Gametype idea

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ZOD
03-25-2004, 09:42 PM
Just looking for a little feedback. I am thinking of a gametype that is a cross between the way Planetside works and Conquest from BF1942.

Objective is like Conquest, take control of objectives on the map. A team scores 2 points per second it holds an objective while enemy team loses 2 points. Each death adds points to the killers team and subtracts points from the dead players (minimal). You are able to spawn at captured objectives.

Now where Planetside comes in is, in order to capture an objective you have to hack something instead of hitting a switch ala CnH.

Now on the surface it doesn't look fast paced but the point system lends a kind of urgency to holding objectives which would lead to more offensive and defensive pressure.

Edit: 1 typo and one misspelling corrected per TseTse :twak:

Zoolooman
03-25-2004, 09:56 PM
It sounds similar to Onslaught or Conquest, though obviously the goals are different.

It think this is where UGM wins. I think we should have a single gametype (Objectives) with a bunch of different UGM tools and ways to score. Hell, you don't even have to make the gametype. You can just make a large map and then make the UGM objects for:

CnH
Onslaught
Conquest
D&D
This Gametype
And any other objectives based gametype.

DDS
03-25-2004, 10:00 PM
Sounds good tho :)

ZenTseTse
03-25-2004, 10:02 PM
worth exploring.

damn, zod, you need to learn how to speel. :)

edit:

when does it end? if it is a timer, what if one team just dominates early and then the next 10-15 minutes is boring as ****?

the bf42 formula for success is to give points, and then take them away. thus it is less "round" based and the urgency is tied more directly to land occupation.

ZOD
03-25-2004, 10:07 PM
worth exploring.

damn, zod, you need to learn how to speel. :)

edit:

when does it end? if it is a timer, what if one team just dominates early and then the next 10-15 minutes is boring as ****?

the bf42 formula for success is to give points, and then take them away. thus it is less "round" based and the urgency is tied more directly to land occupation.

Ends when one teams score = 0 or most points at timelimit.

Theta
03-25-2004, 10:09 PM
So just C&H but you have to stay at the switch for say 5 seconds?

ZOD
03-25-2004, 10:25 PM
So just C&H but you have to stay at the switch for say 5 seconds?

Both teams start off at a certain point level, which would be half of the point limit. So say each team starts out with 1400 points and the limit is 2800.

What happens is, your team hacks an objective, your team starts gaining points and the other team starts losing points of the same amount. If your team reaches the point limit or the other team reaches 0 your team wins. If game ends because of timelimit, the team with the most points wins. I forgot about the point limit in my post above :confused:

CnH would have you start at zero and increase your points until you reach the limit then end the game, which is nice and all but we see how well that gametype did.

Oh and you would use some tool to hack with that was either limited in availability or armor type.

Theta
03-25-2004, 10:37 PM
So, C&H in reverse ;)

Whatever it takes to make that gametype more popular. I loved T1 C&H. :cry:

Icculus
03-25-2004, 10:47 PM
Oh my god. ZOD please make this, I would be so happy to see this type of gameplay in tribes. Your rule ideas sound great. Woo :D
-Faze

Yogi
03-26-2004, 12:05 AM
So, C&H in reverse ;)

Whatever it takes to make that gametype more popular. I loved T1 C&H. :cry:
C&H had a fundamental flaw in that you could get to the point where one team could not possibly score enough points to win even if they held all of the objectives, so you just sit there and wait.

ZOD
03-26-2004, 01:47 AM
I actually did a sorta reverse CnH gametype for Mechina mod. Called it Drop and Hold, instead of touching switches you deployed them. They fell from the sky.

FalseMyrmidon
03-26-2004, 02:02 AM
They should have a gametype with a some sort of light amplification by stimulated emission of radiation range finder device.

Oxide
03-26-2004, 02:32 AM
Oh and you would use some tool to hack with that was either limited in availability or armor type. Interesting. How long would the hack time be? I'm all for this kind of mod btw. :cool:

Adept
03-26-2004, 02:51 AM
sounds like a slower c&h with a reversed scoring method.. which still doesnt address the problem yogi brought up..

instead.. take c&h, increase the capture time for each point to maybe 2-3 seconds.. alternately, 45 seconds within a certain distance of the switch/point, sufficiently far to allow going outdoors, although that would tend to place a minimum distance between points.. but anyways, instead of gaining points at a constant rate, the rate depends on the time remaining - holding one point would take the full time to win with, two would take half, etc. could also change that to where each point held beyond the first takes a quarter of the length away, instead of half. basically, every game would end with the score limit met - even if it took the whole time to do so
obviously not explained terribly well, but that should give a rough idea.. btw, a problem with the 45 sec radius cap method would be having teams wait until 1:29 to get inside that radius.. then as long as they keep a body there, the other team has no way to win.

BinderAJ
03-26-2004, 10:29 AM
Here are just a bunch of ideas thrown together...dont try to make any sense of the whole:


If the gametype is objective based, maybe there could be a spawning limit per player....or a designated hacker.
That way taking over objectives isnt just a kamikaze mortar run in heavy.

CnH suffered greatly in map design, there are some TAC2 CnH maps that play really well....but vehicles are the norm there...so its a complete different scenario.

AmericasArmy has a map called MOUT McKenna that is just CnH in its essence...but since its a real life simulation u just got one life per round. The thing is ...u can "capture" an objetive...or u can "un capture" a enemy held objective...so neither your team or theirs has it, its an interesting twist.

I had once an idea about how CnH could be improved in T2 by using teleporters, for each switch captured u gain access to a teleporter which allowed u to move elsewhere gaining a tactical advantage....and making the switch more important than just points.


If any sort of CnH is gonna be implemented in Tribes:V, lets hope its interesting...cause the natural pace of this game types isnt as fast as DM or CTF.

Regards
BinderAJ

Amadeus
03-26-2004, 03:53 PM
How about that to capture the objective you have to shoot it for 3 secs with the targeting laser? :D

Apotheosis
03-26-2004, 04:07 PM
Ends when one teams score = 0 or most points at timelimit.

Hmm, so then both teams start with a certain number points?

TF_Grungir
03-26-2004, 04:26 PM
Yea,
Both teams start with a score.. then it would be sorta like a tug of war.
It could get rid of the above problem where if you hadd ALL the spots the other team would lose points as well as your team gaining. Or maybe a certain % of the spots held you would gain and they would lose at a rate proportional to the # held.... TugOwar. Interesting.

Amadeus
03-26-2004, 04:34 PM
So basically, this would be like arm-wrestling. The advantage one team gets is substracted from the tactical position of the opponent, and the lower you are, the harder to get back up.

Apotheosis
03-26-2004, 04:43 PM
Yea,
Both teams start with a score.. then it would be sorta like a tug of war.
It could get rid of the above problem where if you hadd ALL the spots the other team would lose points as well as your team gaining. Or maybe a certain % of the spots held you would gain and they would lose at a rate proportional to the # held.... TugOwar. Interesting.

Hm, but why bother with the counterintuitiveness of having the objective be to reduce the other team's score to 0? Why not just make it so that both teams start with 0 points, and the first team to get X number of points wins (or highest score after time-limit)? (Negative scores would have to be allowed).