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Roadkill(er) 12-23-2003, 08:45 PM i remember a map, age old map (or must be now), on t1. You started out with the enemy flag at your base (likewise for your enemy), and you had to kill the other guy who held your flag, and rush through the enemy to cap it. That alone was loads of fun.
But that wasn't all. Like every 5 minutes, the base switched owner ship (though i can't remember if it was the base equipment, the flagstand, or both). Even better.
Instead of new gametypes, make maps that twist the gametype.
Don't mind my griping about automated D -- this type of gameplay ya'll are discussing will have to have manned D, or no (or a pitiful) D. I could easily see a bug where the enemy can undeploy your teams eqipment. Easier to destroy it with a few plasma rounds.
|zVx|Teflon 12-24-2003, 12:42 AM However, it could also get frustrating if the flag never goes on the flag stands you want it to go on. Imagine how disgruntled a new player, learning the game, would get if he practiced a route all day for one position only to use it once a week.
there would prob be at most 3-4 diff spots. so it will prob hit every location at least once per map. and since practicing one specific route all day would now be useless theres no reason to do it. I think new people would adapt to this idea better than T1+T2 players who focused on one key route for each map.
triple 12-24-2003, 01:53 AM I'd bet most cappers would love more flag positions to work on. Just a guess. Cappers?
I was a capper. It sounds real interesting, but don't touch a thing in base ctf or i'll have you and your family killed. k
Hey guys. Im glad my idea is sorta taking off.
Lets first take the presumption that this game will require, and should be played on the most current hardware to this day. Sorry for all those out there including myself that have old computers.
First off, please remember, there are two ways the whole multiple flag positions can configured> Either a new random position each time flag is captured/returned , or just have it where the flag can have multiple positions, but is static throughout the whole match.
Now to be honest, this is what game me the idea the more and more I looked at it. Keep this pic open. Will be referenced to later.
http://media.pc.ign.com/media/497/497075/img_1778540.html
I thought of the old days of a real CTF game, or for you paintballers that play CTF, a mobile flag is fun and a pain.
Here the problem as I see it right now.
I think the only way this will work right is to think/design new maps. I was trying to imagine that most of the new T|V maps will be Big and contain a fair amount of buildings/obsticles. I would like to probably test this with some t1 maps and stuff, but again, to do that, you would need to make new maps. The current ones, just arent designed that way. Same with T2. Maps just arent designed/thought to take into account different places for the flag.
So, I do believe this multiple flag position will be a fantastic addition to the multiplayer, I think if it isnt done by the dev team, then im hopefull someone will do some modding. The only thing that worries me are MAPS !!!. Lets face it, most maps done today in any game are more centralized and designed for a central area.
Take a look at that pic again. Imagine the play field being divided into different quadrants, SQUARES for both sides. Both of those areas will have advantages, disadvantages. I think it should be designed where its not to easy/hard to setup/maintain a defense. Imagine, if your Blood Eagle, having your flag on top of one of those buildings, or perhaps on the ground, maybe even on one of the building levels if it were to be like a parking garage. This could even be implimented into the desert/forest type maps too, by simply having different locations where there are ruins for desert type maps, or tree/outpost locations for the forest type maps. Again, the possibilities are endless. If this doesnt get put into the final production, I would like to design maps for it, if theres someone who could code the project !!!
This will be a kick ass addition to the game I believe.
-posr-
Clan IBA
RedSpider 12-24-2003, 04:45 AM Interesting idea, I wouldnt like it in base though.
Any good capper will get the flag no matter where it is. The only thing this will hurt is cappers that are entirely dependant on routes. Having the flag switch spots would be bad IMO, because an important aspect of compitition is grabbing the flag constantly. The D could chase to their hearts content and not need to worry about repeat grabs because its likley that the other teams O will be not able to cover all 6 spawns effectively. You wouldnt see any timed grabs on caps/returns either. Having the flag respawn in 1 spot the entire map = good. Different spawns each time you play the map wouldnt be bad though.
It would slow down the game though, one of the up sides of having a powerhouse offense is once they get a good momentum up it is hard to stop. Your base/stand is getting pounded by HO, cappers are constantly at the flag trying to get it. The O will just get into a rythm and a pattern of attack. Moving the flag would slow this down alot, also a nightmare for HoF to have his flag move.
OOOO> Damn these ideas come great at the early mornings. Hehe.
I dont know really what the unreal engine can do this or not, but in addition to having multiple positions for the flags.
Wait. Had another idea. What if, hurm, say its in tounry mode, the captians acctually being able to place their flags anywhere they want, to some degrees, on the play field. When i say some degrees, I mean, they wont be able to put it in a hole or something like that where it would be impossible to cap. It would give you a warning like, U cant place that here. Have a time limit for placing the flag or it goes into a preset position.
Anyways, back to the main idea. I would like the buildings to be able to take non repairable/or a repairable damage and such in the game. If the building finally takes enough damage, the turrets that might be mounted are permenantly gone as well. But Make it as realistic as possible. But only from certian weapons, and more then likely HEAVY/ Vehicle weapons. Would require a Light Defense to prevent this while having/maintaining a heavy one.
Oh well, just more ramblings. Please talk, discuss. Still trying to think how one might overcome the problem of when the building is destroyed, how one might repair/build a new one. Maybe have walls/platforms/forcefields one could purchase through inveys when a building is finally destroyed ?
Please discuss. I have the ideas, work with them !!!
-posr-
The D could chase to their hearts content and not need to worry about repeat grabs because its likley that the other teams O will be not able to cover all 6 spawns effectively.
A few more ideas after hearing you. I would assume for certian maps, there would be automated defenses for certian locations, just depending on terrain, where the flags are located. Of course if your flag was on the roof, perhaps have a rocket turrets, or elf turrets. On the ground, some some indoor type turrets.
Also, again, please remember, 4-6 flag positions was just a rough number. I would assume some maps could have less, some a few more. But I thought that a rough, but even number not to make it to difficult.
Also, hehe, maybe an autowaypoint system for homeflag stand for O ? I think the O should be able to know which stand, whether the flag is static or dynamic, the flag should be at. This of course is another option that I guess could be dynamic via server. For more advanced players, turn the waypoint off, for the beginners, have it on so they know where their flag is ! But I think the De should have to look for it, either the cmd window, if there is one, or just visually. This also could be dynamic via server. Once the flag is on a stand, a player can see the flag stand via cmd window, assuming theres going to be one, for the beginners, or for the advanced, the player has to just check all of them untill they find it.
The other neat thing about the random flag stand is this, It would prevent llama's to some degree. I didnt even think about that till now !! lol.
Anyways, last post for me.
-posr-
Clan IBA
pyrot3chnic 12-24-2003, 06:05 PM Given the random flag spawns.. I think the D would need to know where the flag is the second it does so.. having said that, giving a team a hud icon marking the stand it's on(NOT the flag.. the stand..) would be a good idea, but still keep the opposing team in the dark, force them to figure out where the flag is on their own. I think the D having to shift everything/one to a different location is challenging enough..
Another random thought...
Instead of placing the flag *randomly* on any one of the 4-6(or however many stands), you could have it go in order. The flag only moves after caps, not drops/returns. If someone has the flag and they drop it, it gets returned to the same flag stand that it was grabbed off of. So as you cap, you progress through different stands; maybe slightly fluxuating the difficulty of the flag positions each time.
This way people know where to expect the flag, and erases the problem of the D panicking trying to figure out where the fuck their flag is.. but both the defense of the defending team and the offense of the attacking team have to adjust..
Just adds a little dynamic flavor to the game.. of course I still stand strong that this in no way should reflect T:V Base play. Just a side game-mode.
Anyone ever play the 4 way CTF in T1?.. now that was fucking fun.
well, theres many different ways you should be able to configure the flag rotation, if it rotates during game. My fear still is the way maps are designed. They will have to be remade to think about this multipositioning.
One of the other things that really made me think of this is when I was a scout, we got to play a CTF game on the USS Alabama, decommished ship. It was fun as hell, even tho we were restricted a lil on where we could hide, but the flag was always moving. Very fun.
Anyways, thinking more and more about this has got me totally siked about it. I think this will really be a kick ass thing to add/mod when the game goes to beta. Whether or not the dev team adds this feature is a question, but if it doesnt get play, then im sure someone could do a mod with maps. Even use the pre-existing ctf maps whatever they will be and just modify terrian/buildings to accommidate the idea behind this. The MAPS WILL BE THE MOST IMPORTANT ASPECT OF THIS !!!.
ohh, Also, im not sure if this is possible with the engine, but say your in a forrest type map, if you use a explosive type weapon, it could/would set the forest on fire, and could cause damage to you ???
Terrian effected damage that could cause you damage ?
or if theres some sorta electric weapon, and your in water and u fire it, it does do damage to you as well. I think that would be pretty neat as well.
-posr-
Well thought i would throw another idea out there. The marathon type game play where you have to pass to x-amount of players your flag before you can cap it ? Just an idea for another game type.
Thrax Panda 12-27-2003, 03:19 AM Hey guys. Im glad my idea is sorta taking off.You were not the first :), but it's still a good idea. I liked it the first time somebody mentioned it to me, and I like it still (no idea who told me first, I think it was in IRC maybe).
BTW, 6 of 8 posts, and none replies... Try the edit button next time... :p
Well people new to the game would probably enjoy it, but the bitches round here would get their panties bunched if the flag wasn't where it was the last time they grabbed it.
People depend on status quo. making things interesting causes temper tantrums. I think it would work best as a seperate gametype ala Find and Retrieve. Where the flags are placed randomly on the map so the first word of the gametypes title holds true "Find".
Well people new to the game would probably enjoy it, but the bitches round here would get their panties bunched if the flag wasn't where it was the last time they grabbed it.
People depend on status quo. making things interesting causes temper tantrums. I think it would work best as a seperate gametype ala Find and Retrieve. Where the flags are placed randomly on the map so the first word of the gametypes title holds true "Find".
I agree. This is almost a CTF and F&R conglomeration and why I'd suggest to keep CTF, and possibly replace a F&R gametype with something along the lines of what was discussed here.
DwarfVader 12-28-2003, 01:15 PM I agree. This is almost a CTF and F&R conglomeration and why I'd suggest to keep CTF, and possibly replace a F&R gametype with something along the lines of what was discussed here.
:signed:
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