OK, another hybrid idea.
KOTH with a ball.
(ball shows up on compass)
Team gets KOTH time only when the team both 1) has a teammate carrying the ball, and 2) said teammate is in/on "the hill" (zone).
Goodies about the idea:
-Higher turnover rate (for possesion of the hill) because the team earning time/points is always lacking one armed teammate
-one person has to run like mad while his/her teammates protect him/her
-more dynamic "on the hill" action than without the ball.
It'd likely need an option for ball time out of zone prompting a ball reset. Ball would go to a random member of the team with less time/points to prevent the winning team from leading the enemy astray only to have the ball warp back to his teamates on the hill.
What do you think?
King of the Ball
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- Chaotic Dreams Team
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Imagine it in Melee KoTH...
My Chaos Google Drive (sounds, etc):
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45
Perhaps have it so that the ball, while in the hill zone slowly heals a player, but while out of the hill zone takes away hill time/points from whatever player/team held it last. This way it would prevent or at least penalize cocky players in first place from launching the ball out of the zone.
Respawning the ball to center of zone would be a bad idea (unless absolutely necessary) as it would lead to tactics involving last minute out of zone shots to default respawn to their ball-spawn camping teamates. Ball regeneration should only occur after the ball has timed out (x amount of seconds without anyone picking it up) or, of course, entering a kill zone where it cannot be picked up.
There could also be a "time bomb" which would be a ball that could be picked up and launched at any opponent. Any opponent that makes contact with the time bomb ball within 5 or so seconds of it being launched experiences a physically harmless but massive explosion that subtracts hill time/points from the victims score. The ball would randomly generate somewhere in the zone, and could not be picked up by the KOTB ball carrier. Anyone else could pick it up un-time-harmed in its dormant (not recently fired) state. The time bomb explodes the ball so that it isn't passed back and forth resulting in negative scores. The time bomb should not regenerate any faster than the ammount of time it subtracts from a players score to avoid negative scores or over-use. There should be a toggle to enable the time bomb, a GUI box for the ammount of time it subtracts upon impact, and the ammount of time it takes before another time bomb is respawned (with the time penalty the minumum)
There could also be an option (which would only be enabled for non-team KOTB or possibly more than 2 team KOTB matches) such that the time-penalty for the explosion is the ammount of time it was carried in the hill zone by its previous user. This way a person could "charge up" the penalty for being hit. A miss (or 5 seconds of no player contact after the launch that is) would result in the bomb penalty going back to zero and starting from there should another person pick it up. Just to make things interesting and have a "backfire", if the person carrying the timebomb is killed before he/she can launch it, the carrier him/herself has the timebomb blown on themselves, and their time is penalized with whatever time they'd charged into it! And why would a person hold onto the bomb after getting hit? Well, if they panic fire it away at the slightest scratch, the time penalty will likely be lost as it wont hit anyone, so all that time charging it would be wasted considering they might be able to take aim and fire before dying or flee. Also, if the person is near a wall when panic firing the ball away, the ball might bounce back and hit them (and they are not immune to the time bomb once launched).
What do you think?
Respawning the ball to center of zone would be a bad idea (unless absolutely necessary) as it would lead to tactics involving last minute out of zone shots to default respawn to their ball-spawn camping teamates. Ball regeneration should only occur after the ball has timed out (x amount of seconds without anyone picking it up) or, of course, entering a kill zone where it cannot be picked up.
There could also be a "time bomb" which would be a ball that could be picked up and launched at any opponent. Any opponent that makes contact with the time bomb ball within 5 or so seconds of it being launched experiences a physically harmless but massive explosion that subtracts hill time/points from the victims score. The ball would randomly generate somewhere in the zone, and could not be picked up by the KOTB ball carrier. Anyone else could pick it up un-time-harmed in its dormant (not recently fired) state. The time bomb explodes the ball so that it isn't passed back and forth resulting in negative scores. The time bomb should not regenerate any faster than the ammount of time it subtracts from a players score to avoid negative scores or over-use. There should be a toggle to enable the time bomb, a GUI box for the ammount of time it subtracts upon impact, and the ammount of time it takes before another time bomb is respawned (with the time penalty the minumum)
There could also be an option (which would only be enabled for non-team KOTB or possibly more than 2 team KOTB matches) such that the time-penalty for the explosion is the ammount of time it was carried in the hill zone by its previous user. This way a person could "charge up" the penalty for being hit. A miss (or 5 seconds of no player contact after the launch that is) would result in the bomb penalty going back to zero and starting from there should another person pick it up. Just to make things interesting and have a "backfire", if the person carrying the timebomb is killed before he/she can launch it, the carrier him/herself has the timebomb blown on themselves, and their time is penalized with whatever time they'd charged into it! And why would a person hold onto the bomb after getting hit? Well, if they panic fire it away at the slightest scratch, the time penalty will likely be lost as it wont hit anyone, so all that time charging it would be wasted considering they might be able to take aim and fire before dying or flee. Also, if the person is near a wall when panic firing the ball away, the ball might bounce back and hit them (and they are not immune to the time bomb once launched).

What do you think?
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- Location: Somewhere within my head...
KOTB
Penfold heres a idea for a version of your idea- How 'bout AWO for the ball launcher in the KOTB gametype is the timebomb- fire at opponent, opponent catches ball, then they pay the price for not realizing why they are being given the ball and you pick it back up- for those people who really want to make their opponents pay... in points. To keep it fair though, you cant score while in timebomb mode and the bomb has to be charged to do point damage. Also, if it goes into a goal you lose points no matter which teams it is when in AWO or charged
Jingle, jingle, boom. Oops, you're dead.
That sucks cause I wanted to play....
But let the show go on!
That sucks cause I wanted to play....
But let the show go on!