Tenebrous Pirate
Exemplar
[ Star Traders 2 Supporter ]
Why? Well, why not?
Posts: 482
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Post by Tenebrous Pirate on Sept 5, 2014 13:01:21 GMT -5
Fallen, I finished Vestmarch: Strike Team Alpha this morning, and saw your little blurb asking for input on the sequel.
Would it be possible to code enemy AI to run from the templars instead of attacking them? Maybe try to get to escape points on the map and de-spawn?
Imagine the first mission to be a counter attack where the xenos know they are out-matched and are trying to run. Say there are 50 xenos on the map and 8 despawn/escape points. You have to chase down and kill 30 of them to prevent them from re-grouping for an ambush.
Scouts and Berserkers celebrate!
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Post by fallen on Sept 5, 2014 21:13:15 GMT -5
Tenebrous Pirate - interesting idea. It would be a heck of a challenge and would definitely require scouts. The xenos are very, very fast, so you'd have to make new monster types and new AI. Great suggestion! I hope to get back to this storyline!
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Post by Brutus Aurelius on Sept 5, 2014 21:19:42 GMT -5
For the Strike Team, it says they attack the Xeno command ship, so maybe a new map type with Alien designs as the base, and mostly Survival (kill X enemies or survive x turns), Search and Destroy (Destroy objective) and a Xeno Hive Tyrant fight at the end, then a rush to the hanger to escape.
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Post by fallen on Sept 5, 2014 21:32:36 GMT -5
For the Strike Team, it says they attack the Xeno command ship, so maybe a new map type with Alien designs as the base, and mostly Survival (kill X enemies or survive x turns), Search and Destroy (Destroy objective) and a Xeno Hive Tyrant fight at the end, then a rush to the hanger to escape. Sounds about right! We are developing a new tileset that might remind your of Star Craft zerg "creep"
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bobsoup
Exemplar
[ Elite Supporter ]
Posts: 453
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Post by bobsoup on Mar 13, 2015 16:46:20 GMT -5
In TA2 this would be great if there were missions such as kill X before he escapes.
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