Just Keep Telling Yourself That
Pete at Subnova asks why you haven't bought Halo for your Mac or PC. Right now the leading response is "I did get it you insensitive clod." No CowboyNeals were harmed in the making of this survey.
Pete at Subnova asks why you haven't bought Halo for your Mac or PC. Right now the leading response is "I did get it you insensitive clod." No CowboyNeals were harmed in the making of this survey.
Corey Tamas posted an editorial at MacGamer at the end of last month that commented on the software piracy issue underlined by MacSoft's decision to require the Halo CD to be in the drive in order for Mac Halo to launch. It's entitled Back When I Stole Games, although "back when" seems to be not that long ago, as the most recently-copied game Tamas cites is the original Unreal. The article ends with Tamas discovering the error of his ways and chucking his illegal copy of Unreal. Oddly enough, he doesn't mention ever having bought a copy of the game he'd had for years; I guess he figured just throwing away a disc of a seven-year old game he'd doubtless already played through was good enough.
However, now that flexible morality is hovering nervously over the table like a postmodern movable feast, I thought I'd dredge up a recollection of my own. Among those I've known who willfully and knowingly pirate software, nearly all have had certain sacred cows-- companies whose software they would not copy, but would only buy, and that they would not allow their friends to copy as well.
Back in the Apple ][ days, it was Beagle Brothers. For the Amiga users, it was Psygnosis. For many people I've known who use Macs, Bungie has always been one of those sacred cows.
The March print issue of MacAddict has a review of Halo by Niko Coucouvanis; it's on pages 38 and 39. They give the game 5 stars (which translates to "Awesome!" in their rating system). They review the game in typical MacAddict style:
As you get deeper into the game, you discover that you and your enemy, the alien Covenant, face a common threat known collectively as the Flood: wild-turkey-sized fleas that zombify their victims and have a taste for both human and alien blood.
They also declare that Halo isn't the "end-all game". Tell us something we didn't know. Of course, that honor is will be reserved for Halo 2. Here's hoping MacAddict will one day recover from their unhealthy fascination with Unreal Tournament.
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 01, 02, 03 and 04 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.
Marathon, er.. Halo Connections:
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.
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).
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.
Continuing on Parts 01, 02 and 03, Part 04 will discuss the workings of the Covenant class structure and how it relates to the Human/Spartan Combat Model.
Covenant Class Structures:
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.
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.
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.
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.
Part Three of our High Ping Bastard's Guide to Halo is online now, focusing on the various different game types, which are more (or less) advantageous for those on slow connections, and the different roles that HPBs can play in those games effectively.
HBO has two new PC Halo servers running at HomeLAN: HBO East and HBO West. In fact, Rampancy is so far east that we actually get a better ping from HBO West.
Two pieces of news in the world of what used to be Bungie's series of RTS games, Myth. The third game in the series, developed by Mumbo Jumbo after the rights to the franchise were sold to Take Two Interactive, has been updated to version 1.2b2 according to VersionTracker. What's more, this update has been created by Contraband Entertainment, who are taking over responsibility for future development from the MythDev group, which according to PMABloo over at PlayMyth, has gone poof (his words). At any rate, the domain mythdev.com is now in registrar lock, and the site can't be reached anymore.
Hopefully you have read my notes on the Human/Spartan Combat Model (H/SCM) previously blogged(?) in Parts 01 and 02, 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.
Gameplay Scenarios:
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.
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!
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.
Hopefully you have read Part 01 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.
Proficiency Based Gameplay:
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.
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.
Example: 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.
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.
After posting a few of my personal viewpoints in a recent thread, 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.
Overview:
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).
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.
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.
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.
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.
For those who are justifying themselves by saying they're warezing Halo because there's no demo: those days are coming to an end. In the MacCentral article on piracy, Peter Tamte mentions that MacSoft is now working on a demo version of Halo for the Mac.
MacCentral's editor Peter Cohen has put up an article at MacCentral on piracy in the Mac games market, drawing on give-and-take from MacSoft's Peter Tamte, Aspyr Media's Michael Rogers and MacPlay's Mark Cottam.
The thrust of the article is poking holes in the arguments that pirates use to explain why they steal software, and explaining why all future MacSoft titles will have copy protection.
Perhaps the most potent debunking, though, is of the myth that by pirating Halo, Mac fans are striking a blow against Microsoft, who wooed Bungie with the offer of becoming the premier Xbox developer, effectively delaying the release of Halo on the Mac by more than two years:
"Microsoft only sees a small amount of the revenue generated by Halo," Tamte countered. "What you're doing instead of 'stealing from the man' is robbing the Mac community of future games. And someone, somewhere, did not get paid for the work they did to bring that game to you."
Which is not to say that if pirating Mac Halo did hurt Microsoft it would be right, but people at least should not be stealing and lying to themselves at the same time.