outline the parameters so I can see all the requirements. I might try to tackle it if it seems doable. Thanks. EDIT after several weeks of development: Three maps - with updated Extraction mechanics Regret - Extraction Demo Fathom - Extraction Demo Mercy - Extraction Demo
I found this, and it refreshed my memory some from Halo 4. https://www.halopedia.org/Extraction "Extraction is a 5 vs. 5 objective-based game type. Opposing teams have the objective of extracting "assets" from various sites around the map. Players must plant a beacon and protect it from the opposing team during the extraction countdown. If the defending team remains in control of the beacon, they receive one point, however if the opposing team "converts" the beacon, the point is theirs. Once a site has been extracted, a new site becomes available. The first team to extract five points wins. Maps can be played on either a 1-site or 2-site variant, they are labeled as A,B,C, etc. and referred to as Alpha, Bravo, Charlie respectively."
That's pretty much the main run down besides a few adjustments made later on: - Prioritized towards 4v4 gameplay - No physical supplies/assets are present 1-Site 2-Site Lastly some things to note/be aware of: - There is no visible hill boundary indicating where you can convert the beacon - You cannot move while converting the beacon - Getting some things to work may be hard (A conversion sequence, the beacon, timers, notifications and sounds, etc.) - There's probably some things I missed, I'd recommend checking it out for yourself in MCC or something
I do not have MCC or a XBONE, but I do have H4 for 360, so I'll load that up soon. There are a LOT of pieces to work out, so if this is something I can do, it will certainly take some time, FYI.
I haven't started putting anything together yet. I may go do so now, though... but first I was just reviewing those vids you posted and trying to think of the pieces... I will type out what I see as requirements for this game-type, and please anyone copy my list and either confirm or counter each point, expand on it, and answer if it is a question. There are lots of situational and conditional components to this, so if I have it correct going in, it will be easier and less time consuming. I see there are two types, 1 - Site and 2 - Site. Would these both need to be compatible on the same map? That might be a problem. Would only address this if absolutely necessary. Otherwise, there may end up being two variants of this which someone could decide which to use on their map. Item floats in air with some animated Fx - prototype may not have Fx, but just a placeholder piece. Item has gray nav - we can definitely do A,B,C or at least Alpha etc. Item appears to take 5 sec to arm. H5 has no "Hold x" feature for differentiating between a normal press, so we are going to make the player press it three times with it making them wait between each press, so that the fastest time is 5 sec. If they don't press it at the right interval, it could take longer than 5 which might be a cool dynamic of added skill? Sounds voice warning "Enemy Team Armed X" (not sure yet what options are here) When captured Nav changes color to match team. Team sees "Protect", enemies see "Convert". 60 sec (or is it 45?) to fully capture. If so, 1 team point. Move to next zone. Q: Is order of extraction spots predetermined or random? Each extraction triggers a new one opening up, even if all have already been played. What is the point limit if there is one? There may be more, but that's what I could think of now.
I see there are two types, 1 - Site and 2 - Site. Would these both need to be compatible on the same map? That might be a problem. Would only address this if absolutely necessary. Otherwise, there may end up being two variants of this which someone could decide which to use on their map. Nope, I'd probably make them two seperate gametypes. They don't need to be placed on the same map. Item floats in air with some animated Fx - prototype may not have Fx, but just a placeholder piece. Sounds good, it'd be sick if it could be animated somehow. Also, the beacon does not appear until one team plants it on the neutral point. Then, they fight to convert it. Item has gray nav - we can definitely do A,B,C or at least Alpha etc. Item appears to take 5 sec to arm. H5 has no "Hold x" feature for differentiating between a normal press, so we are going to make the player press it three times with it making them wait between each press, so that the fastest time is 5 sec. If they don't press it at the right interval, it could take longer than 5 which might be a cool dynamic of added skill? Sounds about right for the waypoints and conversion time. As for the sequence, anything that's consistent. I'd try to avoid something that makes it take longer than it should. Sounds voice warning "Enemy Team Armed X" (not sure yet what options are here) Correct. If it can't be exact, do anything that conveys a similar message. When captured Nav changes color to match team. Team sees "Protect", enemies see "Convert". Yes, correct. Another thing to note is that the waypoint flashes during a conversion-in-progress. 60 sec (or is it 45?) to fully capture. If so, 1 team point. Move to next zone. Q: Is order of extraction spots predetermined or random? 45 seconds for 1-Site and 60 for 2-Site, 1 point per successful capture, moves to next point, predetermined locations. Also, the timer resets whenever a beacon is converted. Each extraction triggers a new one opening up, even if all have already been played. What is the point limit if there is one? Score goes to 5 points. As for physical zones it goes up to D for 1-Site, and I think E for 2-Site. After that the points reset to the first letter if the score limit is not reached by then.
cool... thanks On the Navs blinking during conversion... I know Navs are going to be potentially the biggest challenge, because there is a game bug I found a while back and it may limit how much we can continuously keep changing navs. We'll see though. Essentially, removing Navs from one thing can turn them off on others. It might create a big mess. I might mitigate that (but won't fully solve) by just making it Yellow during conversion or something. that, and a combo of sound Fx might do the trick. As an example, the Eternity Ball on "Eternal Flame" has navs. When you throw it it removes/alters them. Then, even though it is not connected, the Rockets lose their custom nav (I used a static weapon and turned it into more of a H5 weapon pad so I wanted a nav to come up>Why? because you can't move weapon pads or spawn them when desired) Maybe I'll try to start putting something together tonight or this weekend for sure. this is exciting, because watching those vids did get me thinking how much this could actually change stale H5 for people!
I have part of one site built, meaning, one "site" on the "one-site" gamemode, but the Audio announcements will not be that great compared to Halo 4... but personally I think they can work when people realize what they mean. Best things I could find in the [VO] category - feel free to look at the list Team arms - "We've gained a stronghold" Team Loses - We've lost a stronghold" Team Converts - "Interception" (this is the only word remotely analogous to "Converted" NO way to announce "Alpha", "Bravo", "Charlie" - 343 what were you thinking???? Nav change colors on team ownership changes will need to be enough. Players will have to pay attention to the "we've lost" and "Interception" and look up and see which one is the wrong color... The sites have Two navs, which isn't ideal. We cannot build complex nav markers that would both say "A" and "Extract" for instance, so you must have two. At close distance they appear a little far apart, and at too far a distance, they might overlap. We can find a balance that works, though.
This sounds amazing so far, keep it up man! The VO lines that are possible would be more than fine, players should definitely be able to get the idea. If you can't find a good balance for the double-waypoints, one or the other should work (But obviously both would be ideal).
@ExTerrestr1al Any progress? I also missed and got some stuff wrong. - 2-Site is actually a 45 second countdown not 60 (like 1-Site) - Initial arming time and conversion time is 3 seconds - The timer pauses during an interception/conversion
ahh... that's good to know. I havne't had a lot of time lately, but will work on it more soon. the only thing above that makes it harder is the pausing I think. the other stuff is just configuraiton
Take your time, I'll give you some space. BTW whoops take it back 3 seconds for plant and conversion time.
3 sec for both? I counted in the video it was 5 for conversion at least... like 3 is very very quick... are you sure? Also consider - this is H5. We don't have to do things exactly like H4 just for purity. I guess we'll see (hopefully) in eventual testing what works best and is most enjoyable. EDIT: My problem with time right now is that my wife just started working and that means I come home from work and watch two small kids until about 11:00pm and then its hard to get to the basement where my PC rig is t odo any forging. Then, it's late AF and I don't have any mental energy. Weekends mostly
Life before Forge I always say, no need to rush or anything like that. Default settings make it 3 seconds for both on MCC, but I think it's a different story for Throwdown settings. I don't currently have H4, so I can't check to make sure. I want to say it's 3 for the initial plant and 5 for the conversion. It was done that way to reward the team that moved to the next point ahead of time. So that may be the better option.
I Think I got it! Below is 1 station working, bare bones, nothing pretty. All that is left to do... Program Navs & Sounds so that each player sees and hears what they need to. (PITA) Animate extraction point (relatively easy) Copy Station to 3 points, set up station sequencing procedure, and point limit etc. (easy) Preview video of 1 station repeating I would expect a testable version to be possible within 2 days... EDIT: I should point out that the method of capturing the station is by pressing a few times with pauses of having the switches turn off so you can only gain access to it so fast, and so that you will have to continually work at it, rather than stop and fight. If you take too long to press the button, it resets and you start over as if you had been interrupted.
I need to know the actual four locations that were used on Haven, though. I am going to place all of them tonight so if there is a top-down layout for this map, or any other remakes we also have a H5 dev or forge version for, it would be nice to have. I was confused, because I rewatched the Haven video you provided, and as soon as "C" was captured, it just went back to "A"... this one might have only had three... ? I will build out the pre-fab for four stations (1 site mode), and if someone doesn't need or want the fourth, they can delete it and would only need to change the sequencing a little so it doesn't try to go to that one. Similarly, if one's map has the channels available, they'd be able to add a fifth too!