Unimplemented NOTD 2: Game Start and Mode Selection

Discussion in 'NOTD 2 Discussion' started by Kith, Jan 24, 2015.

  1. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    NOTD 2: Game Start and Mode Selection
    There are some major updates coming to how NOTD 2 handles alternate game modes and the like:

    First, game type will be chosen from the Game Mode tab in the SCII Main Menu rather than in-game.
    Second, difficulty (and modifiers) will be chosen by vote in-game, rather than by rating or by Player 1 or 2.

    Detail on the 4 Modes choosable from the drop-down menu.

    Campaign - Play through a randomly generated storyline.
    Vote type: Difficulty (Recruit, Normal, Nightmare)
    Notes: Campaign is automatically selected and locked in for automatically generated Public lobbies. The game will not lock in to Campaign if you create a game and then open it to the Public.

    Survival - Fight a constant onslaught of enemies for as long as possible.
    Vote type: Modifier (King of the Hill, Convoy, ect)
    Notes: Survival's difficulty mode is going to differ from NOTD’s by gradually increasing in difficulty over time, making the shift from Recruit to Normal and then to Nightmare the longer the game goes.

    Black Ops - Race against the clock and try to complete objectives.
    Vote type: None for a while
    Notes: Black Ops will eventually be upgraded to “Mercenaries” mode where the players come from different mercenary companies and therefore have unique restrictions and bonuses during this mode.

    Competitive - Fight against human players in a random assortment of modes.
    Vote type: Teams (FFA, 2s, 4s)

    • Voting will take place once the game actually starts, and players will have 10 seconds to make a decision.
    • In Campaign, if they make no choice, their vote defaults to Recruit if they have 1499 rating or less and Normal if they have 1500 or more.
    • In Survival/Black Ops, non-votes default to no modifier. Competitive non-votes default to FFA.
    • If all players have voted, the Voting period ends early.
    • Once Voting is done, go to Selection.

    Selection lasts for 20 seconds and encompasses Class Selection, Medals and Stats, and Character Customization.

    Class Selection:
    • Similar to what we have now, but with a “Ready” button in the lower right corner of the window.
    • Clicking a class’s button highlights that class. Highlighting a class "chooses" the class for that player, causing the associated Class Icon to show upon the Team UI and causing the class to become unavailable (the button becoming "greyed out") to other players if it's a class with a limit.
    • If the Selection period times out with a class highlighted, the player spawns as that class. If a player does not highlight a class, they will spawn as a Rifleman after the 20 second period expires.
    • After a player has highlighted an available class, the “Ready” button becomes clickable. Pressing the Ready button will lock in the player’s class selection and progress them to Medals and Stats.

    Medals and Stats:
    • This is where the player can choose their Medals, assign Stat points, and choose which Service Branch (rank sets are available in a drop down menu next to Service Branch selection) they want to have active.
    • Pressing the Ready button will lock in the player’s choices and progress them to Character Customization.

    Character Customization:
    • Choose the Customization Profile (armor set for Light/Heavy/Drone, Custom Color, Custom Portrait (if any), Portrait Border), Favored Weapon, and Sidearm.
    • Pressing the Ready button will lock in the player’s choices and close the window. If all present players have pressed the Ready button during this portion, then the Selection timer ends early and the game begins.

    • In Tutorial, the player cannot gain or lose Experience or Rating.
    • Class selection has no timer. The player spawns as soon as they choose.
    • Once the Player chooses their class, they spawn in the Starport at Level 11 and the message “Welcome to NOTD 2’s Tutorial Mode. Check the Help page (default hotkey F12) for information.” appears briefly.
    • The map is completely revealed and a DPS counter is present in the top middle of the screen
    • No enemies spawn save for Specimen 13-B, an immortal dummy enemy that the player can control.
    • Jumping from high places does not damage the player or cause them to gain fractures, but will cause a message to appear notifying them when they would have taken damage from a fall.
    • There are three buttons in the upper left Objectives area: Shop, Items, and Classes.
    • Pressing “Shop” opens the Credit Shop, which will be detailed in another thread.
    • Pressing “Items” causes all weapons and items to spawn on top of the player’s character. Instead of Magazines, it should spawn a fully stocked Ammo Box.
    • Pressing “Classes” deletes the player’s units and takes the player back to the Class Selection screen. Note that re-selecting a class does not cause the welcome message to appear again.
    Last edited: Jan 24, 2015
  2. EdowardoLMP

    EdowardoLMP Well-Known Member

    Tutorial = "find a bug", "zombie vs weapons 101", "find the inner you" mode? I do hope it also allow mobs and boss selection, not just a perma god mode. (Altho infinite ammo can come to play for some more shits and giggles, I would hang inside tutorial mode half a day if I wanted to)
  3. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    The Tutorial mode is designed to allow the player to familiarize themselves with the terrain and experiment with weapons and abilities if they so choose. Detailed information on unit types and stats and so on can be found by pressing F12 at any time, but with the Tutorial posing no threat to the player, they can take as much time as they like perusing the in-game database.
  4. Niktos

    Niktos Well-Known Member

    How you intend to handle "One of ..." classes during selection?
    Or was that dropped, can't find a link to it atm. [The thing where anything above Riffle was allowed to be only one per team]
  5. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    It wasn't dropped. Someone selecting a limited class will grey out the button for the rest of the players.
  6. RoboMonkey

    RoboMonkey Well-Known Member

    When u say custom portrait(if there will be any), could it be possible to set a system up where players can upload their own portrait, or would would it be something like where they could choose from a selection of portraits already in the game?
  7. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    The latter. However in the future, we will be holding tournaments where people will be able to get a portrait they want in the game as a reward.
  8. squish

    squish Well-Known Member

    Is it possible to force on ai sharing control? Or by some way, make the dummy in question an enemy?

    Perhaps make the virus called Specimen 13-B, and one of every type in the tutorial, where more experienced characters can test out weapons on a stationary enemy target.
  9. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    It's possible to share control with an enemy, yes. Modders use it all the time to test stuff effectively.

    I'm just going to go with the one for now. The Help section will have full stats and "this unit is weak to x weapon" for all units - 13-B is mostly there for the sake of allowing players to actually handle the weapons and get a feel for how their skills and items impact them.
  10. squish

    squish Well-Known Member


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