Multiplayer Missions

Multiplayer Missions

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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Multiplayer Missions

Post by PicassoCT »

Sanada.. i know this is demanding alot, but could you test something for me? The idea is to have mini-missions (eyes wide shut by now, i know) but not in singleplayer, but in multiplayer. For example: Escort the convoy for the one side, destroy the convoy for the other side).

Could you make such a Mutator? I mean you allready got the game, all you need is a widget that spawns the mission unit, checks the conditions and hands out the rewards.

Im just curious what this would do to the dynamics of the game.

Obviously i would test it in jw. But i dont got working game. :D

(Also, lazy as i am, i would luv to copy it out of your trunk ;) )
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SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Re: Development Updates

Post by SanadaUjiosan »

I'll start by saying that while I know what a mutator is, I don't really know how to make one. I've always ignored that kind of talk because I was making a game from the start. I think I know but I've never tried...

Second, my lua is nowhere near good enough to construct such a widget...

Third, if you wanted to supply such a widget I'd be happy to put it in CT and let you see the results, I may like it too or if I don't I can just have it turned off by default.

Sorry if that isn't super helpful but I'm really ignorant of like 90% of what you're asking :P
UberWaffe
Posts: 10
Joined: 08 Mar 2012, 13:27

Re: Development Updates

Post by UberWaffe »

That is actually a very interesting idea. Would be a truly unique element of game play if it can be accommodated properly.

I'm currently working/learning on the Deploy at location gadget & widget for SanadaUjiosan. But I'll give it a whack afterwards. I'll probably start with something truly simple, like "defend this unit for 5 minutes" for the one side vs. "destroy that unit within 5 minutes" for the other.

Disclaimer:
My lua is terrible, but I'm learning.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Development Updates

Post by PicassoCT »

If you got any question.. ask away.
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SanadaUjiosan
Conflict Terra Developer
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Joined: 21 Jan 2010, 06:21

Re: Multiplayer Missions

Post by SanadaUjiosan »

Woot successful split...

Section 8: Prejudice did something like this, every multiplayer match would have random little missions pop up. They didn't determine the outcome directly, but awarded points that stacked onto things like kills and whatnot... and I really liked that game and that system 8)

Not sure how it could pan out for RTS though... and that's an honest "don't know", not a passive aggressive "it won't work!" :wink:

This could be an interesting Mod Option. Like "Mission Mode", do these random little missions, get points, first team to x points wins.
UberWaffe
Posts: 10
Joined: 08 Mar 2012, 13:27

Re: Multiplayer Missions

Post by UberWaffe »

This could be an interesting Mod Option. Like "Mission Mode", do these random little missions, get points, first team to x points wins.
Wow, never even considered it as a victory condition to a specific game mode. I think that is awesome.

I was simply thinking something bland like a metal reward to the team that completes the mission (and maybe a smaller metal penalty to the failing team, if that is even possible given the "But I already spent all my metal" scenario).
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SanadaUjiosan
Conflict Terra Developer
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Joined: 21 Jan 2010, 06:21

Re: Multiplayer Missions

Post by SanadaUjiosan »

UberWaffe wrote:I was simply thinking something bland like a metal reward to the team that completes the mission (and maybe a smaller metal penalty to the failing team, if that is even possible given the "But I already spent all my metal" scenario).
Hmm, I think that could be interesting too!

Maybe like two separate modes, Victory Mission mode and Metal Mission mode.
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Licho
Zero-K Developer
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Joined: 19 May 2006, 19:13

Re: Multiplayer Missions

Post by Licho »

Picasso mission editor, springie and ZKL are setup to handle multiplayer missions.

You can define "role slots" for players to play in the mission editor and make rules especially for them.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Multiplayer Missions

Post by PicassoCT »

Its not about Multiplayer Mission: Its about Mini-missions. They dont decide anything. They are just a intermezzo.

It would have to be a widget. If it spawns unit that would have to be synced, also the time. It would need a Missiondescription. Victoryconditions.

Most difficult, it would have to get a actuall understanding of the frontline. It doesent make sense to start a mission in territory that is allready under full controll of one of the players.

"Escort a truck through your bunkered up frontlines" doesent sound funny at all. It has to determinate a startspot and a endspot in nomansland. Then you need to spawn a invisible, very fast, not attackable unit at the startpos, that has a movementclass similar to the game. And you have to spawn it at the Startpos and order it to run toward the Spawn Position of the escort vehicle. Now a small Get units within circle, and you have a go or no-go. Same Test goes for the extractionpoint.

Now the Countdown to the start of the escortmission appears so that both players can "ready- im almost there-up". The Unit is spawned, and either ignored, or a wild chase ensues. To have some pressure onit, there is a countdown and if the tacos dont get delivered on time, noone pays for them.
gajop
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Re: Multiplayer Missions

Post by gajop »

Looks interesting, and imo there are a few two things you should think about before making decisions how to pursue it further.
1) Do you plan to have those missions on all maps? How easy is it for you to write a general purpose mutator, and how good will those missions end up being if the map is not known up front?
2) It has to also have a gadget part, as it's synced code
3) You can still consider using the existing mission systems! Now this may be a bit hard... but you could try to write code that dynamically populates triggers. It may make your life easier, depending on the complexity of your mini-missions.

I'd like to help you out with this if you are interested in using an existing mission editor.
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Multiplayer Missions

Post by knorke »

for testing you could just add a nullAI and use /cheat /give to spawn some protect-me-trucks etc.
so you can test gameplay without writing a single line.
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