difficulty idea

Will start this off with an idea to changes for current difficulties

easy
1.re implement the limited ammo for hecu grunts, this would make easy well easier, as the player will not have to worry about the infinite barrage of smg fire at sniper range.
2.lower fire rate on alien grunts

normal

  1. disable limited ammo on hecu grunts(if added to easy)
  2. give the headcrabs their latch ability, but with an auto knock off at 5 hp loss.

hard

  1. give hecu commanders the ability to fire grenadelauncher rounds.
  2. implement the headcrab’s latch in full.
  3. give the assassins mini crossbows(concept: the crossbows fire slower then the palyer one but do 25 damage per hit, the player can not gain this weapon.

HARDCORE MODE
idea: hardcore mode, completely chances difficulty of the game.

features

PLAYER

  1. health from health packs halved
  2. armor drains over time (1 armor per 5 seconds), once at 0 the HUD info goes blank (can’t see ammo or health, can’t use flashlight)
  3. the player is limited to 4 weapons (would require A drop key)

NPC

  1. limited ammo on hecu soldiers/ commanders can use 40mm grenades
  2. headcrabs can be killed by jumping on them
  3. houndeyes explode if they die while charching
  4. vorts can be revived by other vorts wiht 1/4th health.
  5. head crabs can latch on to the player.

ALL

  1. damage increased dramaticly (with out armor 1 to 2 hits can kill the player, but that is the same for all hostiles but alien grunts)

that doesn’t make sense, headcrabs should kill you as soon as you touch them on hardcore mode

that is a reference to a easter egg in half life 2, where you kill a headcrab by jumping on it. (surprisingly not a well known one)

I know that one, it’s after Alyx is captured and we go under the city. I simply never gave much thought of it.

Regarding your difficulty ideas. I am against many of it for it would require the player to play quite differently on each difficulty. Plus it’d no doubt screw up the game, if the player in the middle of action would switch from hardcore to easy.

Also I’d like to point out the devs are fixing and balancing out the game. This will no doubt make some serious improvement, like

  • no more aimbotting marines (gosh thats the weakest point of the whole game)
  • no more enemy shooting through concrete wall and derbis.

On the other hand the underwater parts will be (or at least should be) hardened for right now

  1. No leaches
  2. Ichtosaur… the fish is a joke. A few bullets from the pistol and it’s dead.
  3. One can go and have a meal while waiting for Gordon to drown. (-2hp per sec! come on)

I know the hardcore would mess up difficulty, If there was A way to lock difficulty I would say that a game started in hardcore would not be able to be swapped to a different difficulty.

Also the point of difficulty is sort of to change the players play stile, not do a hey lets just make the enemies harder thing.

Just increase most of the values listed in the skill.cfg. It’s a short piece of work.

your completely missing the point of the idea, while yes you can just make enemies stronger and deal more damage and that’s it, that’s not really a difficulty increase, its more of a grind increase.

Many games have mechanics that change with difficulty like lets say enemies spawning with better weapons or gear at higher difficulties, (what I am basically suggesting) or completely new enemies spawning all together.

Half life’s difficulty is more of a false hardness, as nothing really changes as the difficulty goes up, if you can beat easy you can beat hard, with the increase in difficulty you are suppose to need to change your strategy as it gets harder.

Every player is different, I like my games inexplicably tough, hence why I’ve increased the difficulty by about 4 fold and made the player’s weapons on par with it. I also have a general rule to be brutal on myself and play the game at its max difficulty on my first play through. All of the problems you pointed at are easily solved by modifying the skill.cfg as you see fit.

It’s not a grind increase, I can testify to that. What will take you an amount of time, will likely take me just as long. The difference is that I’m very likely to die from the first squad of marines I go toe-to-toe with if I don’t execute a plan perfectly. The AI is horribly lacking though (not much I can do about it, short of decompiling the .dlls; that’s annoying in on itself).

While many games have different mechanics to increase difficulty, BM doesn’t have it, nor does Half-Life. I’m not saying its a bad thing, but it doesn’t translate well here as it stands.

This is my skill.cfg, take a look.

[code]ai_force_serverside_ragdoll “1”
ai_readiness_decay “10”
sv_infinite_aux_power “0”

//=--------------------------------------------------
// GamePlay
//=--------------------------------------------------
bms_normal_jump_vertical_speed “160”
bms_normal_jump_crouch_vertical_speed “160”
bms_double_jump_vertical_speed “200”
bms_airboost_jump_vertical_speed “80”
bms_airboost_jump_forward_speed “360”
bms_airboost_jump_original_speed_mod “0.25”
bms_long_jump_vertical_speed “150”
bms_long_jump_horizontal_speed “460”
bms_long_jump_delay “1”

player_airtimer “15”
player_drown_dmg_intial “10”
player_drown_dmg_step “10”
player_throwforce “2250”

//Player damage modifiers
sk_player_head “4”
sk_player_chest “1”
sk_player_stomach “1.25”
sk_player_arm “0.75”
sk_player_leg “0.75”

//=--------------------------------------------------
// Items
//=--------------------------------------------------
sk_battery “15”
sk_healthkit “25”

//=--------------------------------------------------
// WEAPONS
//=--------------------------------------------------

// PLAYER WEAPONS
sk_plr_dmg_crowbar “40”
sk_plr_dmg_9mm “28”
sk_plr_dmg_357 “75”
sk_plr_dmg_buckshot “26”
sk_plr_dmg_grenade_mp5 “125”
sk_plr_dmg_grenade_rpg “150”
sk_plr_dmg_bolt “100”
sk_plr_dmg_energy “30”
sk_plr_dmg_grenade_frag “150”
sk_plr_dmg_grenade_satchel “175”
sk_plr_dmg_snark “10”
sk_pop_dmg_snark “30”
sk_plr_dmg_grenade_tripmine “175”
sk_plr_dmg_grenade_hornet “24”

// AI WEAPONS
sk_npc_dmg_9mm “28”
sk_npc_dmg_357 “75”
sk_npc_dmg_buckshot “26”
sk_npc_dmg_grenade_rpg “125”
sk_npc_dmg_grenade_frag “150”
sk_npc_dmg_snark “10”
sk_npc_dmg_grenade_hornet “24”

// MAX AMMO
sk_max_9mm “150”
sk_max_357 “18”
sk_max_buckshot “40”
sk_max_grenade_mp5 “3”
sk_max_grenade_rpg “3”
sk_max_bolt “20”
sk_max_energy “60”
sk_max_grenade_frag “5”
sk_max_grenade_satchel “3”
sk_max_snark “15”
sk_max_grenade_tripmine “2”
sk_max_grenade_hornet “24”

// AMMO Pickup
sk_item_ammo_357_pickup “6”
sk_item_ammo_crossbow_pickup “5”
sk_item_ammo_energy_pickup “20”
sk_item_ammo_glock_pickup “18”
sk_item_ammo_mp5_pickup “30”
sk_item_ammo_shotgun_pickup “20”
sk_item_grenade_mp5_pickup “1”
sk_item_grenade_rpg_pickup “1”

//RPG
sk_plr_grenade_rpg_airspeed “5000”
sk_npc_grenade_rpg_airspeed “5000”
sk_grenade_rpg_precision “1.0”
sk_grenade_rpg_health “15”

//MISC/GRENADES
sk_grenade_lin_resistance “0.2”
sk_grenade_ang_resistance “0.2”

//HORNET OPTIONS
sk_grenade_hornet_search_radius “512”
sk_grenade_hornet_airspeed “1200”
sk_grenade_hornet_npc_precision “0.15”
sk_grenade_hornet_plr_precision “0.15”
sk_grenade_hornet_global_lifetime “5”
sk_grenade_hornet_hit_lifetime “1”
sk_grenade_hornet_autoaim_scale “10”
sk_grenade_hornet_noise_magnitude “45”
sk_grenade_hornet_noise_speed “5”
sk_grenade_hornet_noise_gaussian “50”

//TAU OPTIONS
sk_tau_charge_max_velocity “500”
sk_tau_beam_undercharged_dmg “50”
sk_tau_beam_charged_dmg “720”
sk_tau_beam_penetration_bias “0.9”
sk_tau_beam_penetration_depth “48”
sk_tau_overcharge_damage “100”

//GLUON OPTIONS
sk_gluon_consumption_rate “1”

//TOW
sk_plr_dmg_grenade_tow “425”
sk_npc_dmg_grenade_tow “425”
sk_grenade_tow_airspeed “1500”
sk_grenade_tow_precision “1”

//=--------------------------------------------------
// AI
//=--------------------------------------------------

sk_npc_head “4”
sk_npc_chest “1”
sk_npc_stomach “1.25”
sk_npc_arm “0.75”
sk_npc_leg “0.75”
sk_npc_ricochet “0.6” // scaled with the other modifiers!

//HUMAN SCIENTIST
sk_human_scientist_health “100”
sk_human_scientist_heal_amount “30”
sk_human_scientist_heal_interval “60”

//HUMAN SECURITY
sk_human_security_health “120”

//HUMAN MARINES
npc_marines_crouch “1”
npc_marines_crouch_delay “5”
npc_marines_crouch_min_dist “128”
npc_marines_crouch_min_health “50”
npc_marines_melee_dmg “30”
sk_human_commander_health “150”
sk_human_grenadier_health “140”
sk_human_grunt_health “140”
sk_human_medic_health “120”
sk_human_medic_health_amount “70”

//ZOMBIES SCIENTIST
sk_zombie_scientist_health “80”
sk_zombie_scientist_melee_range “75”
sk_zombie_scientist_bullet_dmg_scale “1”
sk_zombie_scientist_357_dmg_scale “1”
sk_zombie_scientist_buckshot_dmg_scale “1”
sk_zombie_scientist_blunt_dmg_scale “1”

//ZOMBIES SECURITY
sk_zombie_security_health “80”
sk_zombie_security_melee_range “75”
sk_zombie_security_bullet_dmg_scale “0.8”
sk_zombie_security_357_dmg_scale “0.8”
sk_zombie_security_buckshot_dmg_scale “0.8”
sk_zombie_security_blunt_dmg_scale “0.8”

//ZOMBIE GENERAL
sk_zombie_dmg_one_slash “30”
sk_zombie_dmg_both_slash “60”

//HEADCRAB
sk_headcrab_health “30”
sk_headcrab_melee_dmg “15”
sk_headcrab_min_jump_dist “28”
sk_headcrab_max_jump_dist “256”

//ALIEN SLAVE
sk_alien_slave_health “90”
sk_alien_slave_357_damage_scale “1”
sk_alien_slave_zap_cone “0.5” // cos( 35 )
sk_alien_slave_dmg_zap “30”
sk_alien_slave_dmg_claw “20”
sk_alien_slave_claw_range “75”
sk_alien_slave_dispel_dmg “125”
sk_alien_slave_dispel_force “450”
sk_alien_slave_dispel_forcez “225”
sk_alien_slave_dispel_angle “10”
sk_alien_slave_dispel_range “256”
sk_alien_slave_dispel_time “6”
sk_alien_slave_dispel_enable “1”
sk_alien_slave_bullet_dmg_scale “1”
sk_alien_slave_357_dmg_scale “1”
sk_alien_slave_buckshot_dmg_scale “1”

//BULLSQUID
sk_bullsquid_health “160”
sk_bullsquid_whip_dmg “75”
sk_bullsquid_whip_range “135”
sk_bullsquid_whip_force “450”
sk_bullsquid_bite_dmg “45”
sk_bullsquid_bite_range “76”
sk_bullsquid_spit_amount “9”
sk_bullsquid_spit_range “2048”
sk_bullsquid_spit_speed “792”
sk_bullsquid_spit_dmg “16”
sk_bullsquid_spit_radius “96”
sk_bullsquid_bullet_dmg_scale “1”
sk_bullsquid_buckshot_dmg_scale “1”
sk_bullsquid_357_dmg_scale “1”
sk_bullsquid_turn_rate “15”

//Ichthyosaur
sk_ichthyosaur_health “600”
sk_ichthyosaur_melee_dmg “75”
sk_ichthyosaur_max_linear_speed “800”
sk_ichthyosaur_max_linear_accel_f “512”
sk_ichthyosaur_max_linear_accel_r “256”
sk_ichthyosaur_max_linear_accel_u “256”

//Gargantua
sk_gargantua_melee_dmg “600”
sk_gargantua_flame_dmg “15”
sk_gargantua_flame_dmg_falloff_perc_dist “64”
sk_gargantua_flame_dmg_falloff_perc “0.1”

//Alien Grunt
sk_alien_grunt_health “210”
sk_alien_grunt_hornet_min_range “0”
sk_alien_grunt_hornet_max_range “2048”
sk_alien_grunt_melee_range “94”
sk_alien_grunt_melee_jump_range “256”
sk_alien_grunt_melee_dmg “120”
sk_alien_grunt_front_dmg_scale “0.6”
sk_alien_grunt_turn_speed “30”
sk_alien_grunt_rage_threshold “3”
sk_alien_grunt_rage_reset_delay “6”

// Alien Controller
sk_controller_health “160”
sk_controller_max_linear_speed “1000”
sk_controller_max_linear_accel_f “600”
sk_controller_max_linear_accel_r “600”
sk_controller_max_linear_accel_u “1000”
sk_controller_throw_next_attack “0”
sk_controller_lift_duration “2.5”
sk_controller_min_small_eballs “4”
sk_controller_max_small_eballs “8”
sk_controller_max_large_eballs “3”
sk_grenade_energy_dmg “20”
sk_grenade_energy_dmg_radius “128”
sk_grenade_energy_airspeed “1000”
sk_grenade_energy_precision “0.001”
sk_grenade_energy_large_dmg “60”
sk_grenade_energy_large_dmg_radius “250”
sk_grenade_energy_large_airspeed “500”
sk_grenade_energy_large_precision “0.1”

//Hassassin
sk_human_assassin_pistol_damage “28”
sk_human_assassin_pistol_spread “0.04362”
sk_human_assassin_pistol_burstinterval “0.2”
sk_human_assassin_pistol_burstcount “34”
sk_human_assassin_pistol_restinterval “2”
sk_human_assassin_health “120”
sk_human_assassin_melee_range “75”
sk_human_assassin_melee_damage “40”
sk_human_assassin_jump_rise “300”
sk_human_assassin_jump_distance “400”
sk_human_assassin_jump_drop “756”
sk_human_assassin_flip_hratio “256”
sk_human_assassin_decloak_damage “5”
sk_human_assassin_decloak_flip “3”
sk_human_assassin_decloak_melee “3”
sk_human_assassin_decloak_shoot “0.5”
sk_human_assassin_force_cloak “1”
sk_human_assassin_pistol_range “1024”

//Turrets
sk_sentry_ceiling_health “150”
Sk_sentry_ceiling_motorspeed “350”
sk_sentry_ceiling_scan_pitch “22.5”
sk_sentry_ground_health “75”
sk_sentry_ground_motorspeed “350”
sk_dmg_sentry “30”
sk_max_sentry “90”

//Abrams
sk_abrams_maingun_muzzle_damage “100”
sk_abrams_maingun_muzzle_radius “500”
sk_abrams_maingun_reload_time “0.75”
sk_abrams_maingun_reset_time “2”
sk_abrams_maingun_turn_speed_combat “3”
sk_abrams_maingun_turn_speed_idle “2.5”
sk_abrams_miniturret_burst_shots “80”
sk_abrams_miniturret_burst_interval “0.01”
sk_abrams_miniturret_rest_interval “5”
sk_abrams_miniturret_turn_speed “6”
sk_abrams_miniturret_damage “40”
sk_abrams_body_ground_speed “128”
sk_abrams_body_turn_speed “20”
sk_abrams_health_stages “800”
sk_grenade_abrams_shell_dmg “300”
sk_grenade_abrams_shell_radius “375”
sk_grenade_abrams_shell_airspeed “7500”

//LAV
sk_lav_health “900”
sk_lav_cal_radius “125”
sk_lav_cal_base_damage “60”
sk_lav_cal_radius_damage “40”
sk_lav_cal_fire_rate “0.4”
sk_lav_aim_speed “6”
sk_lav_ground_speed “130”
sk_lav_turn_speed “6”

//Apache
sk_apache_health “900”
sk_npc_dmg_grenade_apache_rpg “150”
sk_npc_radius_grenade_apache_rpg “250”
sk_grenade_apache_rpg_airspeed “5000”
sk_grenade_apache_rpg_precision “0.5”
sk_apache_fire_cone “5”
sk_apache_resttime “1”
sk_apache_chargetime “2”
sk_apache_burst_count_max “30”
sk_apache_burst_count_min “15”
sk_apache_burst_hit_max “5”
sk_apache_burst_hit_min “1”
sk_apache_burst_interval “5”
sk_apache_rocket_resttime “8”
sk_apache_rocket_resttime_nominigun “8”
sk_apache_rocket_barrage_count “4”
sk_apache_rocket_barrage_resttime “6”
sk_apache_rocket_barrage_bursttime “0.2”
sk_apache_boss_max_stages “3”
sk_apache_boss_stage_0_health “300” // minigun ( defined via map input )
sk_apache_boss_stage_1_health “300” // minigun + rockets ( defined via map input )
sk_apache_boss_stage_2_health “300” // minigun + beserk rockets ( defined via map input )
sk_apache_boss_stage_3_health “250” // not used

//Barnacle
sk_barnacle_health “80”
sk_barnacle_bullet_dmg_scale “1”
sk_barnacle_357_dmg_scale “1”
sk_barnacle_buckshot_dmg_scale “1”
sk_barnacle_blunt_dmg_scale “1”

//Houndeye
sk_houndeye_health “60”
sk_houndeye_blast_dmg “100”
sk_houndeye_blast_force “450”
sk_houndeye_punch_angle “10”
sk_houndeye_blast_radius “192”
sk_houndeye_bullet_dmg_scale “1”
sk_houndeye_357_dmg_scale “1”
sk_houndeye_buckshot_dmg_scale “1”
sk_houndeye_blunt_dmg_scale “1”

//Osprey
sk_osprey_health “1800”

//Snark Hive
sv_snark_hive_health “60”
sv_snark_hive_count “5”

//Sniper
sk_plr_dmg_sniper_round “120”
sk_npc_dmg_sniper_round “120”
sk_max_sniper_round “30”

//Mines
sk_mine_damage “100”
sk_mine_bounds_xy “24” // 128 units ( -64 min and 64 max )
sk_mine_bounds_z “64” // 128 units ( -64 min and 64 max )
sk_mine_damage_radius “200”

//Mortar
sk_grenade_mortar_dmg “350”
sk_grenade_mortar_range “400”
sk_grenade_mortar_shakeduration “1.5”
sk_grenade_mortar_shakeradius “640”

// Surgery Bot
sk_prop_surgerybot_force “400”
sk_prop_plr_damage “155”[/code]

Suffice to say, its equal on all parameters, the only difference is that the AI can’t plan out and execute intricate thought patterns. There’s also numerous things you’ll die from in one hit if you’re not careful (Agrunt charges).

If I decided to put it on hard, it would give me a run for my money. That’s for sure, my weapon damage would be halved while NPC damage is increased by I think a modifier of 2 or 1.5. Either way, it’s going to be mean. Most of these damage values are similar to Counter-Strike weapons as are the damage modifiers (Head, chest, stomach, arm, leg) for both NPCs and players are the same as they’re found in Counter-Strike…

What I want mostly for the game difficulty is the enemy AI’s (soldiers, then vortiguants) behaviour:

weaker on EASY difficulty (they are afraid of you; but not all the time)
normal on Normal difficulty (normal AI + can throw grenades)
smart on Hard difficulty (the enemy AI gets cover; throws grenades; flanks you; the brave ones can also run at you; you get it)

As for their lifes/HP, hmm…

normal HP on EASY
increased HP by 10% on Normal
increased HP by 30% on Hard

AI Ammo:

normal on EASY
normal on Normal
increased ammo on Hard

AI Weapons:

use main ones on EASY
use main ones on Normal (+ grenades)
use more weapons on Hard (+ RPG; grenades; and more that I don’t remember)

I really hope the devs are reading our game difficulty suggestions. These would be awesome if implemented :slight_smile:

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.