<?xml version="1.0" encoding="utf-8"?>
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  <title>vicmitkal's blog</title>
  <link rel="alternate" type="text/html" href="http://rampancy.net/blog/vicmitkal"/>
  <link rel="self" type="application/atom+xml" href="http://rampancy.net/blog/1294/atom/feed"/>
  <id>http://rampancy.net/blog/1294/atom/feed</id>
  <updated>2004-01-13T13:27:09-05:00</updated>
  <entry>
    <title>Marathon versus Doom Grudge Match</title>
    <link rel="alternate" type="text/html" href="http://rampancy.net/blog/vicmitkal/23022004/marathon_versus_doom_grudge_match" />
    <id>http://rampancy.net/blog/vicmitkal/23022004/marathon_versus_doom_grudge_match</id>
    <published>2004-02-23T17:15:45-05:00</published>
    <updated>2007-09-01T11:28:28-04:00</updated>
    <author>
      <name>vicmitkal</name>
    </author>
    <category term="announcement" />
    <category term="marathon" />
    <category term="online" />
    <category term="mac" />
    <summary type="html"><![CDATA[<p>
<p><a href="http://www.gamespy.com">Gamespy</a> has a new grudge match up featuring Doom versus Marathon.  So for all those fans of the original Mac FPS that started the <a href="http://www.bungie.com">Bungie</a> craze, please go and <a href="http://www.gamespy.com/titlefight/matches/0101.shtml">vote now</a>!</p>
</p>
    ]]></summary>
    <content type="html"><![CDATA[<p><a href="http://www.gamespy.com">Gamespy</a> has a new grudge match up featuring Doom versus Marathon.  So for all those fans of the original Mac FPS that started the <a href="http://www.bungie.com">Bungie</a> craze, please go and <a href="http://www.gamespy.com/titlefight/matches/0101.shtml">vote now</a>!</p>
    ]]></content>
  </entry>
  <entry>
    <title>Fade</title>
    <link rel="alternate" type="text/html" href="http://rampancy.net/node/6816" />
    <id>http://rampancy.net/node/6816</id>
    <published>2004-02-21T14:00:16-05:00</published>
    <updated>2004-02-21T14:00:16-05:00</updated>
    <author>
      <name>vicmitkal</name>
    </author>
    <category term="misc" />
    <category term="offtopic" />
    <summary type="html"><![CDATA[<p>
<p>As I briefly outlined in a <a href="http://rampancy.net/node/view/6778">previous blog</a>, the basic idea behind <i>Fade</i> will be an expanding variable engine.  Without providing specifics on plot or setting the idea is to create a dynamic environment that is different every time you play.  As asdfjkl pointed out to me <a href="http://www.capcom.com/outbreak/">Resident Evil: Outbreak</a> will utilize a similar idea in its gameplay, although it is more basic due to its linearity.</p>
<p>Ideally <i>Fade</i> would be unique every time you start a new game.  This would include level layouts to some degree, as well as item placement and character development.  The concept here is to change the game every time you play by providing enough variables that the chances of ever having the same conditions are virtually impossible.  Examples of this would be a random character appearance.  More specifically your character would be unique every time.  Want a male protagonist in his late 40's?  You might just get it, or possibly even a teenage girl next time.  The variable setting would make each game unique to the extreme.  You may want to find a mirror in the game just to check out your new look every game.</p>
<p>Of course the possibilities are limited by the number variables included, but by using enough variations you would be able to maximize the differences allowed.  Although it would be nice to have a randomly generated level, this may not work due to certain variables.  Instead a random level order can be used to progress the game depending on what items/information has been found by your character.  This means that certain levels may or may not be used in a given game.  So provided that there are 12 total levels, you may only need to play through 8 in order to complete the provided story.</p>
<p>As for the story, it will be generated via the available items.  A generic plot that I had constructed involved a person with amnesia trying to uncover their past.  In this manner the items/information found would trigger memory sequences which provide clues towards your next goal.  As the goal will be random the chain of events will play out differently each time.  Also note that there may be possible paths to the end within a given game, so you can even have alternate endings in the same game.  Whenever a memory segment is gained it would be shown via a snipet of a black and white cutscene.  Once the memory is complete (all the segments are found) the full cutscene would be shown in color.  This would then complete the given level.
</p>
</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>As I briefly outlined in a <a href="http://rampancy.net/node/view/6778">previous blog</a>, the basic idea behind <i>Fade</i> will be an expanding variable engine.  Without providing specifics on plot or setting the idea is to create a dynamic environment that is different every time you play.  As asdfjkl pointed out to me <a href="http://www.capcom.com/outbreak/">Resident Evil: Outbreak</a> will utilize a similar idea in its gameplay, although it is more basic due to its linearity.</p>
<p>Ideally <i>Fade</i> would be unique every time you start a new game.  This would include level layouts to some degree, as well as item placement and character development.  The concept here is to change the game every time you play by providing enough variables that the chances of ever having the same conditions are virtually impossible.  Examples of this would be a random character appearance.  More specifically your character would be unique every time.  Want a male protagonist in his late 40's?  You might just get it, or possibly even a teenage girl next time.  The variable setting would make each game unique to the extreme.  You may want to find a mirror in the game just to check out your new look every game.</p>
<p>Of course the possibilities are limited by the number variables included, but by using enough variations you would be able to maximize the differences allowed.  Although it would be nice to have a randomly generated level, this may not work due to certain variables.  Instead a random level order can be used to progress the game depending on what items/information has been found by your character.  This means that certain levels may or may not be used in a given game.  So provided that there are 12 total levels, you may only need to play through 8 in order to complete the provided story.</p>
<p>As for the story, it will be generated via the available items.  A generic plot that I had constructed involved a person with amnesia trying to uncover their past.  In this manner the items/information found would trigger memory sequences which provide clues towards your next goal.  As the goal will be random the chain of events will play out differently each time.  Also note that there may be possible paths to the end within a given game, so you can even have alternate endings in the same game.  Whenever a memory segment is gained it would be shown via a snipet of a black and white cutscene.  Once the memory is complete (all the segments are found) the full cutscene would be shown in color.  This would then complete the given level.</p>
<p>As for the level layout it would be ideal to allow the player to backtrack across areas that they have already explored.  The trick here is to provide new areas without streamlining the player along these paths, think <a href="http://www.rockstargames.com/grandtheftauto/">Grand Theft Auto</a>.  I'm still unsure about how to handle navigation hints, but I'm thinking that flashbacks may be a possible way to accomplish this task.  An example is that you walk into or near a given area and trigger a memory segment that will clue you in to your next goal.  A memory management system would be needed in order to keep track of the goals in order to prevent them from overlapping, but that is more a gameplay mechanic.</p>
<p>In the end, <i>Fade</i> would be an incredibly intricate and detailed game with almost limitless gaming possibilities.  Sure this game would be insanely hard to script and code but hopefully we will see more games that utilize random variables in the future.  With any luck <a href="http://www.xbox.com/en-us/fable/default.htm">Fable</a> will be similar to this genre.</p>
    ]]></content>
  </entry>
  <entry>
    <title>Fade &amp; Cabal</title>
    <link rel="alternate" type="text/html" href="http://rampancy.net/blog/vicmitkal/14/02/2004/Fade_Cabal" />
    <id>http://rampancy.net/blog/vicmitkal/14/02/2004/Fade_Cabal</id>
    <published>2004-02-14T15:24:25-05:00</published>
    <updated>2004-02-14T15:24:25-05:00</updated>
    <author>
      <name>vicmitkal</name>
    </author>
    <category term="misc" />
    <category term="offtopic" />
    <summary type="html"><![CDATA[<p>
<p>With all the millions of games on the market how does a developer ever decide what to create next?  Ideas must be a dime a dozen and good ones are even harder to come by, yet the gaming industry is bigger than ever.  Does that mean that most developers value quantity over quality or are game simply replicating one another to the point of losing all true originality?</p>
<p>Well, I actually have two ideas for very different games and I am going to use this blog to outline the basic formats involved in creating them.  Before I go into too much detail I want to provide a brief description of each idea.</p>
<p>The first idea is loosely based upon such movies as Brainscan, The Butterfly Effect and Total Recall, to name a few.  The game itself is based upon learning the reality in which you exist.  More specifically you must learn to adapt in an ever changing environment.  Most games place items in key locations and enemies travel upon a set route.  The basic concept here is to randomize or add expanding variables in order to create a unique gaming experience every time you play.  This translates into having to play the game under different cicumstances each and every time you decide to play; and yes, due to the variables the difficulty would be almost impossible to determine.</p>
<p>The second idea is a much more realistic and traditional style of game.  This game would be inspired by anime and manga and make use of humanoid characters that can pilot vehicles and mechs.  Consider it a hybridization of Robotech/Gundam, Escaflowne and Outlaw Star.  The fundamental aspect that would set this game apart from every other similar game out there would be the dynamics of the player/vehicle interaction.  In brief the player has a very basic set of skills that can be augmented by personnal weaponry and kits (RPG skills with FPS gear).  The vehicles are fixed in terms of properties but can handle any player regardless of skill.  The Mechs conversely are very specific and actually involve their own skills in order to pilot.  What this means is that a player must decide to focus on mech combat or overall skills in order to be successful.  Each has it own restrictions and limits of course.
</p>
</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>With all the millions of games on the market how does a developer ever decide what to create next?  Ideas must be a dime a dozen and good ones are even harder to come by, yet the gaming industry is bigger than ever.  Does that mean that most developers value quantity over quality or are game simply replicating one another to the point of losing all true originality?</p>
<p>Well, I actually have two ideas for very different games and I am going to use this blog to outline the basic formats involved in creating them.  Before I go into too much detail I want to provide a brief description of each idea.</p>
<p>The first idea is loosely based upon such movies as Brainscan, The Butterfly Effect and Total Recall, to name a few.  The game itself is based upon learning the reality in which you exist.  More specifically you must learn to adapt in an ever changing environment.  Most games place items in key locations and enemies travel upon a set route.  The basic concept here is to randomize or add expanding variables in order to create a unique gaming experience every time you play.  This translates into having to play the game under different cicumstances each and every time you decide to play; and yes, due to the variables the difficulty would be almost impossible to determine.</p>
<p>The second idea is a much more realistic and traditional style of game.  This game would be inspired by anime and manga and make use of humanoid characters that can pilot vehicles and mechs.  Consider it a hybridization of Robotech/Gundam, Escaflowne and Outlaw Star.  The fundamental aspect that would set this game apart from every other similar game out there would be the dynamics of the player/vehicle interaction.  In brief the player has a very basic set of skills that can be augmented by personnal weaponry and kits (RPG skills with FPS gear).  The vehicles are fixed in terms of properties but can handle any player regardless of skill.  The Mechs conversely are very specific and actually involve their own skills in order to pilot.  What this means is that a player must decide to focus on mech combat or overall skills in order to be successful.  Each has it own restrictions and limits of course.</p>
<p>For the sake of keeping the ideas clear I will use alpha names for each.  The first idea with expanding variables will be referred to as <i>Fade</i> in all future blogs while the second idea will be named <i>Cabal</i>.  I hope this short blog will provide a suitable basis for these game ideas as more specific information will be forthcoming.</p>
    ]]></content>
  </entry>
  <entry>
    <title>H/SCM - 05</title>
    <link rel="alternate" type="text/html" href="http://rampancy.net/blog/vicmitkal/31/01/2004/HSCM_05" />
    <id>http://rampancy.net/blog/vicmitkal/31/01/2004/HSCM_05</id>
    <published>2004-01-31T16:34:40-05:00</published>
    <updated>2004-01-31T16:34:40-05:00</updated>
    <author>
      <name>vicmitkal</name>
    </author>
    <category term="community" />
    <category term="halo" />
    <category term="halo 2" />
    <category term="mod" />
    <category term="pc" />
    <category term="xbox" />
    <category term="mac" />
    <summary type="html"><![CDATA[<p>
<p>Well, if you haven't already read any of my previous blog entries then you should likely not care about this one either, but just in case you were interested you can read parts <a href="http://rampancy.net/?q=node/view/6695">01</a>, <a href="http://rampancy.net/?q=node/view/6700">02</a>, <a href="http://rampancy.net/?q=node/view/6702">03</a> and <a href="http://rampancy.net/?q=node/view/6720">04</a> at your leisure.  That being said I will continue with part 05.  The focus of this final installment will be possible plot connections to the Halo storyline.<br />
<br><br><br />
<b><i>Marathon, er..</i> Halo Connections:</b><br />
<br><br><br />
Taking into account all of the possible unknowns regarding the Halo storyline I feel that the only true suitable scenario for a mod such as this would regard the time directly after the Covenant discover (or vice-versa possibly) humans along the outlying colonies.  In this manner there would be less reliance upon Spartans and upper echelon Covenant soldiers.<br />
<br><br><br />
So far my favorite scenario would entail a small interplanetary group of civil and military humans exploring a few of the outer worlds in search of more habitable environments.  In their searching they come across a small moon (one of se7en?) orbiting above a gaseous planet.  As they set out to explore the moon they uncover the remains of a civilization.  Without the proper means to decipher or interpret what happened to the now abandoned settlement the group decides to gather what information and artifacts they can and take them back to their colony after completing their survey mission(s).<br />
<br><br><br />
Back upon their ship, one of the crew accidently(?) activiates one of the artifacts, which begins to transmit a subspace signal to an unknown source.  As the crew frantically attempts to shut down or at least determine what the signal is transmitting, they decide it would be best to return the artifact to the planet and report directly back to their colony.  With little to no mishap the crew reports back to their colony and decides to continue with their survey mission after a short hiatus.
</p>
</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>Well, if you haven't already read any of my previous blog entries then you should likely not care about this one either, but just in case you were interested you can read parts <a href="http://rampancy.net/?q=node/view/6695">01</a>, <a href="http://rampancy.net/?q=node/view/6700">02</a>, <a href="http://rampancy.net/?q=node/view/6702">03</a> and <a href="http://rampancy.net/?q=node/view/6720">04</a> at your leisure.  That being said I will continue with part 05.  The focus of this final installment will be possible plot connections to the Halo storyline.<br />
<br><br><br />
<b><i>Marathon, er..</i> Halo Connections:</b><br />
<br><br><br />
Taking into account all of the possible unknowns regarding the Halo storyline I feel that the only true suitable scenario for a mod such as this would regard the time directly after the Covenant discover (or vice-versa possibly) humans along the outlying colonies.  In this manner there would be less reliance upon Spartans and upper echelon Covenant soldiers.<br />
<br><br><br />
So far my favorite scenario would entail a small interplanetary group of civil and military humans exploring a few of the outer worlds in search of more habitable environments.  In their searching they come across a small moon (one of se7en?) orbiting above a gaseous planet.  As they set out to explore the moon they uncover the remains of a civilization.  Without the proper means to decipher or interpret what happened to the now abandoned settlement the group decides to gather what information and artifacts they can and take them back to their colony after completing their survey mission(s).<br />
<br><br><br />
Back upon their ship, one of the crew accidently(?) activiates one of the artifacts, which begins to transmit a subspace signal to an unknown source.  As the crew frantically attempts to shut down or at least determine what the signal is transmitting, they decide it would be best to return the artifact to the planet and report directly back to their colony.  With little to no mishap the crew reports back to their colony and decides to continue with their survey mission after a short hiatus.<br />
<br><br><br />
Unbeknown to the crew or colony, the artifact was actually a Forerunner device capable of transmitting the subconscious memories of the user to a recipient across entire galaxies.  Consider it an update for genetic memory.  Who or what received the message is still unknown.<br />
<br><br><br />
Eventually along their survey mission, the crew encounters an alien race known as the Covenant.  With no prior contact the crew takes an active role in attempting to avoid the attention of the alien vessel and quickly makes a faster-than-light (FTL) jump to their next quandrant of exploration.  With their mission almost complete the crew is anxious to get back to their colony.  Unfortunately their mission has proven to be quite a failure and only the moon where they discorvered the alien artifact seems to be habitable for long periods of time.  Upon completing their mission the crew makes their last FTL jump back towards their colony.<br />
<br><br><br />
When the crew arrives they discover that the colony has been destroyed entirely.  The planet has been scorched and no living thing still resides upon it.  Debris in space reveals that all the orbital defenses were destroyed and from the marks upon the surface of the planet it appears that a large planetary strike was conducted from a high orbit above the planet.  The crew searches for what details they can discover but nothing remains to tell who or what obliterated the colony.  Low on supplies the crew heads for the next colony in the system.<br />
<br><br><br />
The crew arrives at the next colony and reports all that they viewed upon their arrival at their base colony.  Reports are transmitted back to Earth and a large military class vessel is dispatched to conduct further investigations as to the destruction of the colony.  A faster scout vessel is also sent to further analzye the alien artifact that was uncovered on the habitable moon.<br />
<br><br><br />
While investigating the destroyed colony the military vessel is confronted by the Covenant ship.  Fearing that the alien vessel was responsible for the attack upon the colony, the captain orders all defensive measures to be raised.  A battle ensues and both sides take heavy damage, but not before the colony learns the name and nature of the alien sect known as the Covenant.  In an effort to save the ship and his crew along with the vital information pertaining to the Covenant, the captain orders a FTL jump back to their home colony.  Although heavily damaged themselves the Covenant ship transmits the human vessel's trajectory back to their base station and begins persuit of their new adversary.<br />
<br><br><br />
Meanwhile the scout vessel arrived at the moon and began to conduct extensive research concerning the alien artifact.  While researching various data archives, the name of an advanced, ancient race continues to surface.  The name of this race, roughly translated, means "first ones" or <i>Forerunners</i>.  FTL transmissions are dispatched concerning the nature of their discoveries, but the team itself never returns from its mission.  It is assumed that the Covenant are responsible for this loss as well.<br />
<br><br><br />
As the military vessel arrives at their base colony, the planet is set on alert and reinforcements are called in to setup a defensive grid around the planet.  The trailing Covenant ship falls into a trap and is destroyed before it can transmit its exact coordinates.  Fearing for the safety of the colony, an evacuation is ordered and colonists are sent to a more secure colony network.  Military defenses are upgraded and strategic positions are setup in case of further confrontations.<br />
<br><br><br />
This is where the mod would begin.  The initial conflict from the outer colonies against an unknown enemy called the Covenant.  In this manner humans would play a much greater role in the battles and a full-scale assault from the Covenant has not directly begun.<br />
<br><br><br />
I'm sure that the storyline could be elaborated further in the appropriate areas quite easily, but the goal is to attempt to fit this mod design into the existing Halo storyline.  An initial struggle against the Covenant seems to be the best resolve in such a case, although a completely new story would be ideal.  Any further ideas here would be greatly appreciated.<br />
<br><br><br />
Well, that about does it for my ramblings on this subject.  Feel free to comment and make suggestions as needed.  Hopefully you enjoyed reading my blogs.  What can I say?  I get <u>really</u> bored at work.</p>
    ]]></content>
  </entry>
  <entry>
    <title>H/SCM - 04</title>
    <link rel="alternate" type="text/html" href="http://rampancy.net/blog/vicmitkal/31/01/2004/HSCM_04" />
    <id>http://rampancy.net/blog/vicmitkal/31/01/2004/HSCM_04</id>
    <published>2004-01-30T19:46:43-05:00</published>
    <updated>2004-01-30T19:49:11-05:00</updated>
    <author>
      <name>vicmitkal</name>
    </author>
    <category term="community" />
    <category term="halo" />
    <category term="halo 2" />
    <category term="mod" />
    <category term="pc" />
    <category term="xbox" />
    <category term="mac" />
    <summary type="html"><![CDATA[<p>
<p>Continuing on Parts <a href="http://rampancy.net/?q=node/view/6695">01</a>, <a href="http://rampancy.net/?q=node/view/6700">02</a> and <a href="http://rampancy.net/?q=node/view/6702">03</a>, Part 04 will discuss the workings of the Covenant class structure and how it relates to the Human/Spartan Combat Model.<br />
<br><br><br />
<b>Covenant Class Structures:</b><br />
<br><br><br />
Although creating a formal class structure would be nice, it is only possible to create classes within the guidelines provided by Halo's storyline and within the balance limits of a multiplayer match.  What this means is that specific sub-races of the Covenant, such as Grunts may not be well suited for multiplayer matches (at least not within their current format).  The result is that the number of classes used will be quite limited overall; mainly to the Jackal, Elite and Hunter.<br />
<br><br><br />
The Jackal may be the most interesting multiplayer class in general provided that they meet a few key restrictions.  First, they can never drop their shield; and second, they can only equip one-handed weapons (maybe even only the plasma pistol).  The key strength of this class would be their shields.  The Jackal shield is very resilient and is quite possibly more useful than the Spartan's energy shield due to the fact that it can resist all types of human ballistic weapons.<br />
<br><br><br />
Another key feature to the Jackal would be the block feature.  Whenever the Jackal uses the crouch funtion they hold up their shield allowing them to become defensive in nature.  While in this position they can still overcharge their pistols but cannot fire them until they stand upright.  As always, an overcharged plasma pistol shot will render their shield ineffective for a time so this would be a major weakness to this class.<br />
<br><br><br />
The Elite would likely be the most similar class to the Spartan.  Ideally this class would be broken down into three smaller classes: Elites, Gold Elites and Cloaked Elites.  If possible it would be nice to seperate each Elite subclass as its own class provided that they have enough differences.
</p>
</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>Continuing on Parts <a href="http://rampancy.net/?q=node/view/6695">01</a>, <a href="http://rampancy.net/?q=node/view/6700">02</a> and <a href="http://rampancy.net/?q=node/view/6702">03</a>, Part 04 will discuss the workings of the Covenant class structure and how it relates to the Human/Spartan Combat Model.<br />
<br><br><br />
<b>Covenant Class Structures:</b><br />
<br><br><br />
Although creating a formal class structure would be nice, it is only possible to create classes within the guidelines provided by Halo's storyline and within the balance limits of a multiplayer match.  What this means is that specific sub-races of the Covenant, such as Grunts may not be well suited for multiplayer matches (at least not within their current format).  The result is that the number of classes used will be quite limited overall; mainly to the Jackal, Elite and Hunter.<br />
<br><br><br />
The Jackal may be the most interesting multiplayer class in general provided that they meet a few key restrictions.  First, they can never drop their shield; and second, they can only equip one-handed weapons (maybe even only the plasma pistol).  The key strength of this class would be their shields.  The Jackal shield is very resilient and is quite possibly more useful than the Spartan's energy shield due to the fact that it can resist all types of human ballistic weapons.<br />
<br><br><br />
Another key feature to the Jackal would be the block feature.  Whenever the Jackal uses the crouch funtion they hold up their shield allowing them to become defensive in nature.  While in this position they can still overcharge their pistols but cannot fire them until they stand upright.  As always, an overcharged plasma pistol shot will render their shield ineffective for a time so this would be a major weakness to this class.<br />
<br><br><br />
The Elite would likely be the most similar class to the Spartan.  Ideally this class would be broken down into three smaller classes: Elites, Gold Elites and Cloaked Elites.  If possible it would be nice to seperate each Elite subclass as its own class provided that they have enough differences.<br />
<br><br><br />
The standard Elite (blue) would be just like the basic Human.  The main difference is that they are stronger and have the ability to jump great distances in stride.  They can equip any weapon they require but do not have shielding of any type.<br />
<br><br><br />
The Gold Elite would be just like the Spartan in most respects.  They have energy shields and can equip any weapon they desire.  The only difference between the Gold Elite and the Spartan would be that the Gold Elite is slightly faster but has less health than its Spartan counterpart.<br />
<br><br><br />
The Cloaked Elite would be the most interesting of the bunch as they would be cloaked the entire time.  The main restirction to this class is that they can <u>only</u> use the plasma sword as a weapon.  Keep in mind that even when cloaked the plasma sword can always be seen by onlookers so make sure to hide accordingly.<br />
<br><br><br />
Note also that all four of the above classes can utilize any vehicle they come across in gameplay, so a team of Jackals and Elites may soon steal a Warthog and come searching for stray Human prey.<br />
<br><br><br />
The last class and possibly the most difficult to balance would be the Hunter.  With tons of health, a built-in shield and a Fuel Rod Gun (FRG) standard, this class can easily trounce any adversary, including other vehicles.  The major weaknesses to this class are its complete lack of speed and mobility as well as its soft, orangish underbelly.  It would also be necessary to disallow the Hunter from riding in any vehicle currently available as its size would be too bulky.<br />
<br><br><br />
By following the current Halo theme, the five basic classes for the Covenant are quite strong and diversified overall.  They range from mobile and strategic classes to some that are walking tanks.  This diversity allows them to easily meet any situation that may arise.  Keep in mind that for once the Covenant may utilize human technology, so beware of that Elite with a sniper rifle.  Just be thankful that the Cloaked Elite is stuck to melee alone and pray that you see him coming.<br />
<br><br><br />
More information coming soon in Part 05.</p>
    ]]></content>
  </entry>
  <entry>
    <title>H/SCM - 03</title>
    <link rel="alternate" type="text/html" href="http://rampancy.net/blog/vicmitkal/28/01/2004/HSCM_03" />
    <id>http://rampancy.net/blog/vicmitkal/28/01/2004/HSCM_03</id>
    <published>2004-01-27T19:36:13-05:00</published>
    <updated>2004-01-30T19:55:39-05:00</updated>
    <author>
      <name>vicmitkal</name>
    </author>
    <category term="community" />
    <category term="halo" />
    <category term="halo 2" />
    <category term="mod" />
    <category term="pc" />
    <category term="xbox" />
    <category term="mac" />
    <summary type="html"><![CDATA[<p>
<p>Hopefully you have read my notes on the Human/Spartan Combat Model (H/SCM) previously blogged(?) in Parts <a href="http://rampancy.net/?q=node/view/6695">01</a> and <a href="http://rampancy.net/?q=node/view/6700">02</a>, if not you might get a little bit lost when reading this entry.  Regardless, my topic for this blog will be possible gameplay scenarios and their implementation.<br />
<br><br><br />
<b>Gameplay Scenarios:</b><br />
<br><br><br />
The first and most obvious would be Human/Spartan teams engaged against other Human/Spartan teams.  Weapon and vehicle sets could be restricted as required.  So basically we have a basic yet diversified blend of players all fighting to be the few lucky Spartans, right?  Maybe.  The trick here is to allow each server to run with its own server restrictions.  That way you could restrict access to the Spartan players in any number of ways.  The most obvious being first-come, first-serve based upon the total number of players each team can support (server max / 2).  Secondary means may include a max number of Spartans per team or even 1 Spartan per every X human counterparts.  You might even see a few human-only servers up and running.<br />
<br><br><br />
Which brings us to the next possible setup: human versus human.  Sure it would be nice to have a few Spartan buddies to take hits for you while attacking the enemy base, but if people are going to fight over it, why not forbid the use of Spartans altogether.  Besides, if you want all Spartan combat, play Halo and not this mod!<br />
<br><br><br />
Human versus human combat would be what this mod is designed to exploit.  Imagine a team of 10 human soldiers, all with various and diversified skill levels simultaneously switching roles on a continual basis in order to compensate for or assist their fellow teammates.  Neat huh?  (If it works.)  The prime motivator would be powering up your player's proficiencies and gaining as many or very high skill levels as quickly as possible.  The secondary motivator would be to actually play as a team.  Sounds somewhat backwards, right?  So how do you encourage teamplay above and beyond everything else?  If there was a simple answer to this then clans would never exist.
</p>
</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>Hopefully you have read my notes on the Human/Spartan Combat Model (H/SCM) previously blogged(?) in Parts <a href="http://rampancy.net/?q=node/view/6695">01</a> and <a href="http://rampancy.net/?q=node/view/6700">02</a>, if not you might get a little bit lost when reading this entry.  Regardless, my topic for this blog will be possible gameplay scenarios and their implementation.<br />
<br><br><br />
<b>Gameplay Scenarios:</b><br />
<br><br><br />
The first and most obvious would be Human/Spartan teams engaged against other Human/Spartan teams.  Weapon and vehicle sets could be restricted as required.  So basically we have a basic yet diversified blend of players all fighting to be the few lucky Spartans, right?  Maybe.  The trick here is to allow each server to run with its own server restrictions.  That way you could restrict access to the Spartan players in any number of ways.  The most obvious being first-come, first-serve based upon the total number of players each team can support (server max / 2).  Secondary means may include a max number of Spartans per team or even 1 Spartan per every X human counterparts.  You might even see a few human-only servers up and running.<br />
<br><br><br />
Which brings us to the next possible setup: human versus human.  Sure it would be nice to have a few Spartan buddies to take hits for you while attacking the enemy base, but if people are going to fight over it, why not forbid the use of Spartans altogether.  Besides, if you want all Spartan combat, play Halo and not this mod!<br />
<br><br><br />
Human versus human combat would be what this mod is designed to exploit.  Imagine a team of 10 human soldiers, all with various and diversified skill levels simultaneously switching roles on a continual basis in order to compensate for or assist their fellow teammates.  Neat huh?  (If it works.)  The prime motivator would be powering up your player's proficiencies and gaining as many or very high skill levels as quickly as possible.  The secondary motivator would be to actually play as a team.  Sounds somewhat backwards, right?  So how do you encourage teamplay above and beyond everything else?  If there was a simple answer to this then clans would never exist.<br />
<br><br><br />
The most simplistic answer is to rewards players that function as a single unit/team.  Consider a proximity bonus for traveling in a group.  The more teammates in the group, the better the bonus.  Now add to that all the individual skills and you could have quite a formidable squad to deal with.<br />
<br><br><br />
<i>Disclaimer:  Once again note that no matter what example I conjur up as a possible team bonus, it is more important that the idea be understood, rather than the ramifacations of each specific skill or bonus granted.  Besides, the single greatest flaw for this system is that it is based upon another game and therefore is subject to all the balance tweaks/flaws that the original game incurs.  Halo is not designed to handle this type of mod, so likely the entire concept is flawed from a balance point of view.  Simply understand how this mod could be utilized for any game, I just chose to use Halo as my reference game.</i><br />
<br><br><br />
<i>Example:</i>  A group of 3 human player all jump into a Warthhog.  One has developed superb handling skills as the Driver, the passenger has been wasting away sniping and decided to get his hands dirty, while the third member has become a rather trigger-happy gunner.  The three approach the enemy facility from a side door and quickly depart as a unit.  So what do a driver, sniper and gunner have in common?  The answer:  Teamwork.  That's right, since all 3 are remaining close to one another and supporting each other in this way they gain a squad bonus.  Something along the lines of the ability to not show up on an enemy's radar until they are inside of 10 meters (arbitrary!).  As they wander along inside the enemy stronghold they come across a lone teammate.  Yes, he's injured, scared and quite lonely.  So what does any lone infiltrator do when teammates approach, he joins them.  Now the team of 3 has become a team of 4 and with their newfound friend the team has now gained the ability that all damage taken is decreased by 10% (guess what? arbitrary!) in addition to their previous bonus.<br />
<br><br><br />
So as you can see playing as a team quickly gains the individual players a lot of bonuses that they would normally never have given access.  A lower limit of 3 would be required to activiate the first bonus and for every member thereafter a new bonus is gained.  Unfortunately this also requires players to all be within a given range of one another so a defense would likely not benefit from this as much.  Note that if a defense all wants to sit on the flag then sure, why not give it to them.  They would have no scouts or warnings and would likely be taken out by a few quick grenades.  Besides the radar bonus is not beneficial to them and placing 4 defenders in such a small area for the damage reduction bonus is minor at best compared to having much more advantageous defensive positions.  Anyway, you get the general idea here (I hope).<br />
<br><br><br />
The last style of scenario would take some major adjustments and tweaking.  That style of gameplay would be Human/Spartan against Covenant opponents.  Ideally this would be the last evolution of such a mod as it would carry story as well as tactics to a whole new level.  I will discuss the Covenant workings further in my next blog, but to provide a brief summary they would in fact be class based.  This means that although they can operate vehicles and change weaponry they still have set advantages and weaknesses per each class.  In this manner the storyline would carry over well into multiplayer as the Covenant use a caste-style system and humans are individual free-thinking beings.<br />
<br><br><br />
Back on topic, the Human/Spartan versus Covenant battles could be done in a few ways.  Easiest of all is a single match where gameplay is varied.  Things like a single Capture the Flag (CtF) match for example.  Secondary setups would involve a sequence of maps dependant upon who won the previous round.  In this manner the losing team would be placed into a map where they have a slight advantage, and so forth until the series is completed.<br />
<br><br><br />
Lastly would be an Empire mode where teams compete over a series of maps for control of individual maps (think Risk for Halo).  Once a team wins all of the maps or the limited number of matches are completed, a side is declared the victor.  Empire mode would build upon the sequenced map concept by allowing the winning team to pick their next point of attack.  The losing team would then be placed into a more defensible position and could then hopefully withhold and defeat the onslaught.  If the defending team wins, the roles are reversed.  If the defending team loses then they are placed onto a map with even more advatage towards their team.<br />
<br><br><br />
In terms of a map flowchart consider an equilateral triangle with a second placed on one side.  Each team has its own base or strongly defensible position.  Next come the semi-defensible maps of which there are 2.  Finally come the neutral maps of which there are 3, and then back down the other way for the opposing team. Something like:  1<2<3>2>1 .  The game starts in the center map of 3 and then can advance onto any adjoining map.  Note, however, that if a team choses the top or bottom map on 3, they can only advance (or retreat if thinking in terms of strategy) to the similar top or bottom map on 2.  This can be expanded for as many maps as needed such as for tournaments, etc.  A game limit of 7 could even be implemented in order to allow the team with the winning record to be declared the winner.<br />
<br><br><br />
Such a system could take gamers a few hours or even weeks to complete depending upon the scenario created.  This definitely means that an option to save the progress of the match would certainly be required.  The object of course, is to take over the opposing team's base; but few, if any, matches will end in that scenario as the losing team will keep gaining more strategic value as the maps work back towards their own base.  It sounds like a lot of fun if you ask me and excellent for clan battles as well.<br />
<br><br><br />
More information coming soon in Part <a href="http://rampancy.net/?q=node/view/6720">04</a>.</p>
    ]]></content>
  </entry>
  <entry>
    <title>H/SCM - 02</title>
    <link rel="alternate" type="text/html" href="http://rampancy.net/blog/vicmitkal/27/01/2004/HSCM_02" />
    <id>http://rampancy.net/blog/vicmitkal/27/01/2004/HSCM_02</id>
    <published>2004-01-27T13:19:08-05:00</published>
    <updated>2004-01-30T19:54:30-05:00</updated>
    <author>
      <name>vicmitkal</name>
    </author>
    <category term="community" />
    <category term="halo" />
    <category term="halo 2" />
    <category term="mod" />
    <category term="pc" />
    <category term="xbox" />
    <category term="mac" />
    <summary type="html"><![CDATA[<p>
<p>Hopefully you have read Part <a href="http://rampancy.net/?q=node/view/6695">01</a> of the Human/Spartan Combat Model (H/SCM), if not please read up.  The topic of this next blog will be how gameplay will be affected via this free-form class structure.</p>
<p><b>Proficiency Based Gameplay:</b></p>
<p>Ultimately the goal of this mod is to provide players a chance to jump into combat with little to no previous experience of Halo and end up with a character customized to meet their own strengths.  Weapons, vehicles, maps and gametypes will all have their own balancing factors.  The bonuses that players get from these items only helps to improve their own individual characteristics when using them.  What this translates to is that if a player does not use a given weapon/vehicle, expect a player that does to be much better when using it.</p>
<p>Unlike most Role-Playing Games (RPGs) these skills will build up rather quickly.  Considering that most matches last 20-30 minutes, you would expect players to gain a proficient level when using a single weapon after a very limited time.  This is not to say that higher levels would be easy to attain, but only that shorter periods of time are needed to gain the most basic upgrades.</p>
<p><i>Example:</i>  A player begins the game with a pistol and proceeds to gain a few quick kills.  If the requirement for the first pistol proficiency upgrade was 5 kills using that weapon, a player could easily attain it at a rather quick pace.  Note that only the killing shot must be from the pistol, so feel free to use any other weapon to weaken your opponent first.  After reaching 5 kills the player goes from skill 0 (zero) to skill 1 with the pistol and a bonus, such as an extra clip of ammunition is added to the pistol every time the player picks one up.  Keep in mind that these bonuses are quite arbitrary at this point and only the general concept is important.</p>
<p>As a player's proficiency increases with a given item, it would be easier for them to gain that next skill level when using that item.  Of course, the curve for attaining the top levels will be much harder than the more basic ones, so the rewards or benefits will be much better as well.
</p>
</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>Hopefully you have read Part <a href="http://rampancy.net/?q=node/view/6695">01</a> of the Human/Spartan Combat Model (H/SCM), if not please read up.  The topic of this next blog will be how gameplay will be affected via this free-form class structure.</p>
<p><b>Proficiency Based Gameplay:</b></p>
<p>Ultimately the goal of this mod is to provide players a chance to jump into combat with little to no previous experience of Halo and end up with a character customized to meet their own strengths.  Weapons, vehicles, maps and gametypes will all have their own balancing factors.  The bonuses that players get from these items only helps to improve their own individual characteristics when using them.  What this translates to is that if a player does not use a given weapon/vehicle, expect a player that does to be much better when using it.</p>
<p>Unlike most Role-Playing Games (RPGs) these skills will build up rather quickly.  Considering that most matches last 20-30 minutes, you would expect players to gain a proficient level when using a single weapon after a very limited time.  This is not to say that higher levels would be easy to attain, but only that shorter periods of time are needed to gain the most basic upgrades.</p>
<p><i>Example:</i>  A player begins the game with a pistol and proceeds to gain a few quick kills.  If the requirement for the first pistol proficiency upgrade was 5 kills using that weapon, a player could easily attain it at a rather quick pace.  Note that only the killing shot must be from the pistol, so feel free to use any other weapon to weaken your opponent first.  After reaching 5 kills the player goes from skill 0 (zero) to skill 1 with the pistol and a bonus, such as an extra clip of ammunition is added to the pistol every time the player picks one up.  Keep in mind that these bonuses are quite arbitrary at this point and only the general concept is important.</p>
<p>As a player's proficiency increases with a given item, it would be easier for them to gain that next skill level when using that item.  Of course, the curve for attaining the top levels will be much harder than the more basic ones, so the rewards or benefits will be much better as well.</p>
<p>Also note that a skill penalty would be implemented for dying.  This penalty would be minor in the long run, but would also encourage players to diversify their skill base more.  Such a penalty would likely reduce a player's highest and/or most recently attained level by 1.  That way if a player insists upon sniping the entire match, they must also consider that by dying a few quick times without gaining the next level they have gone from level 3 sniping back to a base of zero.  If, however, the player diversifies his proficiences and not only snipes, but also jumps in the back of a warthog to support his teammates, he would only lose his most recent skill increase.  In this case it would be skill 1 for a gunner (mentioned in Part 01).  Yes, it needs tweaking, but the idea is to gently force players into various roles without having fights over who snipes and who drives the ghost every time.  Possibly for once the jack-of-all-trades player might soon be the strongest.</p>
<p>As specific player skill levels are defined you could possibly end up with overlays for general items.  Skill basics for using ballistic weaponry, for example, at level 1.  That way a player could easily use any ballistic weapon (e.g. pistol, assault rifle, shotgun, sniper rifle or needler) to gain the most basic skill level.  Specialization of a specific weapon would then continue beyond level 1 until a max skill level is reached.  The goal is to make players gain the most from the least amount of effort at low levels, but force them into specific specialties at the higher ones.</p>
<p>Until the skill levels for the various proficiencies are determined this is more of a general concept to understand.  Note also that there is no carry-over for skills between games.  Stats and rankings at the end of each match would be recorded/displayed, but players all start at level 0 when they begin the next match.  This also means that the Spartan players would likely only be the strongest for the first few minutes of each match as their Human counterparts would soon gain various proficiencies to compensate for their lack of a shield.</p>
<p>More information coming soon in Part <a href="http://rampancy.net/?q=node/view/6702">03</a>.</p>
    ]]></content>
  </entry>
  <entry>
    <title>Human/Spartan Combat Model - 01</title>
    <link rel="alternate" type="text/html" href="http://rampancy.net/blog/vicmitkal/27/01/2004/HumanSpartan_Combat_Model_01" />
    <id>http://rampancy.net/blog/vicmitkal/27/01/2004/HumanSpartan_Combat_Model_01</id>
    <published>2004-01-26T19:57:53-05:00</published>
    <updated>2004-01-30T19:52:23-05:00</updated>
    <author>
      <name>vicmitkal</name>
    </author>
    <category term="community" />
    <category term="halo" />
    <category term="halo 2" />
    <category term="mod" />
    <category term="pc" />
    <category term="xbox" />
    <category term="mac" />
    <summary type="html"><![CDATA[<p>
<p>After posting a few of my personal viewpoints in a recent <a href="http://rampancy.net/?q=node/view/6694#5767">thread</a>, I have finally decided to catalogue my ideas for public opinion.  These ideas will be formed from an ongoing series of blogs that will be refined and broken down into simple sequences of information.  Refining and extrapolating of individual ideas will occur on a regular basis, but hopefully I can maintain a focussed and informative dialog from my ramblings.<br />
<br><br><br />
<b>Overview:</b><br />
<br><br><br />
The basic idea is to create a realistic combat modification (mod)  that places human soldiers fighting alongside Spartan class models.  The difference here is that human soldiers lack shields and would likely be more vulnerable to death.  Likewise they would also be faster than your normal Spartan.  Spartans act exactly like the Master Chief, but are limited to say 1 per every 4 players on the Human/Spartan side (possible server-side setting).<br />
<br><br><br />
As I would prefer to avoid class-based structuring I think it would be necessary to incorporate a skill based system in the game.  This would work by encouraging players to assume roles and then gain improvements based upon their performance within that role.<br />
<br><br><br />
An example would be a basic class sniper.  Imagine a player that picks up a sniper rifle and then proceeds to gain kills with his new rifle.  As the player gains kills using his sniper rifle, he also improves his reload time and decreases his body movement while scoped-in.<br />
<br><br><br />
Instead of limiting the player to the class of sniper, the system works to encourage players to work together and support one another.  This is not to say that upon dying you lose your abilities, so a player could and should take multiple roles upon themselves throughtout a battle in order to improve their own skills.<br />
<br><br><br />
Pilots/drivers could allow their vehicles to take more damage before being destroyed based upon the distance they travel in them.  Gunners gain more accuracy from their weapons while hitting targets from a vehicle.  The structuring is somewhat free-form in this regard.  If medkits could be equipped you could even add a field medic role into the mix, etc.  There could even be smaller bonuses for players such as increased speed or stamina (if running is possible) for traveling a given distance on foot.
</p>
</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>After posting a few of my personal viewpoints in a recent <a href="http://rampancy.net/?q=node/view/6694#5767">thread</a>, I have finally decided to catalogue my ideas for public opinion.  These ideas will be formed from an ongoing series of blogs that will be refined and broken down into simple sequences of information.  Refining and extrapolating of individual ideas will occur on a regular basis, but hopefully I can maintain a focussed and informative dialog from my ramblings.<br />
<br><br><br />
<b>Overview:</b><br />
<br><br><br />
The basic idea is to create a realistic combat modification (mod)  that places human soldiers fighting alongside Spartan class models.  The difference here is that human soldiers lack shields and would likely be more vulnerable to death.  Likewise they would also be faster than your normal Spartan.  Spartans act exactly like the Master Chief, but are limited to say 1 per every 4 players on the Human/Spartan side (possible server-side setting).<br />
<br><br><br />
As I would prefer to avoid class-based structuring I think it would be necessary to incorporate a skill based system in the game.  This would work by encouraging players to assume roles and then gain improvements based upon their performance within that role.<br />
<br><br><br />
An example would be a basic class sniper.  Imagine a player that picks up a sniper rifle and then proceeds to gain kills with his new rifle.  As the player gains kills using his sniper rifle, he also improves his reload time and decreases his body movement while scoped-in.<br />
<br><br><br />
Instead of limiting the player to the class of sniper, the system works to encourage players to work together and support one another.  This is not to say that upon dying you lose your abilities, so a player could and should take multiple roles upon themselves throughtout a battle in order to improve their own skills.<br />
<br><br><br />
Pilots/drivers could allow their vehicles to take more damage before being destroyed based upon the distance they travel in them.  Gunners gain more accuracy from their weapons while hitting targets from a vehicle.  The structuring is somewhat free-form in this regard.  If medkits could be equipped you could even add a field medic role into the mix, etc.  There could even be smaller bonuses for players such as increased speed or stamina (if running is possible) for traveling a given distance on foot.<br />
<br><br><br />
The goal is to improve what the player is good at without forcing them into a confining class-based structure.  The end result is to make Spartans the tanks of the soldier class and allow human soldiers to specialize more upon specific skills (which I will likely elaborate upon in a later blog).  Consider this the evolution of First Person Shooters and Role-Playing Games.<br />
<br><br><br />
More information coming soon in Part <a href="http://rampancy.net/?q=node/view/6700">02</a>.</p>
    ]]></content>
  </entry>
  <entry>
    <title>Star Wars:  Battlefront Preview</title>
    <link rel="alternate" type="text/html" href="http://rampancy.net/blog/vicmitkal/13/01/2004/Star_Wars_Battlefront_Preview" />
    <id>http://rampancy.net/blog/vicmitkal/13/01/2004/Star_Wars_Battlefront_Preview</id>
    <published>2004-01-13T13:24:48-05:00</published>
    <updated>2004-01-13T13:27:09-05:00</updated>
    <author>
      <name>vicmitkal</name>
    </author>
    <category term="misc" />
    <category term="myth" />
    <category term="pc" />
    <category term="preview" />
    <category term="xbox" />
    <summary type="html"><![CDATA[<p>
<p><a href="http://www.gamespy.com">GameSpy<a> just posted a lengthy and informative preview of <a href="http://www.gamespy.com/previews/january04/swbattlefront/">Star Wars:  Battlefront</a>, which is scheduled for (simultaneous?) release on the PC, PS2 &amp; Xbox systems.  All in all the game looks like a possible winner, but given LucasArts' history of gaming it could possibly flop as well.</p>
<p>Overall I think the game reminds me of an updated Myth and the conquest style gameplay is very similar to a tournament that was held long, long ago, in a galaxy... (kudos to anyone who can come up with the name of the tournament).  Anyways, check out the preview and with any luck we can get some Mythers together once a week or so for some fun 16/32 (Xbox/PC) player <i>Galactic Conquest</i> games (once it is finally released, of course).</p>
</p>
    ]]></summary>
    <content type="html"><![CDATA[<p><a href="http://www.gamespy.com">GameSpy<a> just posted a lengthy and informative preview of <a href="http://www.gamespy.com/previews/january04/swbattlefront/">Star Wars:  Battlefront</a>, which is scheduled for (simultaneous?) release on the PC, PS2 &amp; Xbox systems.  All in all the game looks like a possible winner, but given LucasArts' history of gaming it could possibly flop as well.</p>
<p>Overall I think the game reminds me of an updated Myth and the conquest style gameplay is very similar to a tournament that was held long, long ago, in a galaxy... (kudos to anyone who can come up with the name of the tournament).  Anyways, check out the preview and with any luck we can get some Mythers together once a week or so for some fun 16/32 (Xbox/PC) player <i>Galactic Conquest</i> games (once it is finally released, of course).</p>
    ]]></content>
  </entry>
</feed>
