Urgel
07-03-2007, 08:08 PM
I'm not sure if this has been discussed already. Basically, I have a mod idea, and I am torn between ET:QW and UT3 and right now the deiciding factor is simply this.
Which one is easier to mod? I have modded and mapped for ut2004 (which they say is similar to ut3) and it was pretty easy. Mapping was simple, the Uscript wasn't incomprehensible, the vehicles were decent enough to mod, and you could make just one map into a complete mod with unique vehicles and weapons.
But what about ET:QW? It seems alright in most areas. I just want to know what kind of tools I need to be working with. I'm piss poor which is why ut3 is looking very good. You can use Blender, and mapping/scripting is with a program that comes with the game. There is a large mod community behind ut3 already!
And then, bot support. UT3 will most likely feature this, and so will ET:QW but how easy is it to change their behavior?
I know that this forum is very much biased towards ET:QW, but I still need to know what tools I'll need to work with the engine.
The idea itself is simple on paper.
The idea is more or less the following (It will change and develop over time)
"Basically, I have no goddamn story for this one.
That's that. It doesn't play an important role to the idea at the moment.
Theme would be steam punkish.
Anyway, to get the basic idea, imagine a box of empty air. This'd be the first map. There are two things in this box, to begin with. Huge ships that fly. This is where the players, split into two teams would start.
There would be a few roles for the players.
There'd be the captain. First randomly chosen, then voted for (and there can always be mutiny). He controls his teams main ship, in a RTS fashion and also gives orders to players (maybe NPCs too). The main idea of the game is to destroy the enemy ship, and controlling your own ship to get the cannons pointing towards the enemy ship is a big deal. You can always try to keep out of range, and let fighters and bombers try to take it down.
Next up is the pilot. He flys the small crafts. He get's to choose how to outfit his craft, and then takes off. He can infiltrate the enemy ship, but this is not reccomended, as the pilot has inferior weapons.
Then there's the gunners. He defends the main ship when it is under attack or he can jump into a smaller craft to assist the pilot.
Then, there's infantry. Theese guys only have acces to basic crafts, but they are the most effective ways of infiltrating the enemy ship to cause mayhem. Their objective is to jump in a pilots transport and jump into the enemy ship.
Three armor classes for infantry
Light = All can take this, it's light armour which means better speed.
Medium = Infantry and gunners. Gunners have this because they are more exposed to fire, and because a pilot can't fit into a cockpit with it.
Power = Infantry. Very slow, Very powerful and a very big target. This is needed for heavier weapons with more recoil.
Those are the "classes" basically... I'm thinking of fast paced gameplay (like ET:QW mostly) with big ships
There'd be three classes of ships too. Fighter (Mainly machineguns and missiles/rockets. Heavier variations come with tail gunners and even heavier with tail and wing gunners)
Bomber (Machinegun, bombs and tailgunner. Heavier variations = more gunners and bigger bombs)
Transports (Open gunships, the only ones with good vertical flight. Pilot has no control over guns, but passengers can shoot with what they have. Also, gunners.)
It's basically that HL2 mod (eternal silence methinks it's called) with gravity when you fly, and ships open to bombing runs."
Also, I do hope this is in the right place :D
Which one is easier to mod? I have modded and mapped for ut2004 (which they say is similar to ut3) and it was pretty easy. Mapping was simple, the Uscript wasn't incomprehensible, the vehicles were decent enough to mod, and you could make just one map into a complete mod with unique vehicles and weapons.
But what about ET:QW? It seems alright in most areas. I just want to know what kind of tools I need to be working with. I'm piss poor which is why ut3 is looking very good. You can use Blender, and mapping/scripting is with a program that comes with the game. There is a large mod community behind ut3 already!
And then, bot support. UT3 will most likely feature this, and so will ET:QW but how easy is it to change their behavior?
I know that this forum is very much biased towards ET:QW, but I still need to know what tools I'll need to work with the engine.
The idea itself is simple on paper.
The idea is more or less the following (It will change and develop over time)
"Basically, I have no goddamn story for this one.
That's that. It doesn't play an important role to the idea at the moment.
Theme would be steam punkish.
Anyway, to get the basic idea, imagine a box of empty air. This'd be the first map. There are two things in this box, to begin with. Huge ships that fly. This is where the players, split into two teams would start.
There would be a few roles for the players.
There'd be the captain. First randomly chosen, then voted for (and there can always be mutiny). He controls his teams main ship, in a RTS fashion and also gives orders to players (maybe NPCs too). The main idea of the game is to destroy the enemy ship, and controlling your own ship to get the cannons pointing towards the enemy ship is a big deal. You can always try to keep out of range, and let fighters and bombers try to take it down.
Next up is the pilot. He flys the small crafts. He get's to choose how to outfit his craft, and then takes off. He can infiltrate the enemy ship, but this is not reccomended, as the pilot has inferior weapons.
Then there's the gunners. He defends the main ship when it is under attack or he can jump into a smaller craft to assist the pilot.
Then, there's infantry. Theese guys only have acces to basic crafts, but they are the most effective ways of infiltrating the enemy ship to cause mayhem. Their objective is to jump in a pilots transport and jump into the enemy ship.
Three armor classes for infantry
Light = All can take this, it's light armour which means better speed.
Medium = Infantry and gunners. Gunners have this because they are more exposed to fire, and because a pilot can't fit into a cockpit with it.
Power = Infantry. Very slow, Very powerful and a very big target. This is needed for heavier weapons with more recoil.
Those are the "classes" basically... I'm thinking of fast paced gameplay (like ET:QW mostly) with big ships
There'd be three classes of ships too. Fighter (Mainly machineguns and missiles/rockets. Heavier variations come with tail gunners and even heavier with tail and wing gunners)
Bomber (Machinegun, bombs and tailgunner. Heavier variations = more gunners and bigger bombs)
Transports (Open gunships, the only ones with good vertical flight. Pilot has no control over guns, but passengers can shoot with what they have. Also, gunners.)
It's basically that HL2 mod (eternal silence methinks it's called) with gravity when you fly, and ships open to bombing runs."
Also, I do hope this is in the right place :D