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HordeHunters

Posted: Tue Nov 16, 2004 1:29 pm
by jb
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....

Posted: Tue Nov 16, 2004 1:41 pm
by ChaosJester
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.

Posted: Tue Nov 16, 2004 1:42 pm
by MassChAoS
I don't know if this is an obvious solution, but since the giant skeleton is bigger why not give him a bigger hammer?

Posted: Tue Nov 16, 2004 1:43 pm
by ChaosJester
Please don't. He would have too much range compared to the player.

Posted: Tue Nov 16, 2004 1:55 pm
by TKATK
ChaosJester wrote:Please don't. He would have too much range compared to the player.
Make the skelly give a load of points...make the hammer bigger and maybe retexture it to a more bone/evil like skin

Posted: Tue Nov 16, 2004 2:16 pm
by Rythmix
*creams in his pants over HH* 8O :o

This sounds great, why wasn't I informed about this gametype until early last week? This sounds cool! I can't wait to try it! :D

Posted: Tue Nov 16, 2004 4:49 pm
by azrael
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:
Image
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?

Posted: Tue Nov 16, 2004 6:35 pm
by jb
azrael wrote:you forgot to set a default target score!
Doh.
And 16 rounds of 25 monsters is a bit much, unless you have a whole bunch of people to compete with.
Hmm good point.
When I say "silly scores" of course, I really mean This sort of thing:
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??


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...
All those shiny points then got me to wondering, how much, exactly, is each type of monster worth?
We will work on getting that info posted. Maybe a new section in our manual with this info would not hurt..

Also, why does the header say round 12 when the scoresheet says round 0?
Oh. Hmmm thats your score for the current round. We should have worded that a bit better.



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

Posted: Tue Nov 16, 2004 6:47 pm
by Kaboodles
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.

Posted: Tue Nov 16, 2004 6:57 pm
by jb
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.
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....

Posted: Tue Nov 16, 2004 6:57 pm
by Rythmix
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??
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.
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...
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.

Rythmix

Posted: Tue Nov 16, 2004 7:00 pm
by jb
Rythmix,

we were suppose to have award pts on a per damage baises to prevent the case you brought up. However Mel wrote that code and I have not double checked to see what its doing. So I did not want to say it was looking at damage until I double check :)

Posted: Tue Nov 16, 2004 7:10 pm
by Rythmix
oh ok, actually i dunno if it does or not yet, I haven't even downloaded the patch yet, will after work, just throwing ideas out there. :D

Posted: Tue Nov 16, 2004 7:49 pm
by TKATK
Imo a good way would be like tally-ho for UT99

You get points for doing damage
Lose for taking damage
Lose ALOT for dying
and stuff like that..in other words,more rewarding to thoose who play it safe

Posted: Tue Nov 16, 2004 8:02 pm
by azrael
There is an easy way to prevent such high scores - stop maniacs like me going in against 12 rounds of undead alone with just a +3 templar blade and 60+ plus levels for backup :twisted:
I only stopped because, by that point, I was less than certain the game would actually end on it's own!