| Author | Message | 
        
			| salt_1219 
					Joined: Tue Jan 12, 2010 8:25 pm
 Posts: 400
 Location: mukilteo, wa
   |   capturable landing zonesbasically 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?
 
 
 | 
		
			| Sat Sep 17, 2011 11:35 pm | 
					
					   | 
	
	
		|  | 
	
			| Gotcha! 
					Joined: Tue Apr 01, 2008 4:49 pm
 Posts: 1972
 Location: The Netherlands
   |   Re: capturable landing zonesI 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.
 
 | 
		
			| Sat Sep 17, 2011 11:58 pm | 
					
					   | 
	
	
		|  | 
	
			| salt_1219 
					Joined: Tue Jan 12, 2010 8:25 pm
 Posts: 400
 Location: mukilteo, wa
   |   Re: capturable landing zoneshere's a half assed mock-up of a capture display 
 
 | 
		
			| Sun Sep 18, 2011 12:58 am | 
					
					   | 
	
	
		|  | 
	
			| Gotcha! 
					Joined: Tue Apr 01, 2008 4:49 pm
 Posts: 1972
 Location: The Netherlands
   |   Re: capturable landing zonesMight 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.  
 
 | 
		
			| Sun Sep 18, 2011 1:27 am | 
					
					   | 
	
	
		|  | 
	
			| Roast Veg Data Realms Elite 
					Joined: Tue May 25, 2010 8:27 pm
 Posts: 4522
 Location: Constant motion
   |   Re: capturable landing zonessalt_1219 wrote: here's a half assed mock-up of a capture displayUse Base.rte/GUIs/Skins/Base/fatfont.bmp for those characters.
 
 | 
		
			| Sun Sep 18, 2011 1:58 am | 
					
					   | 
	
	
		|  | 
	
			| Asklar Data Realms Elite 
					Joined: Fri Jan 07, 2011 8:01 am
 Posts: 6211
 Location: In your office, earning your salary.
   |   Re: capturable landing zonesThis sounds great for a game mode. 
 
 | 
		
			| Sun Sep 18, 2011 2:53 am | 
					
					   | 
	
	
		|  | 
	
			| Kettenkrad 
					Joined: Mon Oct 25, 2010 5:51 am
 Posts: 1198
 Location: Sydney
   |   Re: capturable landing zonesWe should have a rush game mode. 
 
 | 
		
			| Sun Sep 18, 2011 3:08 am | 
					
					   | 
	
	
		|  | 
	
			| Wonkyth 
					Joined: Thu Aug 12, 2010 11:01 am
 Posts: 142
 Location: Somewhere in Australia
   |   Re: capturable landing zonesAgreed. 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. 
 
 | 
		
			| Sun Sep 18, 2011 4:25 am | 
					
					   | 
	
	
		|  | 
	
			| salt_1219 
					Joined: Tue Jan 12, 2010 8:25 pm
 Posts: 400
 Location: mukilteo, wa
   |   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.
 
 | 
		
			| Sun Sep 18, 2011 4:53 am | 
					
					   | 
	
	
		|  | 
	
			| carriontrooper 
					Joined: Mon Apr 13, 2009 12:27 pm
 Posts: 813
 Location: Yogyakarta, Indonesia. A slice o' paradise.
   |   Re: capturable landing zonesWell, first we gotta try to make a kind of Capture the FlagCapture 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?
 
 
 | 
		
			| Sun Sep 18, 2011 6:16 am | 
					
					       | 
	
	
		|  | 
	
			| salt_1219 
					Joined: Tue Jan 12, 2010 8:25 pm
 Posts: 400
 Location: mukilteo, wa
   |   Re: capturable landing zonescarriontrooper 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
 
 | 
		
			| Sun Sep 18, 2011 6:30 am | 
					
					   | 
	
	
		|  | 
	
	
		|  |