vCTF got me thinking...
How about this?... It would need some rules tweaking, but as a foundation...
Game uses ONS maps. Center node becomes ball start point. Other nodes become permanently locked team nodes. but only for the team who has the base closest to that node. Ball/flag carrier gets a special function added to his ball launcher, a node disabler. Firing at any node will disable the enemy from being able to respawn or teleport to that node (as if it were permanently under attack). The previous node disabled will become enabled (only 1 disabled node per team at any time) The shot could be a lazergun looking beam, perhaps the color of the team firing it, does no other damage, just disables nodes and fires directly from ball launcher without launching the ball. Ball carrier slowly regenerate health. Ball carrier can still pass the ball as usual.
Flags will be where the enemy's primary power node was, which now looks like any other team node, except for the flag in the center. This node can also be disabled with the ball launcher beam (which disables all near-base player starts until a different node of the teams is disabled, other nodes become playerstarts only while base node is disabled)
Only the ballcarrier can break the barrier protecting the enemy flag. In doing so, the ballcarrier loses the ball (which might, perhaps regenerate instantly in the center node, without any BR-like restart though) and carries the flag. Flag carrier automatically runs faster (exact speed multiplier could be a setting in the mod's GUI) though the flag carrier cannot enter a vehicle, and loses the ability to "stick" to the top of a vehicle or drops the flag when touching an enemy vehicle. Vehicles should protect the flag carrier, of course, as they can't hurry him/her home.
Players can only instantly send their teams flag home if they have the use the ball to do it (simply by having the ball and the flag at the same time). This sends the flag home instantly, and regenerates the ball instantly in center, without BR-like restart)
A team gets one point if they return the enemy flag to their flag at their flag's base. A team gets two points if the ballcarrier is standing at the flag base when the enemy flag is returned to the team flag at its base.
GUI options would include an option so that ball does not regenerate in center when used to break the enemy flag barrier.
breaking the flag barrier breaks both teams' flag barriers. Both barriers remain down until both flags happen to be at their bases, at which point both barriers go back up.
Players will only start at non-base power nodes if the base node has been disabled. Otherwise they respawn at base playerstarts and must run to the flag base to teleport to any non-disabled nodes of the team. (giving the team in enemy territory a slight delay from instant reinforcements attacking them)
Flags cannot be thrown, though they can be dropped to hand off to another person. increased speed is done while carrying enemy or friendly flag. No player can carry both flags. Points can only be achieved at flag base. Vehicles generate at nodes as usual, though of course, nodes cannot be lost or won, only disabled.
Center nodes vehicles are either disabled from spawning, or are neutral, or unlocked to teams of either team. This option toggle could be in the mod GUI.
So, you'd want to fight over the ball and pass it strategically. Having the ball can greatly increase your offense (hindering reinforcements by disabling certain nodes) and your defense (instantly bringing the flag to base) Otherwise flags must be carried back to base.
Both flag barriers drop at the same time to avoid having a person bring the ball to a far corner and hide with it. Don't want unfairly protect a flag capture, but at the same time, having it so when the barriers are up, the fighting increases over the ball.
This would likely need some fine tuning, but as a general idea, what do you think?
Onslaught, CTF and Bombing run hybrid. (a twist off of vCTF)
Onslaught, CTF and Bombing run hybrid. (a twist off of vCTF)
Last edited by -Penfold- on Fri Apr 09, 2004 11:19 pm, edited 1 time in total.
No comments or suggestions?
It might be doable with some brainstorming and constructive critisizm. Think of the big bonus though: Vehicles work best on large open maps that have been designed with vehicles in mind. Many CTF maps will not play well with vehicles. With this mod, 1) Existing ONS maps would mean a variety of map selections from the get-go with good vehicle gameplay, and 2) map-makers can make one map for that could be played 2 ways, ONS and ONS/CTF/BR hybrid.
A new gametype is fine, but if it requres all new maps, it's going to be a while before it catches on. And people might not give it a second chance if the first map or maps for the gametype weren't that great gameplay wise.
I'm not saying the idea won't have it's gameplay issues. But if they can be ironed out with rules that make ONS maps CTF playable, than isn't it worth a shot to have several maps already compatible with the gametype?
Please let me know if you see or suspect any key flaws. Pointing them out would help in possibly making another rule to help the gameplay remain fun with less exploits.
Also, a name for it? Onslaught the Flag? Bomb the Flag? Convoy the flag? Escort the Flag? Suggestions?
It might be doable with some brainstorming and constructive critisizm. Think of the big bonus though: Vehicles work best on large open maps that have been designed with vehicles in mind. Many CTF maps will not play well with vehicles. With this mod, 1) Existing ONS maps would mean a variety of map selections from the get-go with good vehicle gameplay, and 2) map-makers can make one map for that could be played 2 ways, ONS and ONS/CTF/BR hybrid.
A new gametype is fine, but if it requres all new maps, it's going to be a while before it catches on. And people might not give it a second chance if the first map or maps for the gametype weren't that great gameplay wise.
I'm not saying the idea won't have it's gameplay issues. But if they can be ironed out with rules that make ONS maps CTF playable, than isn't it worth a shot to have several maps already compatible with the gametype?
Please let me know if you see or suspect any key flaws. Pointing them out would help in possibly making another rule to help the gameplay remain fun with less exploits.
Also, a name for it? Onslaught the Flag? Bomb the Flag? Convoy the flag? Escort the Flag? Suggestions?