T|V Multiplayer Ideas

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posr
12-22-2003, 09:05 PM
This is to the dev team, if you read these forums.

A few ideas

I will assume that there will be a tournament mode/free for all mode in the upcoming prequal.

Well, first off, if in tournament mode, have either the server autoassign a captain, or a server admin assign a captain. Also, something which would very interesting is some flag options.

1st option, if in tourney mode, have like 4-6 preset places where a captian can place his flag. This will leave a little guess work where the flag will be in the CTF game.

2nd option, you can let the server autoassign the flag position in either tourney/ffa mode. I think this will be a Fantastic option, becuase you will have to find the flag before you can attempt to capture it. Like a real life game of CTF, heh.

You could also have it set in serverprefs.cs or whatever you call it, where the flag goes to a random stand upon return. This would be neat because each time you dont capture it, it goes to a new spot. The important thing tho, is there cant be to many locations, and eventually everyone will know where these locations are, but will still leave some guess work at the beginning. Im also assuming these maps will have differerent/large terrains/playfields, so having different locations isnt to burdensome if done tastefully.

Also, about physics, could you make it where if a heavy landed on a light from x-distance, the light will incure x-damage ? I think this would allow for a more realistic physics.

And for vehicles, please allow them to take a heck of allot more damage. Maybe include a self-destruct function for the driver when they exit vehicle or something ? This is more for realism too.

Oh and armors, since you will have different terrains, why not just have different type of light,medium,heavy armors, allow with the standard, that will have advantages/disadvantages for gameplay ? Like a special Lava heavy armor that will protect the player again the heat, but will make him VERY VERY slow ? Just another idea.

You can begin any bashing now !, heh.

Yogi
12-22-2003, 09:12 PM
I'd like to see a high speed body block cause damage to the players involved.

posr
12-22-2003, 09:15 PM
what dont like the flag position idea ??? I thought that was a kick ass idea ;(

Oh well, more thoughts will happen, im sure of it.

Heh

Also, dev team, please release the demo to key scripters so they can start on getting scripts popped out for this !!! Im sure you will have this game fine tuned, but theres always someone, like myself, that will have a idea for something different, maybe unusual. Heh

Yogi
12-22-2003, 09:19 PM
Not really. I'm heavily invovled in competition and my cappers work really hard to hit routes for a flag in one position. I don't want to further complicate that already highly skilled position. They spend hours finding and perfecting those few routes. It's amazing watching the great cappers play, and adding more flag positions will severely hurt that position IMO.

Yogi
12-22-2003, 09:19 PM
Also, dev team, please release the demo to key scripters so they can start on getting scripts popped out for this !!! Im sure you will have this game fine tuned, but theres always someone, like myself, that will have a idea for something different, maybe unusual. Heh

There is no client side scripting. The Unreal engine doesn't support it.

Tribble
12-22-2003, 09:40 PM
There is no client side scripting. The Unreal engine doesn't support it.
/tear

Sir Lucius
12-22-2003, 10:16 PM
And I'm pretty sure there's no lava in this game, or at least I've gathered.

Roadkill(er)
12-22-2003, 10:46 PM
the complicated armors are a bit unrealistic. You should be able to just click and pick and armor, with no scrolling down a long list. Becides, just add a lava pack and you can stick with standard armors, instead of 3 normal and 3 lava resistant.

The flag repositioning... I'm a picky and tricky engineer and turret farmer when i want to be. It takes alot to set up defense around just ONE area. I'd hate to have to try and relocate my automated assets, support, and network equipment everytime a flag cap fails. OR worse, spread it incredibly thin over a huge terrain.

Flag repositioning doesn't just set the offense off balance, but the team defending as well. A base is in only one place, and you cant relocate a permanent base to a random flag spawn location.

If you want a find the flag type CTF -- spawn all players in relative center of map, with a huge forcefeild (though see through) running the length of the map, seperating teams. Every player has a flag. Everyone has 15-60 seconds to run to any position he or she wants. Then the server respawns every player at base camp (or regualr map spawn points), and forcefeild is removed. One player from each team has been randomly chosen, and wherever they were when time was up, the flag sits. CTFR -Capture the Flag Random.

Yes, i would like there to be a captain. I think that should be determined before hand, and included in player profile of the tribe, and server recognizes and seperates tribes, and sets up the captains. Captains can then organize CC as he sees fit, and assign subcaptains.

I hardly see a self destruct for a vehicle realistic. Vehicles are valuable assets, that you may want to use over again. I'd rather the enemy destroy it than it blow up because someone tried to climb in it. Standard (electrical) anti-theft works for me. The reason you probably died alot in T2 vehicles was because you used your weapons and/or afterburners too much. The fact that the sheilds were part of your health was designed to prevent you from constantly afterburning and wasting ammo. Which is as it should be. Not just any person should be able to jump into a vehicle and kill everything. Like the armor you play in, it takes skill and training to be good in a vehicle.

like i said before, terrain specific armor is not going to work. However, i would like to see a server that appropriately cycles the skins of a player with map change to match the environment -- which would make camouflage skins actually work, and would make sensors that much more important, since your eyes become harder to trust. Though it would best be a server option, to allow camouflage or terrain dependent skins that cycle with the map.

Physics were never perfect to begin with, but yes i am hoping for those little problems to be fixed as well, though i don't see them as really important to my survival as a warrior.

posr
12-23-2003, 01:28 AM
The idea with the flags is much more simplier then you stated. You would basically have two type you could do.

1. You choose 1 position outta 4-6 to place your flag before the match. You could probably code it where , the location u choose, you would spawn near. This would in course mean that map design gets a little more complicated, but it just adds a new element to the game. How many games have you played where you new exactly where the flag stand is and the flag. This way, each game, u got to find which flag stand it is first, then you can proceed to cap.

2. The other game type, sure it would be a little more difficult to defend, but still, would be something neat, and something that would be like real life CTF. When a flag is returned to home base, theres no telling which location its going to be at.


as for the vehicles, lets say this, for a autodestruct, its a preset time, so when the driver exits a vehivle, a message pops up saying, self destruct, yes or no. ctrl + y or N. pretty simple. The nice thing about this would be, if yes, and say you leave it there, if a enemy jumps in or is near it when it explodes, they die. Now, u would have to think about different ways to implement this. Would you allow someone to drive it when its set to yes then use a countdown varible ? or a proximity alarm to destroy it ? or maybe first person to enter or if a weapon hits it ? many different things you could do.

I still kinda like the flag idea. Its something i think would add a WHOLE new level to the multiplayer aspect. I mean, it would be 4-6 preset locations per map. Not like its being placed just anywhere. But it makes u have to look first to even find it. Thats the one aspect I like about it. Now, if there was a random return point, then yea, that could/would make it much more difficult to defend, but again, that could add another aspect/level to the game play.

Hopefully these functions could be controlled via server setup and stuff.

Thrax Panda
12-23-2003, 01:48 AM
have like 4-6 preset places where ... you can let the server autoassign the flag position in either tourney/ffa mode.I think this could be quite interesting. Not only does the offense need to find the new flag position when it's returned or captured, but the defense would need to reposition too. That could be quite interesting.

Thrax Panda
12-23-2003, 01:50 AM
Not really. I'm heavily invovled in competition and my cappers work really hard to hit routes for a flag in one position. I don't want to further complicate that already highly skilled position. They spend hours finding and perfecting those few routes. It's amazing watching the great cappers play, and adding more flag positions will severely hurt that position IMO.I'd bet most cappers would love more flag positions to work on. Just a guess. Cappers?

ZProtoss
12-23-2003, 01:51 AM
The flag idea reminds me of my map idea in the evoling CTF thread. I believe the map was called slight of hand (or something similar). Where the flag had two flag positions, and the flag would change position after each cap. (It'd go from one hand flag stand to the other hand flag stand that was 100 meters away).

ZProtoss
12-23-2003, 01:54 AM
Here's a snip from that evolving ctf thread, 2 other ideas that dealt with changing flag position over the course of the map.

Map: Chain Lightning
Design: Moderate sized map. Bases about 800 m away from each other. Flag is contained within a Drifts/Snowblindish base. Meaning its able to be brought out with a fair amount of consistancy, simply not at mach 10. However, each team has a secondary flagstand, 100 meters closer to the enemy base.. (read below in the idea part)

Idea.: When a team caps, theres a 5 second delay before both flags reappear. The flags reappear on the totally open, completely naked secondary flagstands which are only 600 m apart from each other. The goal here is to make chain grabs and rebound grabs after a cap extremely vital on this map (moreso than others). Since it takes a fair amount of effort to cap from the beginning, the chain lightning mode switches the gameplay from HO oriented to light/cluster oriented quickly. The secondary flagstand/chain lightning mode will end and the map will revert to normal when 1 of 2 things happens.

A.) A team caps with the flags at their secondary positions.
B.) 2 minutes pass after the cap which initiated the chain lightning switch.

Effect on players:

From a capping standpoint, this map would focus on the talents of smart/resourceful cappers and their offenses (in regards to getting the flag out and in play), while also focusing on smart cappers who are more route oriented than simply just getting the flag out. It has a large effect on offenses since the offense in grabbing a flag off an open stand for clean grabs is different than the one required to grab the flag out of a snowblind type base.

Overall, a map like this would force an offense to be more dynamic in their strat switching and definitely make for some extremely interesting matches. Imagine a team that excels at maps without completely open flags, versus a team that dominates maps with open flags. Just some incredible potential imo.

edit: To clarify, when it goes in that mode *both* teams flags go out in the open on the secondary flag stands. Meaning the team that just got capped on also has their flag out in the open in addition to the other team having their flag out in the open.



Map: Rainbow
Design: Picture two opposing castle type bases on a moderate/large sized map. (Think similar to ramparts if you played that in T2, except the castle is more vast and defined but the actual space within it is small). Now picture 7 different colored doors around the castle, and 7 different colored flag stands. Picture a floating ball in the middle that changes color. Time for the idea..

Idea.: What gameplay options would open up would depend on the preset, predetermined and predictable color of the ball midfield. When the ball gave off a red hue from midfield, the red doors to the base would open and the flag would be on the red flag stand. When it gave off an orange hue, the red doors would close, the orange would open, and the flag would move to the orange flagstand. Simple enough to easily understand, but it adds alot of potential strategies that would revolve around it.

Timeline.:

30:00: Ball gives off a red hue.
26:00: Ball gives off an orange hue
22:00 Ball gives off a yellow hue.
18:00: Ball gives off a green hue.
14:00: Ball gives off a blue hue.
10:00: Ball gives off an indigo hue.
6:00: Ball gives off a violet hue.
2:00: For the last two minutes, the ball midfield explodes into rainbow colors. All doors to the base open, and the flag goes to a special rainbow designated flagstand that is away from the castle and closer to the enemy base/flagstand. Truly making the map live up to its name overall

Fling
12-23-2003, 02:20 AM
I was a capper once, more of a light O now... I'm not sure how I would feel about moving flags. On one hand, it would be totally fucking cool to chain cap the crap out of a slowly adjusting defense... then again, If its random, and one of the flag locations is really gay it might suck. I think I would just have to try playing it... with non-retards.
Fling :D

Adept
12-23-2003, 03:50 AM
I was a capper once, more of a light O now... I'm not sure how I would feel about moving flags. On one hand, it would be totally fucking cool to chain cap the crap out of a slowly adjusting defense... then again, If its random, and one of the flag locations is really gay it might suck. I think I would just have to try playing it... with non-retards.
Fling :D
that pretty much sums it up.. difficult to figure out how it would work out without actually trying it. but i had the same thought about one or two of the positions being utter crap

ChaoStar
12-23-2003, 04:16 AM
The cappers will adapt and make routes that will hit all flag locations in a single pass.

|zVx|Teflon
12-23-2003, 04:23 AM
i think this idea is pretty good. It requires more skill for cappers, instead of learning a few key routes and just hitting them over and over every map it forces them to keep on thier toes and switch strategys at a moments notice. The good thing as it will decrease the amount of people who can learn and perform each route flawlessly and promote more teamwork with cappers. since guy A knows one route but doesnt know another Guy B will have to step up when the flag position changes. Having more cappers that are less domintating but equally usefull is better.

Another good thing with this idea is that it will force O-snipers to keep moving so they cant camp as much. if all of a sudden the flag stand changes to 100 yards away on the other side of a hill, his position is now useless and must keep moving on to diff areas.

Amadeus
12-23-2003, 04:35 AM
I'd like to see a high speed body block cause damage to the players involved.
If anyone cares to playtest this function, there's a script in the RDB called Fall_impulse.cs. It can inflict either damage or momentum, or even both to the players involved.

Amadeus
12-23-2003, 04:36 AM
If you want a find the flag type CTF -- spawn all players in relative center of map, with a huge forcefeild (though see through) running the length of the map, seperating teams. Every player has a flag. Everyone has 15-60 seconds to run to any position he or she wants. Then the server respawns every player at base camp (or regualr map spawn points), and forcefeild is removed. One player from each team has been randomly chosen, and wherever they were when time was up, the flag sits. CTFR -Capture the Flag Random.

Combined with random maps, this could be a gold mine. :bigthumb:

TreW_SoulJa
12-23-2003, 04:42 AM
As far as the flag idea, the reason i dont like it is because, although it caters more to tactics than strats, which i like, it doesn't cater so much to having a fast paced game. That is, you'd need to be pretty darn good and know the map even MORE to get good speed on cap routes (or a good imrpov skiier, which are mostly a rarer breed of cappers).

That being said, it will either a) slow the game down or b) create fewer cappers because people arent that good at imrpov skiing. And the few cappers that are will probably be really good. I think this will create a larger skill gap for cappers, there will be those who persist and become good and then really good, and those who give up, and those who just suck - leaving out the people in between.

This is similar to removing deathspam as a form of heavy offense. Instead you get those guys who spam from really far away, those who suck, and those who are really friggin good and camp your base nonstop.