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salt_1219
Joined: Tue Jan 12, 2010 8:25 pm Posts: 400 Location: mukilteo, wa
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capturable landing zones
basically i was thinking that maps could be broken into landing zones that the player/AI can gain/lose
there could be a screen effect that shows which team currently owns the zone and how many seconds left to capture
picture leading a group of ronin to a hill, clearing the coalition soldiers off it and after 30 secs, gaining a new landing zone at a strategic hill for a advanced attack. Retreating a dummy swarm, falling back as you lose ground and valuable airspace.
how i was thinking this could work is:
-use lua to check which teams are present if any in the zone.
-zones would be assigned to teams
-if a zone is empty it still belongs to the last team to capture it
-if a enemy team occupies a zone and none of the owning team are present, after 30 secs it will be captured.
-if more than one team is present, the zone is disputed and available to both/none (not sure yet)
-if a capturing team leaves a zone before they capture it, the capture time resets.
any thoughts? good idea, bad idea? impossible?
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Sat Sep 17, 2011 11:35 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: capturable landing zones
I am hoping this'll be an implemented game mode some day. There are already a bunch of unused activity files in Base.rte\Activities\Unused.
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Sat Sep 17, 2011 11:58 pm |
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salt_1219
Joined: Tue Jan 12, 2010 8:25 pm Posts: 400 Location: mukilteo, wa
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Re: capturable landing zones
here's a half assed mock-up of a capture display
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Sun Sep 18, 2011 12:58 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: capturable landing zones
Might be best if the occupied areas just shows a team colour and have one counter for each team which shows their points? I dunno. I'd love to see this game mode though. Conquer the specified areas and the longer you hold them the more points accumulate. First to reach x points wins. Problem for single players would be to have the AI guard those spots.
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Sun Sep 18, 2011 1:27 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: capturable landing zones
salt_1219 wrote: here's a half assed mock-up of a capture display Use Base.rte/GUIs/Skins/Base/fatfont.bmp for those characters.
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Sun Sep 18, 2011 1:58 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: capturable landing zones
This sounds great for a game mode.
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Sun Sep 18, 2011 2:53 am |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: capturable landing zones
We should have a rush game mode.
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Sun Sep 18, 2011 3:08 am |
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Wonkyth
Joined: Thu Aug 12, 2010 11:01 am Posts: 142 Location: Somewhere in Australia
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Re: capturable landing zones
Agreed. It would make things much more interesting, since the tension of protecting one's brain would be weighed against the thread of being out-maneuvered.
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Sun Sep 18, 2011 4:25 am |
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salt_1219
Joined: Tue Jan 12, 2010 8:25 pm Posts: 400 Location: mukilteo, wa
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Re: capturable landing zones
-Gotcha! I like the points idea, I'm still kind of partial to the count down though. -Roast Veg your right it looks better with the fat font. I would love to make this, but I'm afraid its well above my level. If anyone else wants to make it, I'm more than willing to help in anyway i can.
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Sun Sep 18, 2011 4:53 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: capturable landing zones
Well, first we gotta try to make a kind of Capture the Flag Capture the Waypoint gameplay mode first... Then we can modify it to include changing LZs. What I'm thinking is that each 'section' having an undestructable device or beacon, which changes the color of its light to the team that captures it.
Also, if a team manage to capture all 'section's, it must hold them for the accumulated time of capture. So, for example capturing a section takes 30 secs, and there's 6 sections, the team must be able to defend all 6 sections for 3 minutes to win. Sound good?
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Sun Sep 18, 2011 6:16 am |
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salt_1219
Joined: Tue Jan 12, 2010 8:25 pm Posts: 400 Location: mukilteo, wa
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Re: capturable landing zones
carriontrooper wrote: Sound good? sounds great! I think I'm going to try my hand at making a map. a long one with no wrap, two bases. that seems like it would be what we would need right? *EDIT* done, this is the first map i have ever made for cc. for some reason it doesn't show up on the planet, but it does in the editor. (this is just a test map) I made a mistake in the scenes file, I will fix this and other things soon To do: -scripts! -landing zones -bases at either end-better map -counter mock up
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Sun Sep 18, 2011 6:30 am |
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