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Fedora.Pirate
10-08-2007, 03:21 AM
Here's an idea for a mod I had, and I'd like to hear other thoughts on it and if I should put the effort in to make it. I played it once while paintballing and it was a lot of fun that I think would sit very nicely in Gears.
The way it works is you have an "objective item" (bomb, flag whatever) in the middle of the (smallish) arena and you have to move it to the enemies' base. For a more advanced version there are limited lives and for an even more advanced version for a period of time at the start of the match there are unlimited lives, but then after that lives become limited.

What do you all think?

Kronos
10-08-2007, 05:03 AM
Sounds exactly like bombing run in UT2k3/4.
Overall its just like soccor or basketball.

Fedora.Pirate
10-08-2007, 05:05 AM
Not quite (though they are similar), as there is only a single score for delivering the objective to the enemy base, you can't pass/throw the objective and you can use your weapons for it. Also you could win the round simply by eliminating the enemy.

Kronos
10-08-2007, 05:10 AM
Sounds like a fun gametype, I hope the person with the bomb is highlighted or at least something so I know he has the bomb.

Taffer
10-15-2007, 06:33 PM
I love the idea that there is only one objective that both teams are fighting over. At first I thought this gametype would just be like a reverse CTF, but the fact that both teams must fight to get control of the bomb and how the battle would go back and forth is really what would make this gametype interesting.

However, I have to stress that if you were to remove spawns at all, it would be much easier to simply kill everyone off. There should be constant respawning throughout the entire match, or the gametype would lose focus and no one would play it correctly.

< Profess >
10-15-2007, 07:28 PM
when you say "the enemy base" surely you dont mean the spawn points as it would work much better if 2 points (kinda like annex) were randomly picked at the start of each round to be the bombsites. (also im assuming its going to be COGs with the resonator) having 2 points will help keep it from going dethmatch as each team will of course spawn closer to one of the points than the other so the COGs should always be able to take up defense at a point as they plant, what i thought the whole idea of the gametype would be...

Also, running the bomb in to the target area for instant win/points would be annoying.
Having a plant time that remains if interupted.
(eg. 30 second plant time, 20 seconds gone- then interupted, start again 10seconds left)
makes more sense if the locust interupt the planting than them defusing it lol.

Fedora.Pirate
10-16-2007, 12:01 AM
Wow, great ideas. Thanks guys, but something I forgot to mention which does make a huge difference is I'm planning on doing this with seperate maps as it'll be for GoW PC size isn't such an issue so it'd have it's own Maps if GoW can handle that of course


I love the idea that there is only one objective that both teams are fighting over. At first I thought this gametype would just be like a reverse CTF, but the fact that both teams must fight to get control of the bomb and how the battle would go back and forth is really what would make this gametype interesting.True, there are two things which both teams are fighting for "the bomb" (which I'm thinking I'll actually make to be something like a scanner or ressonator) but also the middle ground as you can't progress with out it.


However, I have to stress that if you were to remove spawns at all, it would be much easier to simply kill everyone off. There should be constant respawning throughout the entire match, or the gametype would lose focus and no one would play it correctly.True, perhaps a respawn delay after a certain period (the whole game still has revives), as if as soon as you kill someone they're back in progressing the objective forward becomes really quite difficult.


when you say "the enemy base" surely you dont mean the spawn points as it would work much better if 2 points (kinda like annex) were randomly picked at the start of each round to be the bombsites.As I said the maps will be made for the gametype, so it will be the base. As the point is you have to fight your way through the enemy lines. If it were just random points this wouldn't be the case.


(also im assuming its going to be COGs with the resonator)Yep, you took the words out of my mouth :)


Also, running the bomb in to the target area for instant win/points would be annoying.
Having a plant time that remains if interupted.
(eg. 30 second plant time, 20 seconds gone- then interupted, start again 10seconds left)
makes more sense if the locust interupt the planting than them defusing it lol.Yep, I like the idea of a plant time, I'll see if I can implement that and set it as an option. But I think the games would also have to be round based, so like three rounds wins a match or something *shrug*

So again I ask your thoughts, so far your comments have been excellent; thanks guys :D