Hey all, newbie here! I'm a developer for the Half Life 2 total conversion called Iron Grip: The Oppression, and we're looking for new players and forumgoers so we can get some better feedback. I personally do design, lore, PR, and all the sound effects and such. Anyways, a little info...
Iron Grip: The Oppression is a TC for HL2 that utilizes a new form of cross-genre gameplay that, as far as we've found, has never been tried before. Whereas mods like Natural Selection and Empires pit two structurally (if not stylistically) similar sides against each other, Iron Grip places a completely first-person side against a completely RTS side in a detailed and engrossing almost steampunk or dieselpunk alternate universe.
The setting is primarily set in the post-conquest territory of Kathos, which has been invaded and occupied by the forces of the Rahmos Empire. Small bands of loosely organized Resistance guerrillas do whatever they can to loosen the Rahmos military and cultural stranglehold on their homelands. These uprisings can take place in many places, including cities, seaports, the open countryside, and even on a Rahmos military train.
I suppose what really makes the game cool for me personally is how Iron Grip takes everything I like about multiplayer games: the camaraderie, the struggle against intelligent enemies, the unpredictability, and it merges these with what can make singeplayer missions so fun: huge numbers of enemy troops and tanks to mow down! When a mere four Resistance can be faced with as many as 32 Rahmos conscripts, you've got the perfect recipe for a maniacal-laughter-inducing slaughterfest, and nothing beats a slaughterfest you share with friends!
You can download it from our website at
www.irongrip.net as well as ModDB and several other places. You can also check out our ever-growing body of world history and technical development as we build a comprehensive universe that'll be interesting to keep playing in. Give it a try, sign up on the forums, tell us what you think! We're always looking for more ways to improve!
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Yeah, I'm interested in trying this out.
One side, as in a team is fps players, and the other side is an rts player(s)?
Interesting.
I wish the dev team the best though. The concept is there, it just needs optomisation.
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The only real way I can see it working perfectly is if there is a heavy theme of logistics: you've got enough units to kill the FPS team three times over, but you've gotta cover four potential routes of assault, all at once. If you manage to figure out their plans, cut them off at a convenient rallying point, and bring your forces to bear, then you've skillfully outmaneuvered them and win. However, if the game is based around FPS vs RTS slugfests... it's pretty clear who's going to win out in the end.
That's exactly how it works.
1 RTS player versus usually about 5 FPS players. FPS players have much more health and weaponry than the grunts the RTS player has to use (though the RTS player also gets a few tanks). Both teams fight over 3-4 control points. Players lose all of the control points, they lose. RTS player's general dies, he/she loses.
I should also add that the FPS players respawn and the RTS player gets more grunts and tanks as the game goes on (which, at present, causes nasty late-game lag). There's also a hard limit of how many FPS players there are, as they play the part of 9 (or somewhere around that number) rebel characters.
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Indeed, balancing this game is really hard, and the tanks have ended up being the hardest to balance.
In future versions, namely Release 1.5 (hopefully our next release) the Rahmos will be getting a LOT of cool new toys, including flamethrowers, heavy grenadiers (with actual grenade launchers), new tank abilities, and Red Alert style attack dogs that the General and Sergeant can order around. Of course, the Resistance will be getting new toys as well, like their own flamethrower, trip mines, remote-detonation satchel charges, a recoilless harpoon cannon... It's gonna be fun! 8-)
trailer looked neat though
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