StormCyko
05-16-2004, 11:50 PM
I provide these suggestions for anyone to use, be it the T:V dev team or mod/mutator-makers-to-be.
BTW the game looks great, if the game plays differently, then we'll just play the game differently!
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CTF - Rounds:
Works just like normal CTF mode except the game is played a 'round' at a time. Players on both teams spawn with whatever equipment loadout they have selected. Players may only die a certain number of times before they can no longer spawn, and must wait for the next round (I suggest 1-3 lives per round).
A round ends when a flag is captured, every player on a team has run out of lives (they're all dead), or if the round timer expires the team with the most lives left wins (round times of 1-2mins perhaps).
I feel that this mode of gameplay will encourage faster-paced games and more coordinated efforts (I would expect to see a large group of players attacking the enemy flag all at once almost immediately after the round starts).
Base equipment destroyed in a round will remain destroyed when the next round starts. This could lead to tactics such as deciding whether to repair this base turre(n;))t before the next wave of enemies, or to start off immediately towards the enemy base to cap the flag.
Reverse CTF:
There are two flag stands at each base, one of which is empty (There is 1 flag at each base, and 1 empty stand at each base).
Rather than capturing the enemy's flag and touching it to your own, you must take your own teams' flag and place it on the empty stand at the enemy base to score. If you drop your team's flag, an enemy can return it all the way back to your base by touching it.
This will provide a faster-paced game because _you start with the flag_. Ie. you have half the distance to travel to successfully score (rather than all the way to the enemy base and back again).
Fuel Hunters:
This should sound familiar to most. A non-team based gametype, there is one fuel tank on the map. With every player for themselves, when another player is killed they will drop a unit of fuel (but the fuel is only created after they die). Players score points not by getting kills, but by depositing the fuel dropped by their fallen foe into the single fuel-tank on the map.
One's score is increased dramatically by depositing say 5 or 10 units of fuel at once. This gives the player incentive to try and 'save up' the fuel they've collected before depositing it, but at the same time the risk of hanging onto the fuel increases.
For a player with 12 units of fuel may be killed, dropping it all for any to claim.
There should be some sort of indicator for players to see how much fuel another player is carrying. This makes killing higher-skilled players (who have collected a lot of fuel) more rewarding. There is likely to be a protected area with invulnerable inventory stations for all to use, a players weapons not activating until they have reached sufficient distance from this 'safe zone' which players with fuel may not enter (doing so drops all their fuel where they are). Equipment and ammo are scattered around the map.
Team Scarecrow:
More of a team-death match type of gametype. When a player is killed they remain dead until a team-mate steps on their corpse (or perhaps uses a particular melee weapon on them). Players have a set amount of 'lives' to 'give' to fallen comrades. The round finishes when a team's players are all dead, or the round timer expires.
When a player is killed perhaps keep the camera focused on their dead body but zoom out a bit and allow the player to orbit the camera around their body to see if any team mates are coming to revive them.
BTW the game looks great, if the game plays differently, then we'll just play the game differently!
----------
CTF - Rounds:
Works just like normal CTF mode except the game is played a 'round' at a time. Players on both teams spawn with whatever equipment loadout they have selected. Players may only die a certain number of times before they can no longer spawn, and must wait for the next round (I suggest 1-3 lives per round).
A round ends when a flag is captured, every player on a team has run out of lives (they're all dead), or if the round timer expires the team with the most lives left wins (round times of 1-2mins perhaps).
I feel that this mode of gameplay will encourage faster-paced games and more coordinated efforts (I would expect to see a large group of players attacking the enemy flag all at once almost immediately after the round starts).
Base equipment destroyed in a round will remain destroyed when the next round starts. This could lead to tactics such as deciding whether to repair this base turre(n;))t before the next wave of enemies, or to start off immediately towards the enemy base to cap the flag.
Reverse CTF:
There are two flag stands at each base, one of which is empty (There is 1 flag at each base, and 1 empty stand at each base).
Rather than capturing the enemy's flag and touching it to your own, you must take your own teams' flag and place it on the empty stand at the enemy base to score. If you drop your team's flag, an enemy can return it all the way back to your base by touching it.
This will provide a faster-paced game because _you start with the flag_. Ie. you have half the distance to travel to successfully score (rather than all the way to the enemy base and back again).
Fuel Hunters:
This should sound familiar to most. A non-team based gametype, there is one fuel tank on the map. With every player for themselves, when another player is killed they will drop a unit of fuel (but the fuel is only created after they die). Players score points not by getting kills, but by depositing the fuel dropped by their fallen foe into the single fuel-tank on the map.
One's score is increased dramatically by depositing say 5 or 10 units of fuel at once. This gives the player incentive to try and 'save up' the fuel they've collected before depositing it, but at the same time the risk of hanging onto the fuel increases.
For a player with 12 units of fuel may be killed, dropping it all for any to claim.
There should be some sort of indicator for players to see how much fuel another player is carrying. This makes killing higher-skilled players (who have collected a lot of fuel) more rewarding. There is likely to be a protected area with invulnerable inventory stations for all to use, a players weapons not activating until they have reached sufficient distance from this 'safe zone' which players with fuel may not enter (doing so drops all their fuel where they are). Equipment and ammo are scattered around the map.
Team Scarecrow:
More of a team-death match type of gametype. When a player is killed they remain dead until a team-mate steps on their corpse (or perhaps uses a particular melee weapon on them). Players have a set amount of 'lives' to 'give' to fallen comrades. The round finishes when a team's players are all dead, or the round timer expires.
When a player is killed perhaps keep the camera focused on their dead body but zoom out a bit and allow the player to orbit the camera around their body to see if any team mates are coming to revive them.