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Ideas for new game modes
Posted: Sun Dec 14, 2003 7:39 pm
by Tomash
I've come up with few ideas for game modes:
1.Chaos Football/Skullball/Whatever
This would be a team-based game. Maps could be simillar to those of BR. Each team starts in it's base with gate in it. Teams score points as normal, with one exception-the head/skull of the first headshoot/ripped apart player becomes a ball, and glows for easy identification. There can be only one ball at the same time. The head can't be taken as in BR, but can be either rolled, by walking into it, kicked, or moved by weapon fire. In order to score, the ball must be put/moved into the opposing team's gate. That gives a team a nice score boost. When the ball gets out of the field, lays alone for some time, or the team scores by goal, dissapears, and there must be another headshot/falling apart to get the new ball rolling.
2.Chaos Melee(it's french word, I guess, so put ^ above the first "e", and / above the second one). Anyway it would be another team-based game mode. Players decice to join one of 2 or more(up to 4) teams. There are two variants:
-last team standing
-playing on points(with respawns)
Players are allowed to use melee weapons from duel, and crossbow. The crossbow and melee weapons should be able to pick-up either from special (even hidden) one-time spawn point, or corpses of dead players.
The action tooks place in large maps, maybe forests, special arenas, or mock castles and towns. There would be some places to hide in and ambush an unsuspecting enemy. All teams fight on the same time to make a slaughter.And there would be special areas(propably spawn points), where players are utouchable, killing them substracts a point, and if they kill somebody being in safe-zone, they also loose one point(only in point match).
What do you think of those?
Posted: Sun Dec 14, 2003 10:24 pm
by Defilus
I'm reaaaally liking the second idea alot.
The first one involves too much.......stuff...
Its quite confusing.
The idea of a team Duel map is REALLY cool and i think lots of people would be very eager to play it.
My two sense =)
-Defilus
Posted: Sun Dec 14, 2003 11:33 pm
by Tomash
Hope that Chaotic Dreams shares our opinion.
The first one is quite simple, maybe I just put it in so difficult-to-understand way
Anyway, is there bigger honor than nameless death in crowd of slashing fraggers?
Posted: Mon Dec 15, 2003 1:06 am
by Isotope
you could, quite easily, mock up a lord of the rings figting scene with the second idea.
Posted: Mon Dec 15, 2003 1:00 pm
by jb
These ideas are not bad. Our first thing to do is bring the tweaked versions of the standard gametypes ASAP. They will alow for melee support in DM, TDM, DOM and INV. Then a slighly more enhanced version of CTF. We also thought about a mideval INV were you fight with swords/xbows against the hoards of enemies. We also thought about maybe tweaking INV a bit more. Give it an ending. Allow for dead players to controll the turrets as well as the proxies. So my best guess is to work on those first. At the same type gathering up ideas for new game types or tweaked games based off your folks ideas.
Posted: Mon Dec 15, 2003 1:08 pm
by Kyllian
Me and a buddy starting thinking about an idea that would tie into Duel nicely(with the whole 1v1 and everyone else waiting)
I'll post it when we get the details straightened out
Posted: Thu Dec 18, 2003 4:21 am
by jb
So kyl,
got that idea handy still???
Posted: Thu Dec 18, 2003 7:28 am
by Kyllian
jb wrote:So kyl,
got that idea handy still???
Oop forgot about that :p
Anyway, the idea is basically a bastard child of 2k3 and Battleship
(this will probably require custom maps tho, maybe. I don't know jack about coding)
Each player has a "grid" to run around on(determined by map or server, not sure yet)
Players have free movement on their grids(and cannot see the other player's grid)
Round Start: Each player has 30 seconds(or 20) to "set" their 4 power nodes(aka "ships") Each player runs around their grid with a Noder(to place their nodes) and has 1 of each nodes 4-section, 3-section, 2-section and one 5-section*
Nodes cannot be placed diagonally
If the player does not place all 4 nodes in 30 seconds, remaining nodes are placed randomly along the map
Match Start: Players respawn with a "bomber" gun and are given
X amount of seconds to fire their shot(X being set by the server, minimum of 5) Players determine where their shot lands by moving around their grid and firing(Ex: player A moves to grid C-6 and fires)
The shot will be sent to C-6 on the opponents grid. While the shot is in mid-air, the player who fired has until it lands to move to nearby grids**
Players can choose to sacrifice a turn to repair a section of a lost node, but they cannot sacrifice 2 turns in a row(to keep things fair)
Winner is determined by who can destroy all the enemy nodes first or whoever has the most node sections left when the timer runs out
*Will regenerate other nodes by 1 section/turn if undamaged. Cannot regenerate lost nodes(all sections destroyed)
**Lost nodes cost the player 20 health each, direct hit on the player costs 50 health(since each player can move while their shot is in mid air, its more of a luck shot to hit the player who just fired)
I think that's the jist of it
Posted: Thu Dec 18, 2003 10:32 pm
by NeoNight
... ummm kinda sounds like a whole gametype by itself.
Posted: Thu Dec 18, 2003 10:40 pm
by Marsfyre
thats not a new idea, its just battleship =P
Posted: Fri Dec 19, 2003 7:11 am
by Kyllian
Marsfyre wrote:thats not a new idea, its just battleship =P
Yea, but twisted around for 2k3
You'd also be a target as well, since a direct hit on you would cost 50 health
Posted: Mon Dec 22, 2003 9:02 am
by Hedge-o-Matic
An "Ironman" option for Duel. The winner does not regain full health at the beginning of the round. The new opponant spawns on the map, and the winner must continue fighting. To balance this, though, theres no countdown for the challenger. They should be paying attention for when their turn is immenent.
Also, a "Wave" option. Round are half the length set for a normal duel. After the round timer runs out, another figher spawns in the arena, and is on the same "team" as the challenger. This is true until the imcumbent is defeated, at which time the player getting the killing blow is transferred to incumbent status, and their former "teammates" are now challengers. Incumbent fighters who continue to kill incoming opponants get to keep fighting as long as they can.
Posted: Mon Dec 22, 2003 1:46 pm
by TKATK
well,the 2nd idea is a bit plain,but the 1st idea is good,except in some maps youcant get headshot items
though it reminds me of a gametype for download,a ball and you have to roll it trough wep fire
Posted: Mon Dec 22, 2003 4:44 pm
by Hedge-o-Matic
You think the second idea is plain? Let me illustrate why this would be great. Amy is challenging Ben. Amy wins in 24 seconds. Chuck enters the areas, and they fight for the 30-second round limit (which is set to 1 minute, normally), at which time Dave enters the areas, and the both gang up on Amy. Amy kills Dave, and continues to fight Chuck. After another round ends, Ben re-enters the arena, and he and Chuck continue to fight the invincible Amy. But now Amy gets cut down by Ben while Chuck was off gathering health vials or something. Chuck is now challenger to Ben.
Hmm. This makes me think, though. Having two or more players on a team at once might "excuse" one to go get pickups while the other fights. There needs to be some incentive to keep the entire team in the fight. How about having a victor worth a number of kills equal to the number of their opponants in the arena at the moment they're slain? That would mean that killing Amy, above, would be worth 2 points, tempting Chuck to keep fighting.
Also, there would need to be an option to control the number of combatants in the arena at one time. By default, all human players should be able to fight at once. I've never seen a server with 10 people on it, but even if they all started at full health in the arena (which they wouldn't), it would clear out very quickly, so there wouoldn't be a problem. But the option to have bots fill out the selected maximum number would be good. So if you set this "Arena Slots" variable to 4, and were the only player online, there would be up to four bots in there with you. If there were ten humans, though, they would ignore this number, and all of them could (potentially) fight at once.
I think the second idea is very strong.
Slight variation...
Posted: Mon Dec 22, 2003 7:29 pm
by Carbohydrates
I really like that idea! But just as a variation, what if the guys who spawn have lower-than average health? That way, your one guy against the horde gets to go on a bit longer.
Scoring:
2 pts to kill the defender as a horde member
1 pt for every kill as the defender
I only put this idea forth because I would like to see some mode of play that mirrors the kung-fu movies, where the protagonist takes on large numbers of baddies who keep coming, but then wins.
