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 Game Modes, Particularly CTF: Detailed ideas and discussion. 
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Post Game Modes, Particularly CTF: Detailed ideas and discussion.
I've had this in mind a long time, and I thought I'd present my thoughts as to how CTF should be incorporated into CC. It seems very likely CTF will at some point be added, but how it would be done hasn't been discussed much recently. My idea fits as both a story mission and as a game mode.

It's not capture the brain, that would just be dumb.

There is an incoming nuke from a third faction; ETA 10 minutes. You can't get away by jetpack or on foot, that's not fast enough. You have to take to the skies. Both teams have a bunker on opposite coasts. Inside, they have a rocket that has their brain loaded on board, ready to escape. The thing is though, the rockets are both lacking a component, and they need to be completed before they can take off. The rockets are invincible, you can't destroy the enemy's rocket. Both teams are missing the component the other team has, and they need to steal the enemy's component out of their ship while keeping their own. [It's assumed that the player wouldn't want to get a boring tie and live happily ever after by making a truce and escaping in one rocket. That, and the two teams have an unbreakable vendetta]

To give the gamemode a system of multiple points, there would be multiple rockets, and when one takes off, a new set of components is put in the rockets of both teams that are next in line for takeoff. Obviously, whoever gets the most escapes, or escapes all their rockets first, wins.

This is the general idea; it's capture the components, with the core objective being to activate your rockets.

The much more complex details of my idea involve no ordering to get your troops, but instead three specialized, respawning soldiers.
I'll admit, it's a little bit TF2ish in concept, but I don't think it would seem very similar in game.
I think it would fit CC well, since there's a maximum of two people per team, you need to have less than a constant large team to manage, but single actor armies fighting duels isn't really CTF. [that would be a cool game mode though] Instead, a small tactical team of specialized actors that the player/s have to effectively switch through and use the strengths of would make a fun and unique gaming experience.
More on this idea is described below.


[massivewalloftext]
The same third faction that is nuking you two has also jammed your communications. You can't order anything!
Instead, each team gets three specialized soldiers, berserker, supportive, and defensive. They each have a corresponding invincible body generator tube, [like the zombie tubes, but not overclocked to do a fast half-assed job] which generates their replacement upon their death, respawning them with delay.

The maps and bunkers aren't symmetrical, but they are reasonably balanced. The bunkers are obviously prebuilt.
Features for the maps could include:
Hills, trees, tunnels, caves, cavities, [Static] water, loose-material digging expressways, occasional random meteors, temporary [lifetime'd] uberweapons occasionally falling from the sky, respawning aggresive wildlife, and most of all, emanate nuclear destruction!
Features for the bunkers include:
Multiple paths, obstacles, traps, sniper towers, respawning doors, mounted guns, conveyors, teleporters, healing/regeneration pods, grenade supply.

The components are control chips. But, they are TDExplosives that never detonate, so they can be thrown. [Possibly as an intense game-winning action done just before dying while under fire]
They have extreme durability so they won't be destroyed on accident. But they are destructible, [GibWoundLimit 20] and when they're broken they respawn in their initial owner's rocket. So sometimes it would be easiest to return your component by destroying it.
They each have a glow that makes them entirely obvious visually; in the color of the team of their original owner.


One of the light soldiers is the Berserker.
This is the guy you're gonna want to use to do the rushing in there and stealing, he's got a fast run, 5 second respawn, and a great jetpack.
He comes with a randomly selected primary weapon, a secondary weapon, and a tertiary weapon.
Possible primary weapons: Assault Rifle, Carbine, Shotgun
Possible tertiary weapons: 2 grenades, 1 heavy grenade, light digger [meant for melee]

The other light soldier plays a supportive role.
This is the guy that you're going to have do various tasks to support the team, based on the primary device he gets. He also gets a secondary weapon. Whatever the case, he's an unmodified soldier light, with a 15 second respawn.
Possible primary devices: Heavy Digger, Concrete Sprayer, Sniper Rifle, Rocket Launcher [one shot, no reload], RPC, C4 Deployer [detonates on reload], Med-gun [heals damage on target], ally regenerator [entirely replaces an actor with a fresh new one, with the old actor's inventory, single use]

The heavy soldier plays a defensive role.
This is the guy that you're going to put between the enemy Berserker and your rocket. He's big and slow, has a 15 second respawn, and his jetpack can't support him for long at once. He gets a big primary weapon, a secondary weapon, a shield, and an infinite supply of a particular grenade [really it's a low vel grenade launcher].
Possible primary weapons: Gatling Gun, LMG, Auto Cannon, Heavy Flamethrower, Uber Sawed Off, Auto Shotgun
Possible infinite grenades: Frag, Concussive, Incendiary, Kinetic [Ronin Stone]

Possible secondary weapons: Pistol, Dual Pistols, Heavy Revolver, Auto Pistol, Shot Pistol, SMG
The two teams get the exact same random load outs initially, but after that they're randomly selected separately. This way you mostly don't know what you're gonna get, and you can't complain: WUL YU STARTD WID DUH GOOD WEAPS

This is mostly using Coalition as an example. Other factions would use their equivalent actors and devices, but for that to work, all factions availible in CTF would have to be well balanced and have a very inclusive arsenal. Those would be nice things to have anyway, though.'
[/massivewalloftext]



So, there's the idea. Discuss how you would like to see CTF implemented, or what you would want changed from what I have described.
Or if you don't think CTF should be implemented, discuss that.

Or mention other game modes you would like to see
[For example I think a slaughter mode, something like RE4/5's mercenaries mode, would be cool]
[dual wield duels?] [ballistic knock back sumo?]


Sun May 17, 2009 8:08 am
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Post Re: Game Modes, Particularly CTF: Detailed ideas and discussion.
And what pray tell would these components be used for, other than as the 'flag' entity?
They could be used for side quest, for a small perk, like full recovery*, or increased health** , perhaps shin guards***, but no weapons.

Oh, and for an idea to balance, or spice things up.
So, by the us of an allusion to the Rocket Madness Mode of Multiwinia, said components would be collected, and would create some sort of contraption.
This contraption is fully destructible, but is a feat in itself to accomplish.
If said contraption is ever destroyed, it'd reset the 'score' of the effected team.

Pardon of how I used the term allusion.

* Only applies to the nearest actor upon activation.
** Effects the nearest two allied actors upon activation, but only effects wounded actors, or actors with default health, no stockpiling.
*** Effects the team ( Debatable ) , no stockpiling.


Sun May 17, 2009 10:42 am
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Post Re: Game Modes, Particularly CTF: Detailed ideas and discussion.
Foa wrote:
And what pray tell would these components be used for, other than as the 'flag' entity?
They could be used for side quest, for a small perk, like full recovery*, or increased health** , perhaps shin guards***, but no weapons.
They would just be uninteresting [throwable] parts of a rocket that were necessary to the rocket's function. They're control chips, and you need both of them to use a rocket and escape the incoming nuclear death. It's not a silly symbolic thing, you're fighting to survive. [and progress into the campaign]

More chips spawn after a point is scored because this is a sick game for the third faction rather than an intent to kill, so they are supplying the chips purposefully to feed the fight, and forcefully keeping escapees captive until the game is over, so they can't come back to help.

Quote:
This contraption is fully destructible, but is a feat in itself to accomplish.
If said contraption is ever destroyed, it'd reset the 'score' of the effected team.

Nono, destroying a chip doesn't affect the score. It just magically poofs back to it's original owner's rocket, as a gameplay feature.
This way, if you have a digger, you can do a quick return, but if you're the support guy with a pistol and medgun, in the enemy base, alone, it would be best to grab it and run. But if people don't like the idea, it's not necessary, I just thought it would be an interesting combination between the two ways CTF flags are returned; touch-teleport and all-out carried return.


Sun May 17, 2009 6:08 pm
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Post Re: Game Modes, Particularly CTF: Detailed ideas and discussion.
Awesome idea, well thought out, and I'd imagine anyone with skillz could maybe program it in a day? The map and balancing would be the hardest parts I'd imagine.


Sun May 17, 2009 6:49 pm
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Post Re: Game Modes, Particularly CTF: Detailed ideas and discussion.
Yeah, it would be a big deal to make, depending how intricate the bases were. They could range from dummy assault's massive dummy base to your puny bases on the same map.
Maybe I should set up a test map with all the .ini stuff ready to go, so anyone that wanted to try it with Lua could have it at the ready?


Sun May 17, 2009 7:27 pm
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Post Re: Game Modes, Particularly CTF: Detailed ideas and discussion.
Azukki wrote:
Quote:
This contraption is fully destructible, but is a feat in itself to accomplish.
If said contraption is ever destroyed, it'd reset the 'score' of the effected team.

Nono, destroying a chip doesn't affect the score. It just magically poofs back to it's original owner's rocket, as a gameplay feature.
This way, if you have a digger, you can do a quick return, but if you're the support guy with a pistol and medgun, in the enemy base, alone, it would be best to grab it and run. But if people don't like the idea, it's not necessary, I just thought it would be an interesting combination between the two ways CTF flags are returned; touch-teleport and all-out carried return.

No, look at the beginning of the passage!

Quote:
said components would be collected, and would used to create some sort of contraption.
This contraption is fully destructible, but is a feat in itself to accomplish.
If said contraption is ever destroyed, it'd reset the 'score' of the effected team.

Collecting the components would create a control device that is used to control the rocket.

Collect Components.
Deposit them into the Building Zone.
Building Zone builds Control Device.
Protect the Partially Made Device.
Collect more Components to continue building.
When fully Built, you board the Rocket!


Sun May 17, 2009 11:11 pm
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Post Re: Game Modes, Particularly CTF: Detailed ideas and discussion.
Okay, so I think what you're saying is that there should be more than two components, and that as you bring components back to base, you assemble them together into a 'contraption'. Then for the enemy to steal these components, they have to break you contraption before they can pick up the parts, to bring back to their base, for reassembly to their contraption? And when the final contraption is complete, it goes in the rocket and you fly off?

This seems like it's over-complicating both the coding and the game play. It would hardly be CTF anymore if you had more than one flag per team.


Or are you suggesting a way there could be multiple points, but the rocket only goes off after you win by getting the maximum points?


Sun May 17, 2009 11:30 pm
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Post Re: Game Modes, Particularly CTF: Detailed ideas and discussion.
I think he's suggesting that Foa is retarded dumb.


Sun May 17, 2009 11:34 pm
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Post Re: Game Modes, Particularly CTF: Detailed ideas and discussion.
Azukki wrote:
Okay, so I think what you're saying is that there should be more than two components, and that as you bring components back to base, you assemble them together into a 'contraption'. Then for the enemy to steal these components, they have to break you contraption before they can pick up the parts, to bring back to their base, for reassembly to their contraption? And when the final contraption is complete, it goes in the rocket and you fly off?

This seems like it's over-complicating both the coding and the game play. It would hardly be CTF anymore if you had more than one flag per team.


Or are you suggesting a way there could be multiple points, but the rocket only goes off after you win by getting the maximum points?

Either way, there better be more than two components, like say 4 out of 7 components to win?


Mon May 18, 2009 12:05 am
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Post Re: Game Modes, Particularly CTF: Detailed ideas and discussion.
Foa wrote:
Either way, there better be more than two components, like say 4 out of 7 components to win?

Um, no?
CTF has as many flags as teams.
With two, you focus on protecting, stealing, or retrieving, two at a time.

With 7, things would be entirely different, and there wouldn't be as focused objectives. It just wouldn't be CTF.
And if you instantly won by getting 4 of 7, the middle one would be the only real objective.


But, a another mode could use a whole bunch of objectives devices. How about a 'recharge mode' with:
- Another incoming nuke for a time limit and awesome ending
- Another set of bunkers and rockets, but this time the rockets are out of charge; they need to be refilled to escape
- 7 power cores, both teams start with three, one starts in the middle
- Power cores slowly dump their charge into nearby rockets [radius of about 100px]
- Each core has 100 charge, and the rockets need 351 charge dumped in to escape. [no truce-win-ties]
- The cores can be shot and blown up, causing a Lua-controlled explosion with a magnitude dependent on the charge.
- When you are holding a core that isn't full and are near the enemy rocket, you can sap-steal it's charge.
- You can only hold one core at a time
- Should you both be nuked, the one with the most charge in their rocket wins (not as satisfying if you're vaporized)


Last edited by Azukki on Mon May 18, 2009 1:48 am, edited 1 time in total.



Mon May 18, 2009 1:40 am
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Post Re: Game Modes, Particularly CTF: Detailed ideas and discussion.
Control points control points control points


Mon May 18, 2009 1:44 am
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Post Re: Game Modes, Particularly CTF: Detailed ideas and discussion.
It'd be cool to see something with a DotA style.


Mon May 18, 2009 2:15 am
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Post Re: Game Modes, Particularly CTF: Detailed ideas and discussion.
Grif wrote:
Control points control points control points
That and it's variants would probably be common in the main game; seeing as the war is territorial.

Might as well say it now, having payload mode could be neat, but it would kinda overdo copying tf2.


Something like Soldat's Rambomatch would be cool. You score a point every time an enemy dies while one of your actors is holding the uberweapon, and it regenerates your health (actors could be made that never gib or get dismembered for game modes that use regenerating health)


Mon May 18, 2009 2:25 am
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Post Re: Game Modes, Particularly CTF: Detailed ideas and discussion.
Grif wrote:
Control points control points control points

How about converter guns?
If the Charge Dumper is killed, it becomes the enemy's Dumper, and you need healing items...

---
Oh, how about cart/charge mode.
You need to stand near by the Charging Plug, so that it will slowly move towards you Inlet, if it plugged* in, it charges your Thing Contraption.

* Plugged in as in really close to the Inlet.


Mon May 18, 2009 2:31 am
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