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#1
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A few days ago, I've been brainstorming with Danh, and we've gathered these ideas for a Conquest Gametype. The gametype would be included in the CustomGameTypes library (the library that contains CTF), which was designed to support multiple game types. I have very few time left to go through that, but I'm working on it when I find some time, so don't expect it to be ready before 1-2 months.
Setup: A map has multiple territories (ideally an odd number, but it's not necessary). All of them are 'active' at the same time. Gameplay: Each team starts the round with a customizable number of points (i.e. 500). Your team loses points when you control less objectives than the enemy team. The rate at which your team loses points has a minimum and a maximum. The actual rate depends on the percentage of the territories own vs the other team. The territories go to neutral before toggling between axis and allies. When the score of a team drops to zero, the round ends and the other team is the winner for that round. Timing: The duration of the round is limited. When the timer hits zero, the team with the highest score wins the round. If the teams have the same number of points, or if the team with the higher score is currently losing points, overtime is triggered. Overtime will end only when the delay expires, or if a team reaches 0. Tie-Breaker: If the number of rounds won is equal when the match is over, the total number of points will be considered as an attempt to break the tie. GUI: -Change the gametype name everywhere (lobby, scoreboard, match start, etc). -Use the FF 'strength' labels to contain the display the team score. -Possibly modify all the indicators of the territories, to support transitions to 'neutral'. -Special HUD message for neutralizing a territory. -End-Of-Match page must be modified to include the gametype stats. Spawning Mechanism: -Reinforcements are illimited. -Minimum Time Dead and Spawn Wave Intervals is customizable. -Spawn on SL is allowed. -One default spawn for each team, plus other dynamic spawns. I see this as an extended Territory gametype, since the game doesn't end by capturing the territory, holding as many as you can for as long as you can becomes crucial. I hope you will find it interesting (especially competition). Any suggestions are welcome, but of course, I can't promise anything. Last edited by -=THOR=-; 01-29-2013 at 07:55 PM. |
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#2
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THOR, your dedication to the community is unparalleled -- not to mention your talent. Keep up the good work!
Post Script: I hope TWI/TWB involves you with TWIL -- well, in what little spare time you have between all this work! ;p Last edited by TraXx; 01-18-2013 at 02:02 PM. |
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#3
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"Conquest" reminds me of the Unreal "Domination" game type.
Only in Domination teams start with zero points and the first to 200 wins, or the higher points if in a timed match.
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............steam name: prot0typ1cal................ |
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#4
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Quote:
From my experience(s), the proposed method seems akin to the popular gametype from battlefield (proceeding downward). |
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#5
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Conquest would require custom maps made for that game type. as the current stock maps and customs are not really designed for star or circular gameplay.
But if you figure out how to integrate it properly and with good design, you have my support
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#6
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Maybe you need to look at a custom map I am working on...
In any case, it probably doesn't fit the requirements exactly either.
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#7
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Yes please! I loved playing Conquest in Bad Company 2. I think making a carbon copy would be just fine, even with spawning at the capture points your team currently controls.
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#8
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Awesome idea! I could definately see it working out of a 4 stock maps like Barracks or Pavlovs if you just went with the 4 central cap points on each map.
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15,000 of you [Finns] will never again see your homes. You have also dealt hard blows, 200,000 Russians lie on the snowdrifts, gazing with broken eyes at our starry sky. The Winter War |
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#9
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Never been a big fan of CTF, but I would be stoked to try this.
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Playing regularly on European servers - Col. Klink |
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#10
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Interesting Idea..Looking forward to seeing it develop..
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I'm on a vodka diet, I've lost 3 days so far. Beta test rig: I7-920 overclocked to 3.5ghz, 6gb DDR3, ATI 4890 2gb, Realtec HD sound,Win 7 x64 |
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#11
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Seems to be great Thor. You know you can count on the support of {GFA}. If ever we can help make us a sign
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#12
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yes, i would would rather like this. would make a nice break from the endless Territory game modes, and the occasional foray into countdown.
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#13
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I would like it more if you added Randomized Teamspawns. Maps get boring because it's the same routes, same chokepoints again and again..
Random teamspawn makes sure you never know where your enemy is at. Causing you to tread careful, communicate closely with your team, make up tactics on the spot. Design your maps to complement random teamspawn locations and you can make them even more challenging. Maps will be used to the fullest using this method and spawning at a different location every round keeps it fresh and exiting for players. The above has proven to work and kept a similar C&H gamemode for another unreal engine mod the longest and only gamemode played.
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Infantry enthousiast |
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#14
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If I had an ounce of your talent I would work on a tactical overhaul of the Territory gametype. Many people criticized TE on this forum, saying it doesn't really develop the game's potential for a tactical, teamwork oriented shooter.
I'm sure I will check your Conquest gametype out, but I feel like it won't bring any true novelty to the game. |
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