[Game Type] TSC - Team Survival Competition

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poosh

Grizzled Veteran
Jan 6, 2011
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TSC.png

Team-based survival experience that you never had before.

Story
  • Year 2009. Remains of British military forces, policemen and survived civilians have entered Horzine's facility to fight the Specimen Outbreak.
  • Year 2012. Bunch of steampunks, chickens and robots entered Moonbase to fight elves and nutcrackers.
  • Year 2014. Both teams met together. Two Teams, One Floor. Killing Floor!


Game Type

There are three main things you need to know about this mod first:
  1. This is NOT Versus, Team Deathmatch or any kind of PvP. Your primary objective still is fighting Specimen Invasion like in regular KF. Just there is another team on the map, which is supposed to do the same.
  2. There are no Winners or Losers. There are Survivors and Dead Meat. Your squad needs to survive, no matter what other squad is doing. Getting other squad wiped out doesn't grant you a win. You still need to kill ZEDs and survive. Surviving doesn't grant you a win too. Surviving grants you a life, which you can spend on something else rather than feeding hungry ZEDs with the remains of your dead body.
  3. You don't have to fight the other team. Sometimes you would need to unleash SCAR's magazine into other team's player. But it is more an exception rather than a rule. If you want other team wiped, just stay away and leave this job to the ZEDs.


Basic Rules

Generally, basic gameplay is similar to regular KF game: killing ZEDs earns you money, which you spend on weapons and ammo to kill more ZEDs and earn more money, which again, you spend on another weapons etc. etc. But, as you can guess, some things differ, or why would I be wasting my time on writing this thread in other case? :)
Here is a list of differences between TSC and KF:
  • There are two teams or, in KF language speaking, squads. Both teams have the same objective: "kill->money->shop->kill->...->survive".
  • Each team has own trader. Players can't trade with other team's trader.
  • Each team has own set up characters. You can't play as Steampunk Medic in British Squad or as Foundry worker in Steampunk Squad.
  • There is Friendly Fire enabled (and hard-coded) during some periods of the game. I'll explain this later.
  • Friendly Fire controls every player-to-player damage in the game, no matter if attacker and victim are from the same team or not. That means, when Friendly Fire is disabled, you can not hurt players from the other team (and your teammates too, of course).
  • Each team can set up a Base, i.e. place where are planning to stay during the next wave. Other team's players can't stay at your Base, meaning that each team needs to hold different places on the map.
  • Setting up a Base is optional: you can roam/kite too, but in that case you'll be a subject of Friendly Fire and easy victim for the other team (if they will want to shoot you).
  • Wave auto-ends in 30 seconds after <10 ZEDs are remaining. You can not kite last Clot forever.
  • There is no Boss wave. Instead of that there are Overtime and Sudden Death waves in cases when both squads have survived regular waves.
  • There are 4 possible endings of the game:
    a) Both squads wiped out;
    b) British squad survived;
    c) Steampunk squad survived;
    d) Both squads survived.
  • Game ends, if one of the squads survived the wave while another one got wiped. Or if both squads survived the entire game.
As you can see, it is not necessary to fight the other team. Unless you wish to end game faster or just being a dick. But keep in mind that killing other team will make all ZEDs turn on you.


Team Base

Team Base provides 2 cool features:
  1. Base protects the team from Friendly Fire. You can't be killed by other player while staying at own Base.
  2. Base prevents other team's members from staying at it by damaging them (5hp/s). Helps to keep Scrake naders and Fleshpound ragers at distance (unless they aren't your teammates or even it is you ;))
Team can set up a Base at any point of the map, except other Base, if it is set up earlier.

Here is the Base setup procedure:
  • At the end of each wave Trader puts Base Guardian (Gnome) next to her doors (screenshot).
  • Player picks up the Gnome by pressing USE key ('E' by default) on it (screenshot).
  • Players takes Gnome to the place where he wants his Team's Base to be and presses SECONDARY FIRE key.
  • When put, Gnome enters Base Guarding state, protecting teammates from Friendly Fire and damaging other players (screenshot).
  • Gnome's range or Base Radius is 25 meters around the Gnome, at the same floor.
  • Hiding around the corner doesn't protect you from mighty Gnome: if you're in 25m range, he will hit you anyway.

Base rules:
  • Once set, players shouldn't leave the Base. If all players leave the Base, Base will be lost, and players will have to survive without it until the end of the wave.
  • Base can be set only during Trader Time. If waves starts without Base being set up, Gnome will be taken away.
  • Base is automatically lost at the end of each wave by moving Gnome to the next Trader.
  • Base Guardian doesn't give you any protection from the ZEDs.
  • Gnome can not be put on enemy base, but bases can intersect. For example, if two Gnomes are put 40m away from each other, then 10m in the middle will be an intersection zone, where both effects will be applied: you'll be protected from Friendly Fire by own Guardian and hit by other Guardian at the same time!


Friendly Fire

Friendly Fire is hard-coded to 10% of weapon base damage and isn't affected by perk bonuses. For example SCAR bullet does 6 damage to the player, no matter if it shot by Commando or not, or which perk level player has. Friendly Fire is applied on both your and other team's members. Friendly Fire is turned on or off depending of the current conditions and player locations.

Friendly Fire is OFF if ANY of conditions below are met:
a) during the first wave;
b) during the Trader Time;
c) when <10 zeds are remaining in wave;
d) while player is staying at own Base.

Friendly Fire is ON if ALL conditions below are met:
a) during the wave, except the first wave, if >=10 zeds are remaining;
b) player is not at own Base.

For example, if player A during the wave stays at own Base and mets other team's player (B). In this case A can hit B while B can't hurt A, because A is protected by the Base Guardian.
Friendly Fire is not applying on Gnome's damage. Gnome can hurt enemy players even during the Trader Time.


Game Length

Game can be played with usual length: Short (4 waves), Medium (7) and Long (10). There is no boss wave, but there are Overtime and Sudden Death waves, amount of which can be configured by a server admin. Default is Medium game with 2 Overtime waves followed by 1 Sudden Death wave.

Overtime. If both squads survived regular waves, Overtime wave(-s) will be played. Overtime is a regular wave with 2 differences:
  1. Overtime wave always consists from Long game's Wave 10 zed squads, no matter of selected game length.
  2. Team Budget is cut off by 25% per each Overtime wave (the money you get at the end of the wave).

Sudden Death is an overtime wave, where player's death or losing the Base means wipe of the entire squad. Survive all or none.


Gameplay Hints
  • Setting up the Base in the best place as possible is a key to success.
  • You need to do shopping as fast as possible to get best place for the Base before the other team.
  • Berserker and Medics are the best Gnome carriers, because they need to buy less and can run faster.
  • Best camping places in regular KF are not necessary the best in TSC. For example, classic spawn camping at Biotics usually makes all Fleshpounds coming at you while the other squad staying downstairs are dealing with small stuff only.
  • In early waves try to set up the Base next to close spawns to get yourself as many ZEDs as possible (more kills = more money).
  • In later waves try to set up the Base in more safe regions, further from ZED spawn locations.
  • Trying to wipe other team by stealing or intersecting Bases usually ends up lethal for both of you.


Where Can I Play This?

There will be 3 release phases:
[DONE] Beta Phase #1. During this phase we are fixing general bugs and issues. I'm updating TSC and ScrnBalanceSrv Beta mods almost every day. To avoid version mismatches during this phase TSC mod is available only on one server:
ScrN Official KF Server #3 @ scrn2.no-ip.org:7713 (78.42.176.180:7713) located in Germany. running 24/7

[DONE] Beta Phase #2. During this phase we are working on the balance. Private download link is given to all registered ScrN server admins. If your server is running ScrnBalance mutator and is not registered it yet, then you can do it now by creating a new thread on our official group forums.

Our community is running TSC servers all around the world: Germany, Russia, Canada, USA, Korea and even Australia!
Follow the link below to find your closest TSC server:

--> TSC Server List <--

[CURRENT] Release. Yes, that's right. TSC final version is release and available for public.
Click the link below for more info & download:
http://steamcommunity.com/groups/ScrNBalance/discussions/2/522728813986714588/
 
Last edited:
Jun 30, 2012
216
1
18
Hmm.. seems interesting. Great idea and implementation. I'll definitely check it out when I can. This might be something that will drag me back into KF for a while.
 

nutterbutter

FNG / Fresh Meat
Feb 8, 2010
2,010
1,281
0
I like the idea of new modes, but having a second team doesn't seem to add anything to the game. Your team can kill them. Their team can kill your team. Both teams ignore the other. What changes with any of the three? Nothing. So why have two separate teams?

You even say there are no winners and no losers. So why have two teams?
 

Skell

Active member
Mar 21, 2013
1,242
2
38
On the Internet.
You even say there are no winners and no losers. So why have two teams?
>implying that's not a lie.

I played it. The two teams do change stuff. It makes the game uncomfortable because 2 teams are competing. You can't hold with them because of the DoT you take while in their area. So it becomes the first to get to a good hold spot and you can put a lot of pressure.

When playing against PooSH's team, my team took their hold spot because our trader was close to it. They couldn't hold anywhere else for some reason (we were on KF-Aperture where there are multiple hold spots), but it forced them to camp up by our spot in an uncomfortable area. They almost wiped but PooSH went and hid and made us take the wave solo.

My only issue with the game atm is that the volumes can intersect and deal damage. Meaning you can take DoT in your area. It's apparently intended but I still think that's poor design...
 

poosh

Grizzled Veteran
Jan 6, 2011
3,389
326
83
TSC update installed on the server (scrn2.no-ip.org:7707).
Changes:
  • Sudden Death disabled during the Trader Time.
  • Sudden Death doesn't apply on players who aren't connected yet or permanently lost their connection.
  • Sudden Death doesn't apply on disconnected / crashed players. To prevent cheating, player must have 100hp before disconnect, otherwise team will be wiped.
  • Scoreboard shows pings of connecting players as N/A instead of 1020.
  • Added "Switch Team" button to the main menu.
  • If one team has 2+ players more than another, then player from big team can switch to small team "on-the-fly", i.e. without suicide. This can be done only during trader time! Switching teams during a wave still kills you.
  • If game is not started yet, then same clan players are automatically sent to the same team despite team balance. If game is already started, then clans are ignored and new comers are sent to the smaller team.
    Currently TSC supports the following clan definition formats:
    1. [ScrN]PooSH
    2. (ScrN)PooSH
    3. -=ScrN=-PooSH
    4. {ScrN}PooSH
    5. <ScrN>PooSH
    6. *ScrN*PooSH
    7. ScrN-PooSH
    8. PooSH.ScrN
    Clan names are case sensitive! Clan names in brackets can be put before or after the name. Space between clan name and player name is optional. For example, "[ScrN]PooSH", "[ScrN] Janitor" and "Bambii [ScrN]" will be recognized as the same clan.
 

DasB

FNG / Fresh Meat
Jul 4, 2013
315
0
0
Germany
[*]Sudden Death doesn't apply on disconnected / crashed players. To prevent cheating, player must have 100hp before disconnect, otherwise team will be wiped.

So that means if a player with less than 100hp crashes or looses connection, the team will be wiped?

@Skell: Indeed, you shoudn't get DOT from the other base, while beeing inside of your own. Also, stairs seem to be a problem, iirc.
 

poosh

Grizzled Veteran
Jan 6, 2011
3,389
326
83
@Skell and DasB
First, I want to thank you guys for participating in the TSC Beta. It was very useful experience and a lot of fun too.

100hp requirement was made to prevent possible cheating. Like player disconnects when he is low on health and about to die. Give me a shout if you have a better suggestion.

As I've already said, ability to intersect bases is intended and is a vital part of team strategy as counteracting of "base stealing". Gnome can not be put on enemy base, that's why teams can't completely ruing other base. Maximum "cut" that can be done is ~1/3 of base's area and is shown on the figure below:
BaseIntersection.png
In your case (Aperture room) you should place the Gnome in the left side of the room to cover the are where we were staying and prevent putting our base so close to your room. Of course, we could go to the right side of the room and cut you from there, but that place is almost impossible to hold. By the way, we went to that room in a first place because all previous waves you were staying next to GlaDOS door, so I didn't made an attention where enemy base arrow is pointing. After realizing that room is already taken, we had only 15 seconds left and couldn't went any farther.
And as already mentioned, best spots in KF are not the best ones in TSC. The Aperture room is the safest place in regular game, but as we saw, isn't so good in TSC due to "cut off" possibility.
 

poosh

Grizzled Veteran
Jan 6, 2011
3,389
326
83
I like the idea of new modes, but having a second team doesn't seem to add anything to the game. Your team can kill them. Their team can kill your team. Both teams ignore the other. What changes with any of the three? Nothing. So why have two separate teams?

You even say there are no winners and no losers. So why have two teams?

As Skell said, two teams change a lot. Starting with the fact that they need to hold different spots on the map. Staying in different places means different paths for the ZED. Disability to go though other base [unharmed] leads to different paths for players themselves. Even if teams are playing polite and not trying to harm each other's team, all players still are getting new gaming experience, but at the same time sticking to the basis of KF gameplay.

Many players are complaining about HoE became easy for them. Do you know why it feels easy? Because people are spending hundreds or even thousands of hours on staying in the same places on the same maps, fighting the same squads of the same zeds. I think if you do anything for so many hours, it will become easy for you.

And you know what? During the last week I saw many of such "pro" players (and most of them really are good players) dying in waves 2-4 of TSC game. Because they weren't able to camp the usual spot. Because they were supposed to stay somewhere they never stayed before or go somewhere they never went before. Let's look at Bedlam for example. While staying in "L" corridor or on courtyard's balcony and going to the one of four traders players are not exploring almost half of the map. And when they finally are supposed to go there, it ends like it ended in the very first games: getting wiped in a matter of seconds.

Competing for what?
  • Better camping spot.
  • More ZED kills to earn more money for the team.
  • And of course - bigger e-penis ;)
 

DasB

FNG / Fresh Meat
Jul 4, 2013
315
0
0
Germany
@Skell and DasB
First, I want to thank you guys for participating in the TSC Beta. It was very useful experience and a lot of fun too.
We had some fun games, even though I had absolutely no fukkin clue what to do or how it all worked, besides the fact that I never really played SCRN... :D I remember telling those guys on TS: "How the **** do I change my perk here" :D

It was a kinda "learning through pain" thing :p Me dying on Manor as last survivor of my team, by stepping into your base in front of our trader for that round, was pretty hilarious though... They told me to go to the trader, that's what I did! :D

100hp requirement was made to prevent possible cheating. Like player disconnects when he is low on health and about to die. Give me a shout if you have a better suggestion.

I thought about that but I don't know enough about the technical kf-stuff. In my understanding, the server should be able to differentiate between a client gracefully disconnecting from the server vs. timing out due a bad connection or a crashed game. Sure it can be used for cheating but I know some people who crash quite a lot, can be pretty annoying for the team wiping after like an hour only because someone crashed. Maybe you could do something like: Team will wipe as soon as someone is not at full hp for 5 seconds. Just a crazy idea.

because all previous waves you were staying next to GlaDOS door,

We only went there to piss you guys off :D

And of course - bigger e-penis ;)

Reason enough.
 
Last edited:

DMN666

Active member
Jun 14, 2012
2,511
12
38
Brooklyn, NY
You know, we can live with that...
I was playing and didn't realized that the mp5m was moved to the 3rd slot. I was getting killed while wondering where my gun went.
I would like to play it without the ScrnB.

Nice job on the menu/HUD/layout/whatever, first time I seen so much changed!
(Sadly I was alone when playing)
 

Maddoxx

FNG / Fresh Meat
Sep 16, 2011
935
46
0
Earth
I think this is actually the most interesting and refreshing gameplay-concept i seen so far for KF from the community.

This is something i would like to see be implemented into the official game.