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Descriptions of UT2004's Assault and Onslaught Game Types

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  • Descriptions of UT2004's Assault and Onslaught Game Types

    ASSAULT

    Assault is an objective/team based game mode in which two teams (attackers and defenders) battle each other in epic (and sometimes historical) battles taking place in the Unreal universe.
    Attackers have several objectives to accomplish in order to win the round.

    Defenders must prevent the attackers from doing so in order to win. Several rounds are played and teams can exchange
    roles after each round. There are several configurable options, such as the number of rounds in a match, and the time limit for each round.

    Accomplishing objectives may involve reaching a key location, using machinery or computers in the level, or destroying a critical piece of hardware.

    Assault also features many different useable vehicles and turrets, including Space Fighters, Buggies, Tanks, Energy Turrets, a Minigun Turret and the all powerful Ion Cannon.


    ONSLAUGHT

    Onslaught is a large scale, team and vehicle based game mode in which players battle for control of huge exterior settings. Since these settings are so large one naturally needs a way to traverse these distances, hence there are a variety of vehicles that can be used in Onslaught. These vehicles are built to not only move but also destroy your foes.

    Each team has their own vehicles and you cannot steal your foes vehicles unless they unlock them by first getting into them. If your enemy jumps into a tank and then leaps out to pick up ammo you can then hijack it and turn the tables on him!

    The main objective in any Onslaught game is to destroy your enemies' "Power Core." This critical point is usually located in the heart of your opponent's base. Sounds simple, right? Here's the catch - a Power Core cannot be damaged unless your team has a link to it.

    How do you acquire a link? By controlling the smaller "Power Nodes" on the map and making a connection from your own Power Core to your opponents. Power Nodes begin as neutral points in the level and once they're touched they begin to build for your team. At this point the opposing team can attack and try to destroy the Node as it is being constructed. If they manage to destroy it it will go neutral again and can be re-claimed by either team. If they fail to destroy it the Node will be built for your own team and a link will be made to your own Power Core.

    The next step in an Onslaught map involves proceeding to the next Node. Since the enemies Power Core can only be damaged if there is a link to your own Core you'll have to take over a number of Nodes in order to make this connection. It is extremely important to note that you can ONLY take over a Node if you control an adjacent Node. You must progress across the map, taking over point by point, in order to stage an assault on your enemies' Core.

    Since death comes quick in the Tournament it is also good to know that once your team controls a Node you can then choose to respawn at it. This allows a team to have an advancing presence on any given map.

  • #2
    Awesome thanks for explaining them to us...

    :up:

    Comment


    • #3
      :up: :up:

      Onslaught sounds like it will make for very long games.

      Comment


      • #4
        Cheers Mark.

        Onslaught sounds as good as 12,000 dollars and a night in a brothel :up:

        Comment


        • #5
          Many thanks Mark... I think this deserves a sticky !?

          Originally posted by Shuri
          :up: :up:

          Onslaught sounds like it will make for very long games.
          Sounds like fun though!!

          Comment


          • #6
            Onslaught sounds amazing..seems like it'll create damn good matches for clans


            *u should sticky this thread*

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            • #7
              ... sounds like bf1942 in the UT universe

              Comment


              • #8
                Onslaught sounds like BF1942's conquest with a destroyable base, not that it's a bad thing.

                Comment


                • #9
                  Sounds cool :up:

                  Thanks for the info.

                  Comment


                  • #10
                    :cry: @ veichles..
                    Thats not Unreal ffs! Thats tribes or sum.. But I guess it will be cool and fun to play once in a while.
                    Most of all it will sell some lots of copies

                    Comment


                    • #11
                      Hey Mark, small request. Can you guys maybe change Onslaught to something else, so that it's not exactly the same as the mod I've been working so hard on? :sour:

                      Comment


                      • #12
                        hmm, from the sounds of Onslaught the battles will take forever, I mean.... it sounds almost too hard to do, with aircraft, tanks and everything else its gonna be near impossible to control everynode and link up........... IMO. We will see tho.....

                        Assault sounds like alot of fun, cant wait to check out the Skaarj and Robot Factory levels :up:

                        Comment


                        • #13
                          Thanks for the update.:up:

                          Comment


                          • #14
                            I'd really like to play assault again, and this Onslaught game type sounds like it will bring a unique type of team based gameplay to the Unreal universe.

                            I can't wait to play both gametypes. :up:

                            Comment


                            • #15
                              Originally posted by Radeon285
                              hmm, from the sounds of Onslaught the battles will take forever, I mean.... it sounds almost too hard to do, with aircraft, tanks and everything else its gonna be near impossible to control everynode and link up........... IMO. We will see tho.....
                              I agree. I suggest that the Power Nodes on a map be constructed in a "rock-paper-scissors" fashion, so that if node A is taken, there is a counter-node to take that, and so forth, coming together in a complete cycle. This could be done with weapon placements and the geography of the map. I wouldn't want to see this on all the maps, but maybe a few of them. Feel free to comment.

                              Comment

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