HordeHunters
HordeHunters
Ok lets talk about the new HH.
First of all we rushed this a bit to hit a contest deadline. That and we were kind of understaffed. So there are some tweaking things we should have done but just did not get the feedback in time or enough of it. HH is kind of like Invasion meets DM melee style. The goal is to be the best monster killer or Horde Hunter. For each monster you kill you get some points. The harder the monster is to kill, the more points. This way if you see a horde of monsters you might want to go for the bigger ones first (to get more points). Some monsters have special attacks. The ninja throw stars. The gasman spit posion. The Knights cast a slow spell. And the Duke can summon an Imp to help him.
Now we needed the HH gametype and monsters to base the DoC version off of. So we will start to work on and finnish DoC soon. However we still want to improve and tweak HH to keep that going as well as to take the tweaks into DoC. DoC will be more team and goal oriented gametype.
So with that in mind what kind of tweaks can we do to make HH more fun.? Don't say add a ton of monsters. We can add more but lets be smart about it. Don't add a dragon cuz they are cool. Add them because the current set of monsters is missing something that a dragon can do.
One tweak is to look at the Giant Skel. With the hammer he can not swing at players very well. Maybe a Hammer was not the weapon for him. Maybe give the monsters different/special melee weapons that are not normally found in the players inventory?
Another tweak is to look at the monsters that spawn in each round. Is our default list of monsters that cover the standard 16 rounds good? Or can it be better? What about a some sort of GUI to do this?
So please with that type of stuff in mind lets hear your thoughts....
First of all we rushed this a bit to hit a contest deadline. That and we were kind of understaffed. So there are some tweaking things we should have done but just did not get the feedback in time or enough of it. HH is kind of like Invasion meets DM melee style. The goal is to be the best monster killer or Horde Hunter. For each monster you kill you get some points. The harder the monster is to kill, the more points. This way if you see a horde of monsters you might want to go for the bigger ones first (to get more points). Some monsters have special attacks. The ninja throw stars. The gasman spit posion. The Knights cast a slow spell. And the Duke can summon an Imp to help him.
Now we needed the HH gametype and monsters to base the DoC version off of. So we will start to work on and finnish DoC soon. However we still want to improve and tweak HH to keep that going as well as to take the tweaks into DoC. DoC will be more team and goal oriented gametype.
So with that in mind what kind of tweaks can we do to make HH more fun.? Don't say add a ton of monsters. We can add more but lets be smart about it. Don't add a dragon cuz they are cool. Add them because the current set of monsters is missing something that a dragon can do.
One tweak is to look at the Giant Skel. With the hammer he can not swing at players very well. Maybe a Hammer was not the weapon for him. Maybe give the monsters different/special melee weapons that are not normally found in the players inventory?
Another tweak is to look at the monsters that spawn in each round. Is our default list of monsters that cover the standard 16 rounds good? Or can it be better? What about a some sort of GUI to do this?
So please with that type of stuff in mind lets hear your thoughts....
Jb
-
- Posts: 125
- Joined: Wed Aug 27, 2003 10:46 pm
- Location: Somewhere within my head...
Maybe the big skelly could have a spear? I think that if Loqutus and the modelers/skinners were willing to get a set done for a spear, it would go quick since you could use the same scheme as for the staff that is rumored to be in the state of being implemented. If a staff is, thank you and thatnks to all the team. Horde Hunters is great already so no worries.
Another thing that popped into my head as an idea is powerups to give elemental-like powers to wepaonry. THat would be cool. I would live to have a blade that covered the eneny in fire. Right now it seems as if you don't do enough damage to the enemies.
You mentioned a dragon? Well one would be nice. Have him use the MUG fire effect. Less extra coding/ animation/ effectmaking. Make him a Boss-type that shows up in later rounds in limited numbers.
Another thing that popped into my head as an idea is powerups to give elemental-like powers to wepaonry. THat would be cool. I would live to have a blade that covered the eneny in fire. Right now it seems as if you don't do enough damage to the enemies.
You mentioned a dragon? Well one would be nice. Have him use the MUG fire effect. Less extra coding/ animation/ effectmaking. Make him a Boss-type that shows up in later rounds in limited numbers.
Jingle, jingle, boom. Oops, you're dead.
That sucks cause I wanted to play....
But let the show go on!
That sucks cause I wanted to play....
But let the show go on!
-
- Posts: 125
- Joined: Wed Aug 27, 2003 10:46 pm
- Location: Somewhere within my head...
you forgot to set a default target score! And 16 rounds of 25 monsters is a bit much, unless you have a whole bunch of people to compete with.
OTOH, get UT2004RPG, level up a bit and go in alone...
I got to silly scores before it got annoying, and my skill with the templar blade also went up a notch or two...
When I say "silly scores" of course, I really mean This sort of thing:

All those shiny points then got me to wondering, how much, exactly, is each type of monster worth?
Also, why does the header say round 12 when the scoresheet says round 0?
OTOH, get UT2004RPG, level up a bit and go in alone...
I got to silly scores before it got annoying, and my skill with the templar blade also went up a notch or two...
When I say "silly scores" of course, I really mean This sort of thing:

All those shiny points then got me to wondering, how much, exactly, is each type of monster worth?
Also, why does the header say round 12 when the scoresheet says round 0?
Doh.azrael wrote:you forgot to set a default target score!
Hmm good point.And 16 rounds of 25 monsters is a bit much, unless you have a whole bunch of people to compete with.
Well thats true. However we did not know what to do. We did not want to use just frags. We figured given you more opiton to go after bigger points. We will work on getting the monster value posted. So not sure how to prevent large scores.. any ideas??When I say "silly scores" of course, I really mean This sort of thing:
Also maybe we can have a couple of screens that at the end of game that tracks your stats on monsters...meaning how many imps you killed, how many ninja's ect...
We will work on getting that info posted. Maybe a new section in our manual with this info would not hurt..All those shiny points then got me to wondering, how much, exactly, is each type of monster worth?
Oh. Hmmm thats your score for the current round. We should have worded that a bit better.Also, why does the header say round 12 when the scoresheet says round 0?
The other ideas about the large skel's are good as well (maybe larger hammer, new skin, new weapon). Keep them coming and dont forget the other monsters!!
Thanks
Jb
There a list (monster set) in your ChaosUT2.ini [Chaosgames.HordeHunter] section that has a list of monsters for each wav. You can add or remove them at your leasure. That default list was a best guess I made. I tried not to make the same monsters appear every round and tried to make the monsters get harder...so lets say after the 5 round, skel which were the default monsters are replaced with gasman being the defaults. This is one area that we can use some feedback to tweak more....Kaboodles_The_Assassin wrote:For some reason, monster lists lose variety after a few rounds (at least, for me). I can never find a single ninja or gargoyle after 3 rounds.
Jb
yea, whats wrong with ridiculous scores? I like em! we are just used the low scoring games of normal UT2004... I think getting 50-200 points for single handedly taking out a HUUUGE monster is well warranted. but yea some sort of legend for what each monster is worth would be good.jb wrote:
Well thats true. However we did not know what to do. We did not want to use just frags. We figured given you more opiton to go after bigger points. We will work on getting the monster value posted. So not sure how to prevent large scores.. any ideas??
jb steals words from my mouth. Also, maybe the damage caused.. nothing like working all day on one monster, just to have someone else come up behind you and hit it once and watch it fall, giving him the points... how about points per hit.. and depending on what point of the swing, or what type of attack gives more or less points. You could just do damage given /2 = points or something.Also maybe we can have a couple of screens that at the end of game that tracks your stats on monsters...meaning how many imps you killed, how many ninja's ect...
Rythmix
Rythm is Gonna Get Ya!