Hard Light Productions Forums
Off-Topic Discussion => Gaming Discussion => Topic started by: Fineus on June 11, 2009, 06:38:47 pm
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Discuss. :pimp:
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It would be awesome, yeah. You'd need totally new maps and weapons (par for the course for a TC), but I don't know how the Director would work with that.
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Which Starship Troopers?
The book, the movies, the anime, the other anime, Roughnecks, the RTT game, the tabletop solo game, the other tabletop game?
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I would love anything to be based of the book. Anything except another Paul Verhoeven movie that is. He raped the book so hard :(.
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I would love anything to be based of the book. Anything except another Paul Verhoeven movie that is. He raped the book so hard :(.
Oh god, the first Starship Troopers was so bad. How the hell does someone survive getting stabbed through the heart by a 3-foot wide bug pincer thing?
Anyway, the director wouldn't have a problem with doing anything like this. Just replace the zombie models with bugs and you've got the same effect. Zombie horde = bug swarm.
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The Starship Troopers movie ruled, and I will brook no argument on that. Barely has anything to do with the book, but that's irrelevant. It rules.
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Oh god, the first Starship Troopers was so bad.
I take it you never watched the second one. That was abominable.
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The engine is Source. L4D is a game based upon the Source engine.
If you have HL2, incidentally, look up Antlion Troopers.
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Which Starship Troopers?
The book, the movies, the anime, the other anime, Roughnecks, the RTT game, the tabletop solo game, the other tabletop game?
or the video game based on the movie :) ?
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compared to Starship troopers 2 and Starship Troopers 3 : Marauder, the first one kicked ****ing ASS.
so did the tactical rts-ish game (Starship Troopers: Terran Ascension)
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there are no sequels to Starship Trooper. Do you understand?
I AM NOT AWARE THAT THERE IS A SEQUEL!
Cube has no sequels too.
Does anybody disagree?
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Starship Troopers did not have sequels. It had knock-offs. And bad ones, even for knock-offs.
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Considering that I only found the original to be enjoyable in the "so bad it's good" context, I don't see what there is to be worked up about. Though I could easily see those "sequels" falling right down to "so bad it's terrible." :p
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The sequels sucked. Badly. They were straight-to-DVD releases. That's how bad they were.
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The sequels sucked. Badly. They were straight-to-DVD releases. That's how bad they were.
They were a disgrace to straight-to-DVD releases.
Seriously... the gulf in quality between the first movie and the movies that came after is just ridiculous.
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I played the FPS. I suck at FPS, but it was ok. Except I gut stuck on Plasma Mountain. I had saved my game at one point, and when I reloaded it the AI squad forgot that it was supposed to not just cluster around me keeping me from moving and advancing through the level. And I didn't want to restart from the beginning.
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Okay, serious now.
Accurately reproducing the feel of Starship Troopers (nearly any of them) is going to require some work with L4D.
First, as Heinlein stated, if you trade 100 Bugs for 1 human soldier, it's a net win for the Bugs. The simplest way to accomplish this is to dumb down the individual threat of your enemies and add lots more of them for the proper feel. Of course, this induces lag.
Second: You will be cruificed if you don't include the power armor (if nobody steps up to do it themselves, I will). Novel Marauder suits would be nice but we don't know anything about them. Terran Ascendancy Marauders are better documented and we have a good idea of their capablities; there are also different suit types like the Command, Engineering, and Scout suits in Terran Ascendancy, and there are different classes of such suits, so the L4D theme of different players with different abilities can be maintained (though a visual redesign for some of the more nonsensical Matrix APU-like types would be recommended). Roughnecks had the standard Power Suits and the heavier Marauders; Power Suits are closer to the novel's feel but light on the firepower, Marauders are large, heavily armed and armored and nearly impossible for Bugs to destroy as long as they still have power. Cap Troops from the movies are ridiculously lightly armed and squishy; movie Marauders are apparently just not something the Bugs can actually deal with.
The overall recommendation then is that you adopt the Terran Ascendancy model. In the Terran Ascendancy mode, a Class-1 Marauder (kills targets) backed by an Engineering Suit (not very tough and crappily armed, but he'll save your life and your suit), a Class-1 Command Suit (Power Shield so he can stick himself out front and absorb damage while the others gun down targets, or do some reasonable gunning down of his own), and a Class-1 Scout Suit (some form of suitable recon device like a tiny UAV and reasonable gunning down ability) would make an ideal team and fit in with the L4D ethos of four players with disseperate abilities. Having players be able to access lesser suit Class at the start and unlockable heavier ones would play to the console unlockables mania.
That just leaves the minor matter of incorporating "on the bounce" to deal with. How such a thing as jumpjets would be done is left as an exercise to the Kalfireth.
Third: L4D can't handle the level of firepower any of the Starship Troopers settings bring to the field. Handheld flamethrowers, grenade launchers, miniaturized nuclear weapons. You can probably just smile and nod, like many modern games do about having the ability to rearrange the landscaping, but still.
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By some of those numerical arguments, the ideal engine to use for such a game would be that of Serious Sam. :p
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The book only mentioned three suits, iirc... Scout was the smallest, Marauder the middle, what was the biggest one?
I liked the Roughnecks Marauders, personally.
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Actually, the book had Scout suits which were fast, nimble, but poorly-armed, Marauder suits which were relatively slower, but carried lots more firepower, and there were Command suits that the officers used that had extra comm gear, better sensors, and about the same armament as Marauder suits.
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By some of those numerical arguments, the ideal engine to use for such a game would be that of Serious Sam. :p
i see no problem there? :p
serious sam 2 engine might be better as its relatively recent still :p
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Yeah would be cool but i mean we got to increase the Amount of COOP to 8 or something.. I find 4 is just too little for starship troopers.
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Can't we have a full squad of 10 that lost its NCO? Of course, the number of bugs needed to overwhelm 10 power-armored M.I. would make anything short of a supercomputer cry.
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lod's, extended model and texture optimisations and the like would be vastly helpfull.
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It would still end up having several hundred Bugs at a time though.
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ever tried the director_panic_forever 1 cvar in l4d? its really fun XD
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I'm reminded of Walkover (http://www.confrontation-unlimited.net/mpenetwork/?site=walkover). Shame that that game is pretty much dead, now.
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It seems to me that you'd need to make an engine designed solely for producing a low-impact (processor-wise) AI that immediately halts upon death and respawns just out of sight. Otherwise even a high-end system will quickly choke. Physics would have to be non-existant, save for scripted events. And bodies would probably need to disappear fairly quickly.
So many steps backward for massive battles. :/
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That game looks familiar... There was this one game I saw some people playing in middle school but never found out the name of, and haven't seen since. Not sure if that's it though. It's been so long.
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It seems to me that you'd need to make an engine designed solely for producing a low-impact (processor-wise) AI that immediately halts upon death and respawns just out of sight. Otherwise even a high-end system will quickly choke. Physics would have to be non-existant, save for scripted events. And bodies would probably need to disappear fairly quickly.
That's the problem, I'd want physics for grenade lobbing etc. etc. and for bodies to remain and pile up as they might in reality, so that the living bugs can climb over / onto / up their own dead.
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It seems to me that you'd need to make an engine designed solely for producing a low-impact (processor-wise) AI that immediately halts upon death and respawns just out of sight. Otherwise even a high-end system will quickly choke. Physics would have to be non-existant, save for scripted events. And bodies would probably need to disappear fairly quickly.
That's the problem, I'd want physics for grenade lobbing etc. etc. and for bodies to remain and pile up as they might in reality, so that the living bugs can climb over / onto / up their own dead.
There is no engine that awesome in the current market.
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I'm sure it could be done with today's technology. It would just take some creativity. Like, say physics are only calculated for the top 'layer' of bug bodies. Once you have a small pile, the game could treat it as stationary and then once a few more bugs are there it becomes a bigger stationary pile and so on.
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I'm sure it could be done with today's technology. It would just take some creativity. Like, say physics are only calculated for the top 'layer' of bug bodies. Once you have a small pile, the game could treat it as stationary and then once a few more bugs are there it becomes a bigger stationary pile and so on.
Some atomics go off. What happens to the pile?
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The same thing that happens in any other game with a destructible environment :P. Just have the game treat it like a destroyable object.
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I think this would be awesome. Give me those huge friggin' guns, a swarm of bugs, and a hilly map, and I'll have hours of fun. Imagine finding a nice little valley to defend, and you're blasting the bugs that come through the bottleneck, when they start dropping in from above you. That would be so freaking badass.
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There's a Starship Troopers survival map for Garry's Mod.
http://www.garrysmod.org/downloads/?a=view&id=69650
It's great fun, put the turrets in the corners under the walk and watch the bugs pile up. Just don't go onto the ramparts.
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I agree with the earlier post that Cube has no sequels. And I think the Director would fit in just right with Starship Troopers. The movie was good.
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So, a topic that hasn't been discussed, related to this: jump jets...
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There's a Starship Troopers survival map for Garry's Mod.
http://www.garrysmod.org/downloads/?a=view&id=69650
It's great fun, put the turrets in the corners under the walk and watch the bugs pile up. Just don't go onto the ramparts.
I have that map. It is thrilling and epic when you're getting swarmed. I find that the SMG is the best weapon here, but ammo goes fast.
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It seems to me that you'd need to make an engine designed solely for producing a low-impact (processor-wise) AI that immediately halts upon death and respawns just out of sight. Otherwise even a high-end system will quickly choke. Physics would have to be non-existant, save for scripted events. And bodies would probably need to disappear fairly quickly.
That's the problem, I'd want physics for grenade lobbing etc. etc. and for bodies to remain and pile up as they might in reality, so that the living bugs can climb over / onto / up their own dead.
You'd need to make the engine switch the dead body over to a box-shaped collision object upon death, otherwise an accurate collision model would really bog down the system.