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    Conquest Game Type

    Would anyone be interested in a mod like this? Territorial control like in Star Wars: Battlefront. The existing Warfare maps could all be worked to use it...

    Basically, instead of nodes, you have control points. Standing in the area for x amount of time converts them to your team-- then you can spawn from them. Victory is achieved when your opponent runs out of spawn-points.

    Perhaps to separate this from warfare, ANY control point could be captured without anything needing to be linked to it. I think it would be a lot of fun to see, say, a team getting knocked back to nothing but a miscellaneous node and making a big come back.

    Or, to make it more UT-ish, perhaps it could use nodes just like warfare, except you can spawn from them until they're about half-damaged or so (and they could be attacked without any kind of linking). Maybe cores could even remain--- it'd be interesting if they could be made to be healable and capturable by either team... the extra effort would be balanced by the fact that the bases usually have great defenses and vehicles.

    Just kind of stream of conscience, but I think the basic idea is sound.

    #2
    Might be a good idea to try that one on this game type.

    Comment


      #3
      or why not make special warfare maps in which whenever a node is constructed it also spawns a whole forward base for the controlling team to use. in the default warfare, just about every node will spawn vehicles and a couple turrets, but why not spawn the whole base to use for attack and defense. and why not make it so that it will place fortifications in different directions based on which team has constructed the node so that each team will really be able to use the base itself as a tactical advantage. for example if an attacking team takes a particular point, it may spawn with its turrets facing towards the enemy team's side, to cover teammates continuing forward, or if the defenders capture the same point, it will spawn an artillery cannon or something to help defend itself. i don't know if its possible to program individual nodes to behave differently based on which team controls them, but if it can be done then i say make it happen.

      Comment


        #4
        Originally posted by Mickilla View Post
        or why not make special warfare maps in which whenever a node is constructed it also spawns a whole forward base for the controlling team to use. in the default warfare, just about every node will spawn vehicles and a couple turrets, but why not spawn the whole base to use for attack and defense. and why not make it so that it will place fortifications in different directions based on which team has constructed the node so that each team will really be able to use the base itself as a tactical advantage. for example if an attacking team takes a particular point, it may spawn with its turrets facing towards the enemy team's side, to cover teammates continuing forward, or if the defenders capture the same point, it will spawn an artillery cannon or something to help defend itself. i don't know if its possible to program individual nodes to behave differently based on which team controls them, but if it can be done then i say make it happen.
        The only problem with this is that it's pretty much, in practice, the same exact thing that happens when you capture a node and get its vehicles and turrets and stuff... just more complicated =P

        Comment


          #5
          I've been working on this for a while now...

          I don't have a mapper. But I have worked out alot of the gameplay management.

          Conquest the gametype also requires conquest style maps. (few warfare maps would really work...)

          Here is my idea based largely on the greatness that was Epic's concept for Conquest...

          - Conquest size/style maps,
          - no infinite weapon spawns,
          - footsoldier only areas,
          - gameplay important control points like "avril turret tower" or "city power grid"
          - flag to flag conquest (or reverse capture the F.La.G./flag planting) rewards enemy spawns destroyed by superimposing your own flag on the area for X amount of time. Each team has multiple flags. These flags sense orb carriers. Each team obtains more flags by obtaining enough collective points for another flag spawn. Therefore killing the enemy rewards that team with more flags eventually. Using these flags ground troopers can dominate other flag spawns instantly. Flags cannot be destroyed but will disappear if not planted. Flags cannot be planted within certain radii of each other.
          -orbs to core conquest. orb carriers of the ground trooper class can take over node areas and CONVERT THE CORE by using their link gun on it. Only ground troopers. The Core repels flag carriers a certain spherical distance but as the core is converted it does not unconvert. It is permanently converted by whatever amount out of 100 it has already been converted. the orb spawns AT the closest flag to the enemy. if that spawn is conquered by an enemy the orb instantly teleports to the most offensive FLaG.
          - more difficult/weaker scorpion self destruct (truly only destroys what it impacts into rather than the explosion destroying the vehicles. BUT will deal 101 damage to the surrounding area) *The game would look better if it fired faster homing crystals with slight emp charge rather than fair speed homing balls? BUT gameplay comes before look based game tweaks*
          - hoverboards only hover and steer no propultion: only work when beam tethered to a vehicle. and the vehicle drags them, or they only work via a push or prior generated kinetic energy (momentum).
          - fury would need much better control... the most confusing air vehicle I've ever seen... (lots of necris vehicles are confusing)
          - redeemers would still work but as the explosion isn't that large (tactical mini nuke should be able to level a neighborhood) the redeemer will come with redeemer ammo and be able to dummy fire succession at a rate of 1 every 2.5 seconds. The reemer will hold a maximum of 3 rounds. ammo would hold 2.
          - 2 submodes: Player Class mode: Squaddron Mode (no choice results in player class mode):

          -----Having an excessive amount of players would make squaddron mode an interesting option as players would be able to choose a position in a squaddron and spawn at their "FLaG".

          -----Player Class mode would be better suited for less players then a squadron for each real time submission. This mode would allow anyone to play as any class for a different type of effect (so long as there is a player not currently in a vechile or with a weapon in that class EXCEPT for the heavy weapons class (avril, redeemer) their special weapon or vehicle WILL spawn for them within about 10 seconds. Ground troopers can get rocket launcher sniper rifles, etc.

          All of this would force team work and squad based warfare for objectives as it would be very hard if not impossible to do things alone. Any footsoldier wanting to get to a small vehicle/human area safely and quickly would need adequate cover from larger vehicles or aircraft and a ride from a smaller vehicle to the area (hence squadron mode: example: a scorpion, multiple ground troopers, a heavy weapons specialist).

          -sub-mission point rewards in Squaddron Mode. If you play your role properly you get points AND extra stuff for your position (like those adrenaline super items... beserk, double damage, invincibility, invisibility, speed! (I miss speed... and booster...) anything else you can think of... if possible

          - Each game would have flags and orbs.

          - there's more: saving for clanbattles, "waiting rooms", revision of this post. If you're interested in working on me with conquest or have any ideas that should be here let me know.

          - 100% core conversion ends the game.

          Alot of this was retyped from scribbled writing. I'll fix it up later....

          Comment


            #6
            Unless you have a huge team of skilled modders lined up, do not make a gametype that requires custom maps or weapons. You'll never finish the project. Making a gametype is hard enough. Even a single map or weapon requires enormous amounts of work, and you'd need a whole set. Instead, try to make the gametype work with what is already there; WAR maps and VCTF maps.

            Comment


              #7
              What you are planning would require a LOT of work, and some of your wording is confusing
              however heres some help


              You could have main points that make other points better or give a tactical advantage

              eg. a centre point that spawns better weapons for certain points that you already control, or a point that might give you a shortcut

              Comment


                #8
                I would also be willing to help with the maps, but my editor doesnt load any packages

                Or you could just use stock maps and customise them

                Comment


                  #9
                  I would suggest customizing maps like torlan and dusk or other symmetrical maps specifically.

                  Although it could add something interesting to asymmetrical maps such as islander.

                  Also, gameplay wise with classes, to stop everyone being a certain class and making your team lose, players should be randomly assigned a class on spawning.

                  Comment


                    #10
                    You might need to get help from people that made other gametypes

                    The person that made UT3DOM could probably help you

                    Comment


                      #11
                      I'm not sure code wise, as im really a beginner, but it could be difficult to do flag to flag captures when flags are near rules and conversion damage.

                      A more simplified version could be:

                      Game starts off in overtime, cores have double the health.

                      Modify the overtime damage per node basis to cores, so it checks who has which nodes, and increases health depending if you have more nodes than the other. Or both could drain like normal, but slower depending on nodes, like normal. Also, modify nodes so that they have say 15 health, and if there is an enemy near but no friendlies then deal 1 damage a second?

                      Then modify maps like avalanche, adding more nodes in different places, making it less of a symmetrical battle. Perhaps even blocking off one side, so one team starts in the cave whilst the other starts in their base. Also make it so that all nodes are standalone, and there are shields on core / unaccessible.

                      Program the weapon re spawn mutator to always be on in your gamemode, thus no infinite weapons.

                      I would advise against the extra ammo in a redeemer, especially if you increase its radius. I have a modified redeemer which is double the size explosion, and flies faster, and its immensely powerful (one shot monster kills ftw )

                      I also advise against your hoverboard idea, walking everywhere is not fun, hoverboards are a much better solution unmodified. Besides, people would not be able to hover up hills properly.

                      Classes either do it in your gamemode but I would advise new pawns if they are really diverse.

                      But like i said, flags may be really easy, i just don't know how, it may even be a simple check and then state this state that?!

                      Comment


                        #12
                        Maybe controlling some specific nodes could increase core drain?

                        Comment


                          #13
                          New gametype using unmodified stock WAR maps: 1 week to make, 10kb to download.

                          New gametype using modified stock WAR maps: 2 weeks to make, 200mb to download.

                          New gametype using custom WAR maps: 2 years to make, 200mb to download.

                          Comment


                            #14
                            Should be a walk in the park then ....

                            Perhaps .rar compresion could help, but i'd be surprised if about 3 or 4 modified maps make 200mb!

                            Im working on a sort of demo conquest with random classes using that Avalanche idea i suggested. I''l pm it to you when its finished Harmatia if you want. The features im trying to get into it are:

                            Code:
                            Players randomly spawn as 1 of 4 classes for balance, maybe tweak it later:
                            
                            Long range, shock rifle and stinger
                            CQB, Flak and Rockets
                            Support, Avril and Link Gun
                            Anti Infantry, Sniper rifle and Bio rifle
                            
                            All nodes are standalone, cores are un-damageable, game starts in overtime but cores drain four times slower than in war overtime. Players cannot double jump, but can jump 1.2 time higher than normal, nor can they pickup weapons, but they do have infinite ammo to consolidate this. Otherwise its just normal war mode, with node capping like normal. I might start looking at capturing by being nearby though.

                            Comment


                              #15
                              dude! not giving the avril to everybody (or at least make it a pickup) = SPAWNRAPE!!!!!

                              oh, and how am i going to heal up a node if i dont spawn as support?and having only 2 weapons is kinda boring :/

                              also: noobs spawning as anti infnatry will get pwned. same goes for support, maybe even long range.

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