HL2 Wars Combine Overview

If you have any suggestions or ideas about what you'd like to see in a future version of Lambda Wars, tell us about it here.
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fighter84
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HL2 Wars Combine Overview

Postby fighter84 » Wed Aug 05, 2024 3:28 am

Names in orange should be added units.

These are my suggestions for Half-life 2: Wars

Combine:

Buildings:
Factory-produces hunters, APC's
Barracks-produces Metro Cop, Combine Soldier, Combine Captain, Combine Elite.
Armory-Allows upgrades for all Combine infantry such as, allows Combine soldier to get AR2, Metro Cop to get SMG, allows upgrade for better armor,
HQ-Produces Stalkers, has special power to summon Advisor
Gun Enplacement-fires on enemy infantry
Headcrab Bay-allows you to build and launch headcrab pods, can only be fired in line of sight
Heavy Factory-Produces striders, gunships, and hunter chopper

Upgrades:
Metro Cop SMG Training- MC gets SMG
Soldier AR2 Training- Soldier Gets AR2
Deployable Turret Engineering-Combine Captain can deploy turret
Strider Manufacturing- research at heavy factory to build striders
Gunship Manufacturing-Research at Heavy Factory to build gunships
Combine Nightrate Armor- increased health
Hunter Helicopter Missle Armanent - alternate fire for chopper: fire missles
MA2B Ammunition- increased damage
Nightrate Headgear- Increased line of sight


Units:
Metro Cop- Pistol
Combine Soldier- SMG
Combine Captain- Shotgun
Combine Elite- AR2
Gunship- Automatic turret
Hunter Chopper- auto firing machine gun,missle armanent
Strider- semiautomatic rivet gun, rivet cannon
Stalker- construction laser[/color]
Hunter- energy flechettes
Headcrab- claws
Advisor- telekenetic abilites, prometheus talons

Rebel Overview link:coming soon
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HHKelevra
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Re: HL2 Wars Combine Overview

Postby HHKelevra » Wed Aug 05, 2024 4:12 am

If I could suggest an addition, it would be that the Metrocops be able to deploy manhacks.
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Re: HL2 Wars Combine Overview

Postby fighter84 » Thu Aug 06, 2024 12:22 am

NO NO, this are just suggestions for Hl2 wars, thats why I said overview. The orange ones should be added. This is for hl2 wars, not for my game. My gae will hav eits own set of ideas.
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Discrate
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Re: HL2 Wars Combine Overview

Postby Discrate » Thu Aug 06, 2024 12:29 am

fighter84 wrote:NO NO, this are just suggestions for Hl2 wars, thats why I said overview. The orange ones should be added. This is for hl2 wars, not for my game. My gae will hav eits own set of ideas.


Very confusing. Everyone else is confused along with me, everyone thinks this is a mod you are making. Better explain yourself.
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Re: HL2 Wars Combine Overview

Postby fighter84 » Thu Aug 06, 2024 12:54 am

OK OK, this is NOT A MOD, These are suggestions for Half Life 2 Wars. I am not modding anything. The game I am making is Half Life 2: Warzone, its an actual game, not a mod of Half life 2 Wars, or any additions.
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Re: HL2 Wars Combine Overview

Postby IxionIndustries » Fri Aug 07, 2024 7:06 am

I agree with adding special abilities, such as summoning an Advisor, but, would it be too much to ask that we take a different approach with those abillities? I mean, having to go back to your HQ to summon an advisor is kinda off. Maybe we could do it like in C&C 3, and have the world abillities (Like headcrab shells, advisor summons, and dropship insertions) be on the left side of the screen?
That way, you wouldn't have to go back and forth from combat to your HQ just to summon dropship reinforcements or bombard an area with headcrabs.
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Re: HL2 Wars Combine Overview

Postby HalfLucas2 » Mon Aug 10, 2024 6:05 am

Don't want to shake the ground too hard, but why should the combine even bother building barracks, factories, and other complex buildings, if they have a citadel from which they can dropship everything into the battle?
I mean, dropships can transport almost everything...soldiers, rollermines, apcs, striders. Every critical unit except for hunters and scanners.
All they really need is a landing pad / a safe zone to drop off their troops.
Since a gunship is already airborne, it could be a special attack, where you summon a it to barrage a target area until its "fuel" runs out.

As for the upgrades, those are still a possibility, since you are upgrading the citadel or some other base off location.

edit:
to clarify
the citadel would not be built or even seen on the map.
Last edited by HalfLucas2 on Mon Aug 10, 2024 7:23 pm, edited 1 time in total.
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Re: HL2 Wars Combine Overview

Postby fighter84 » Mon Aug 10, 2024 9:11 am

If you haven't noticed already, how the fuck are you going to fit a citadel into hl2 wars? Have you realized that in HL2 Wars 0.5, thats not a citadel? I prove my point.
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Re: HL2 Wars Combine Overview

Postby HalfLucas2 » Mon Aug 10, 2024 7:21 pm

fighter84 wrote:If you haven't noticed already, how the fuck are you going to fit a citadel into hl2 wars? Have you realized that in HL2 Wars 0.5, thats not a citadel? I prove my point.


you misunderstand me

the citadel i'm talking about is a citadel that's NOT in the map.
Similar to the warhammer 4k RTS, where all your space marine units get airdropped into the map from a spaceship orbiting over the planet.

The combine don't build bases. They get all their military from the citadel via dropships.
At most, the player should be able to build thumpers, mounted guns, bunkers, and drop-pads. At most.

The drop-pads would be upgradable of course. Tier 1 for example would allow only soldiers to land, while Tier 2 would also allow for APCs/Hunters to get dropped off. Tier 3 allows dropships to also drop off striders.

Do you get my point?
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Re: HL2 Wars Combine Overview

Postby fighter84 » Mon Aug 10, 2024 8:43 pm

I understand that, but HL2 Wars isnt that. Its different.
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Re: HL2 Wars Combine Overview

Postby HalfLucas2 » Mon Aug 10, 2024 11:43 pm

fighter84 wrote:I understand that, but HL2 Wars isnt that. Its different.


There is literally no significant difference in how units are "produced"
The only important difference is that the player does not clutter his base with buildings, and instead can focus on combat tactics, rather than base building. Having to manage 3 buildings vs 8 for example allows the player to focus on other things.

You guys have to ask yourself what direction you want this mod to take.

Will HL2 Wars focus on base-building, or on combat tactics?
What existing RTS will HL2:Wars resemble most in terms of gameplay?
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Re: HL2 Wars Combine Overview

Postby fighter84 » Tue Aug 11, 2024 1:40 am

Are you missing the point? Hl2: Wars is supposed to be both. Think of it as Age of Empires, plus Dawn of War, into the HL2 Universe. Dawn of War, I mean shit, we all know its about tactics, basebuilding is crap. And Age of Empires, complete opposite.
You see where I'm getting at, so I say focus on basebuilding and combat tactics.
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HalfLucas2
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Re: HL2 Wars Combine Overview

Postby HalfLucas2 » Tue Aug 11, 2024 2:13 am

I get your point, but I just felt that HL2:Wars would make the most sense if it was like Dawn of War II.

You know...light skirmishes, not too many units, small bases with outposts, etc...
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Re: HL2 Wars Combine Overview

Postby Jazz » Tue Aug 11, 2024 8:12 am

HalfLucas2 wrote:I get your point, but I just felt that HL2:Wars would make the most sense if it was like Dawn of War II.

You know...light skirmishes, not too many units, small bases with outposts, etc...



true but some players would like to see real RTS not RTT but some missions could be like that where u don't have base like in the city or u have 1-2 missions without base and at the end u have a base one
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Re: HL2 Wars Combine Overview

Postby HalfLucas2 » Wed Aug 12, 2024 8:01 pm

the question is:
how many units can the engine handle on an above-average computer?

Because if the unit cap is like 20 units per player, it wouldn't make sense to be able to build huge bases

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