First of many places on my stop. For a few months now, I've been developing gameplay concepts to base a mod off of- While most mods have a background idea and work on gameplay afterwards, I believe that this is a horrible way to go about things, and thus have gone about my way. While a basic plot is done (not finalized, but complete . . . a bit oxymoronic though- complete basic plot. = o) that is not my main concern. Please take a moment to visit
www.infinitummod.com
It has some information on the modification, which will be made for Unreal Tournament 2004. Before I go about dictating what is what with the game, there are a few points that I wish to make: (A) While being a first person shooter, the main gameplay concept is the commander role and working with other players/commanders to simulate a larger, more intense battle scene where even simple tactics such as flanking can produce a huge advantage if the other side is unprepared (B) Being based on AIs, this is obviously the place to go to for advice on how to approach the desired goal- I don't predict built in bots being able to be edited to accept orders properly so I want 3rd party bots built in to act as the AI soldiers, but I'm not the expert here; you guys are (C) I'm looking for not only the professional opinion of everyone here, but their personal opinion- Would they enjoy this game? Would the micromanagement be too much of a hassle in any form? Aside from the technical advice on how to execute the workings of the AI and their coder/coding team, I want the usual feedback from people.
And while I'm busy at the moment with a multitude of other things, some things like me managing the team of the Counter-Strike clan that I'm in will have to be dropped as the modification progresses- The larger it gets, the more time that I will
need to devote to the game.
One of the best things for a thinker to have is feedback- Please, help me out with that much.