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capturable landing zones http://45.55.195.193/viewtopic.php?f=4&t=25556 |
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Author: | salt_1219 [ Sat Sep 17, 2011 11:35 pm ] |
Post subject: | 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? |
Author: | Gotcha! [ Sat Sep 17, 2011 11:58 pm ] |
Post subject: | 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. |
Author: | salt_1219 [ Sun Sep 18, 2011 12:58 am ] |
Post subject: | Re: capturable landing zones |
here's a half assed mock-up of a capture display |
Author: | Gotcha! [ Sun Sep 18, 2011 1:27 am ] |
Post subject: | 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. |
Author: | Roast Veg [ Sun Sep 18, 2011 1:58 am ] |
Post subject: | 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. |
Author: | Asklar [ Sun Sep 18, 2011 2:53 am ] |
Post subject: | Re: capturable landing zones |
This sounds great for a game mode. |
Author: | Kettenkrad [ Sun Sep 18, 2011 3:08 am ] |
Post subject: | Re: capturable landing zones |
We should have a rush game mode. |
Author: | Wonkyth [ Sun Sep 18, 2011 4:25 am ] |
Post subject: | 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. |
Author: | salt_1219 [ Sun Sep 18, 2011 4:53 am ] |
Post subject: | 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. |
Author: | carriontrooper [ Sun Sep 18, 2011 6:16 am ] |
Post subject: | Re: capturable landing zones |
Well, first we gotta try to make a kind of 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? |
Author: | salt_1219 [ Sun Sep 18, 2011 6:30 am ] | ||
Post subject: | 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 -better map -counter mock up
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