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Re: quasi-missionbased campaigns. Concepts and general discussion[message #126968] Thu, 22 June 2006 10:27 Go to previous messageGo to previous message
Kaiden is currently offline Kaiden

 
Messages:502
Registered:September 2003
Quote:
Originally posted by Shrike:
Well, I liked Deadly Games back in the JA1 days, so yeah, this would be a nice option for anybody craving for mission based gameplay. Maybe something could be scripted to have a Carmen like character offer new quests upon completion of a previous one?
The main challenge would be: how do you tie a number of (side)quests into a compelling storyline which would encourage the player to go on doing them, instead of just winning the game in the classical way?
Maybe there's a way to unlock the locations themselves based on quest triggers?
"JA2: Deadlier games"

I spent about 2 months coding this before I realized that without a good "modder", it was all for nothing, so I posted here on the forums, just knowing someone would take interest.

After months of no response, I canned it, and have since moved on, and in moving to a new computer, my source is long gone.

However, if there were a coder (or two) and a modder (or two) serious about doing something like this, here's a breif description from my notes which I still have and dug out last night so I could type this long-winded post Smile

1. Choose a "home-base" sector, probably A9 or B13 whichever is easier to code (See below). This sector is where your main team is located, you start the game here, you buy your goods here, etc...

2. Choose your "Mission breifing" method, options include E-mail, AIM video Phone/MERC Video phone method (requires more modding and more coding but would really bring the game to life in same fashion of old Gus giving the breifs), or NPC in Starting Sector.

3. Choose your Shop, Bobby Rays Online, Change to Deliver goods to A9, or make B13 starting sector and change the "Landing Zone" to B13. Or go with Tony, or Devin, or Mickey for nostalgia, could cut any new dialog for Mickey from the original DG if needed. Shopkeeper inventory needs to be changed based on the choice and progress level needs to be tied to your missions as opposed to progress through the main game.

4. Missions:

A. Clear Sector (possible without much coding).
B. Retreive Item (possible without much coding).
C. Assassinate Enemy (possible without much coding).
D. Destroy "Target" (would require more coding, could possibly use "Tank" type enemies with different tiles and a combination of "C")
E. Recruit or Kill (would be possible without much code).
F. Rescue Hostage (Possible without much coding).
G. Survey Sector without being caught (Possible without much coding).

5. Training, Healing and Resting:

A. Leave mission sectors Hostile after all enemies are dead, would have to manually pick up items in tactical, but would not be able to rest, train, etc...
B. Could remove strategic screen completely and automatically transport mercs back to home sector when mission is done (not a great option).
C. 24-48 hours should pass between missions, granting about the same improvements as you'd see in DG, or make it 36 hours so that battles take place at various times of the day, giving night ops a chance.
D. Home Sector only has one exit, restricted to ONE squad, the exit is tied to alternating mission sectors (either campaign or random) Exiting the Sector would start the next mission.
E. Allow 18+ mercs and no vehicles, but only one squad can go on a mission at a time.

6. Money would be made for each mission, based on mission difficulty, there are no mines, so completing a mission is the only source of cash, other than finding cash during a mission.

7. Remove all Strategic AI (ala UB), don't need it.

8. Could theoretically tie multiple sectors together for "One" mission. But most would be single sector missions.

9. Sector Map would need to be grey'ed out, unused, but the Merc interface on the left would still be needed to determine who is training and who is on the squad ready to go. Although an alternative would be to go straight from Tactical to the laptop, bypassing the strategic screen, and unfortunately force the player to use the right-click context menus to select what each merc is doing (training, squad, etc...)

10. NPC's could probably be re-used, however, because of the nature, you only need one merchant NPC, and other Non-quest related NPC's could become quest related NPCs with minor coding, probably major modding and new voices though.


And that about sums it up, using the 1.13 engine makes some of these tasks much easier now, and it provides all the cool new features.

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