The effects of explosions, weapons and shields that a unit has will be the players color. I do not intend on using vertex coloring if I can help it.
Races to be added at a later date. For the pre_alpha release we are only having human.
Weapons:
As of some time in the past I've thought of these weapons I'd like included in this map:
Lasers - Auto Targeting, Direct line firing
Small projectiles of some description, Single shot, Gatling Guns, Long Range, Tracers?, Homing Bullets
Rockets, Magnetic Accelerator Cannons, Mass Drivers, Homing Missiles, Guided Missiles?, Salvos
Ion, Single shot, Multi Directional, Flowing, Partical Cannons
Mines - Friend or Foe, Proximity, Homing, Stealth, Acid, Other
Area of effect - Acid cloud, Nuke, Plasma, Radiation, Flashbangs, ChronoGrip (time ability)
Shields:
Appropriate shields to the various weapons. Shields usually refer to something physical, but energy shields are also added to these. However as I noted somewhere, there will be a limited amount of items able to be carried. (Names to be decided - the following names describe their function more than it's final name.)
Anti-Laser shields
Anti-Projectile
Extra Plating against rockets / missles
Magnetic Shields against plasma
Anti time items
Weapon & Shield Interaction:
The concepts for the weapon systems and shields are as follows.
The first is the weapons. This is simple. Fire at an enemy, if they are not shielded appropriatly - they take damage. The weapons have different types of attacks so you need different defense against them. There is energy (in the form of heat or cold heat i.e. lightening), projectile, magnetic, or some others.
The second concept is passive defense. Fire at an enemy with a laser. If they have an absorption anti-laser shield, the shield takes the damage and will recharge. The shield will absorb up to a certain amount of damage then fail, leaving the protected ship, vulnerable to attack.
The third concept is aggressive defense turning a defense into a form of attack. Sticking with the laser example, when you fire at an enemy and your opponent has a reflective shield the laser has a chance of bouncing back and hitting you! Taking this concept further, when the enemy upgrades a reflective shield they may have the ability to direct the reflection. For example they could (potentially) direct your laser shot at them...towards another player nearby or back at yourself.
The two defensive concepts in detail:
#1 - "Weapon - Anti Weapon" Passive Defense:
Direct Line Firing Lasers - Absorption Shield, Diffusion Shields
Auto Targeting Lasers - Absorption Shield, Diffusion Shields
Single shot projectiles - Armoured Plating (basically adds to your hp)
Gatling Guns - Armoured Plating, Plasma Sheilds
Long Range - Armoured Plating, Plasma Sheilds
Tracers - Armoured Plating, Plasma Sheilds
Homing Bullets - Armoured Plating, Plasma Sheilds
Rockets - Armoured Plating
Magnetic Accelerator Cannon - Armoured Plating (not that it would DO much against a MAC)
Mass Driver - Armoured Plating
Missiles (fast versions of the rockets and will target nearest random enemy) - Armoured Plating
Homing Missiles (Faster, targeted onto one specified enemy) - Armoured Plating
Guided Missiles (medium speed, guided) - Armoured Plating
Salvos - Armoured Plating
(note: I've done some research on plasma. And removed Plasma from the direct line weapons, changing plasma to Ions instead.Plasma will still be used as a weapon, just not the projectile shots.)
Single Ion shot - Recombination Shield
Multi Directional Ion - Recombination Shield
Flowing Ion Targeted Stream- Recombination Shield
Partical Cannon - Recombination Shield (but the PC having a bigger burst will give more damage)
Defense against mines depends whats IN the mines.
Friend or Foe Mines - Armoured Plating
Proximity Mines - Armoured Plating
Homing Mines - Armoured Plating
Stealth Mines? - Armoured Plating
Acid Mines - Plasma Shields
other
Acid cloud - Water Containment Shield
Nuke - DeFusional Shield
Gamma Radiation - DeFusional Shield
Flashbangs - Polarized HUD
#2 "Weapon - Anti Weapon" Aggressive Defense:
Direct Line Firing Lasers - Reflection Shield
Auto Targeting Lasers - Reflection Shield
Single shot projectiles - Projectile Net
Gatling Guns - Projectile Net
Long Range - Projectile Net
Tracers - ??
Homing Bullets - ??
Rockets - ??
Magnetic Accelerator Cannon - ??
Mass Driver - ??
Missiles (fast versions of the rockets and will target nearest random enemy) - Missile Overide Source System
Homing Missiles (Faster, targeted onto one specified enemy) - Missile Overide Source System
Guided Missiles (medium speed, guided) - Missile Overide Source System
Salvos - Missile Overide Source System
Single Ion shot - Ion Collector
Multi Directional Ion - Ion Collector
Flowing Ion Targeted Stream - Ion Collector
Partical Cannon - Partical Collector
Defense against mines depends what's IN the mines.
Friend or Foe Mines - Disarming & Retrieval Kit
Proximity Mines - Disarming & Retrieval Kit
Homing Mines - Disarming & Retrieval Kit
Stealth Mines? - Detection & Disarming Kit (no more stealth. Just a normal mine)
Acid Mines - Disarming & Retrieval Kit
Acid cloud - ??
Nuke - ??
Plasma - ??
Gamma Radiation - ??
Flashbangs - ??
Counter Measures:
These aren't really Shields, but methods for destroying or counteracting the weapon.
Direct Line Firing Lasers - ??
Auto Targeting Lasers - Anti Targeting Counter Measures (Makes it unable to lock onto you)
Single shot projectiles - Defense Grid
Gatling Guns - Defense Grid
Long Range - Defense Grid
Tracers - Advanced Defense Grid
Homing Bullets - Advanced Defense Grid
Rockets - Chaff
Magnetic Accelerator Cannon - ??
Mass Driver - ??
Missiles (fast versions of the rockets and will target nearest random enemy) - ECM
Homing Missiles (Faster, targeted onto one specified enemy) - ECM
Guided Missiles (medium speed, guided) - ECM
Salvos - Advanced ECM
Single Ion shot - ??
Multi Directional Ion - ??
Flowing Ion Targeted Stream - Anti Targeting Counter Measures
Partical Cannon - ??
Defense against mines depends what's IN the mines.
Friend or Foe Mines - IFF Signal Swap
Proximity Mines - Mine Detector
Homing Mines - Anti Targeting Counter Measures
Stealth Mines? - ??
Acid Mines - ??
Acid cloud - Water Containment Shield
Nuke - ??
Gamma Radiation - ??
Plasma - ??
Flashbangs - Polarized HUD
Unit Mods:
HyperDive (upgradeable to 5 levels) makes your unit go faster
Warp Engine (upgradeable to 5 levels) can warp to a random point. Later lvls can warp to a selected point ( - kind of like blink I guess).
Shields (upgradable to 5 levels) gives you more max mana.
Hull (upgradable to 5 levels) gives you more max hp
Power Couplings (upgradeable) faster fire rate
I'm thinking only a limited amount of mods to a ship so you have to play strategically. Defensively or agressively? Up to you. But there will be a counter for every attack / defense.
Technical:
When you destroy a unit this is what happens:
- The dead unit drops scrap metal
- Or the dead unit drops an item
You can sell the scrap metal at your base for a little money or you can pick up the item which may be one of these:
- engine upgrades
- weapon upgrades
- new weapons
- batteries for your shields (mana)
- armor plating (to repair your hull (hp))
- other
Note: The item drops, so other players CAN pick it up! Be quick to collect your loot.
Bases:
Bases will be your starting point and your spawning point. You can upgrade your ship's engines, weapons and shields here. (I'm playing with the idea of having to dock to upgrade rather than being able to just click on an icon when your halfway across the map.)
The bases will feature an anti camping system. You must be inside your base or have no unit on the field (i.e. dead) to use it. With a low cool-down time you can spam the area of your base so you can exit your base safely. The ABC system will go out expanding from your base to a limited range. This will either destroy or knock an enemy far away. It will not however, give any bonus if the enemy is destroyed. This limitation is to prevent players from camping in their own base and being able to destroy other players units by spamming AND getting a reward for it.
The Base may be able to attack. I haven't decided this yet.
You can construct another ship here once your unit is destroyed. (There may be additional ships to choose from - scouts, heavy weapon ships, heavy shielded ships etc. - For a future date and release.)
The Bases will be placed on a circular starting point out from the center of the moon, but will be randomised in that circle. See picture for an explanation. The bases will also slowly orbit around the moon in a clockwise fashion. This is to keep it interesting when you are out in the field! You need to find your base urgently, and you find its moved to the other side of the map?? Oh No! Should've paid attention.
The base rotation will be for a future release as we are concentrating on getting the systems to work. Base orbiting (which is where the name comes from btw) is a gimmick and as such can wait until we have a good working game already.
Moon:
Well, this is pretty easy actually. Random models of certain selection. Every model I use will need to be scaled up, but everytime you play the map its a different moon. 1 match it could be a rock, another an Infernal birth, another a barrel! Who knows? I might even use a wisp! Again, for a future release. There are some conflicts between using a doodad moon and a unit moon, so we'll keep you posted on this. For the pre-alpha we're only using a single non changing doodad moon.
Controls:
[del]I'm playing around with the idea of using keyboard controls (WASD + fire - or up down left right + fire). Can people give me comments on which control system is better and why? Give me opinions of other WC3 games you have played with keys or mouse. (Keyboard controls ARE multiplayable correct?)[/de] Standard controls, with arrow key or WASD to be decided later.
Comments:
[del]I think the plot is lame. Its really just an excuse to make a map like this. If anyone can come up with a better plot I'd appreciate it.[/del] Plotlines may be individual depending on race - for a future release. Credits will be given for anything used which I have not personally done. (This does not include tutorials I have learned from, though I may mention them.)