More game modes
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More game modes
How about more game modes, like capture the hill (by building a especial structure on it) or capture the flag? (The flag would be a imobile transportable unit that had to be loaded by a "transport building" to be capured)
Here's my gamemode suggestion;
The battleground is divided to a grid, with a flag amidst every sector. Every player would have a sector of their own at the beginning. Controlled sectors would show all enemy units that are within them, and an alert would be given upon enemy forces entering a sector. If a sector was captured, all economical buildings within the sector would be transferred to the player who captured the sector.
A sector could be captured by having a unit be next to it for a minute. Only sectors that are connected to already-captured sectors could be captured, diagonally connected sectors do not apply. When an enemy is capturing a flag, the sector would flash red on the minimap.
The goal of the game would be to control all sectors. It should be optional whether a team loses or not upon losing all sectors.
There's an example of a 3x3 grid. The numbers represent two teams that control their respective sectors. Team 1 could capture a & c, while team 2 could capture g & e. If team 1 captured a, then they could also capture b & d. You get the point.
Another version of this gameplay could have a timelimit. When the timelimit ends, the team with the most territories would win. In some cases, that could also result in draw games.
The battleground is divided to a grid, with a flag amidst every sector. Every player would have a sector of their own at the beginning. Controlled sectors would show all enemy units that are within them, and an alert would be given upon enemy forces entering a sector. If a sector was captured, all economical buildings within the sector would be transferred to the player who captured the sector.
A sector could be captured by having a unit be next to it for a minute. Only sectors that are connected to already-captured sectors could be captured, diagonally connected sectors do not apply. When an enemy is capturing a flag, the sector would flash red on the minimap.
The goal of the game would be to control all sectors. It should be optional whether a team loses or not upon losing all sectors.
Code: Select all
+-----+-----+-----+
| | | |
| (1) | a | b |
| | | |
+-----+-----+-----+
| | | |
| c | d | e |
| | | |
+-----+-----+-----+
| | | |
| f | g | (2) |
| | | |
+-----+-----+-----+
Another version of this gameplay could have a timelimit. When the timelimit ends, the team with the most territories would win. In some cases, that could also result in draw games.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Nice idea!JJ45 wrote:Here's my gamemode suggestion;
The battleground is divided to a grid, with a flag amidst every sector. Every player would have a sector of their own at the beginning. Controlled sectors would show all enemy units that are within them, and an alert would be given upon enemy forces entering a sector. If a sector was captured, all economical buildings within the sector would be transferred to the player who captured the sector.
A sector could be captured by having a unit be next to it for a minute. Only sectors that are connected to already-captured sectors could be captured, diagonally connected sectors do not apply. When an enemy is capturing a flag, the sector would flash red on the minimap.
The goal of the game would be to control all sectors. It should be optional whether a team loses or not upon losing all sectors.
There's an example of a 3x3 grid. The numbers represent two teams that control their respective sectors. Team 1 could capture a & c, while team 2 could capture g & e. If team 1 captured a, then they could also capture b & d. You get the point.Code: Select all
+-----+-----+-----+ | | | | | (1) | a | b | | | | | +-----+-----+-----+ | | | | | c | d | e | | | | | +-----+-----+-----+ | | | | | f | g | (2) | | | | | +-----+-----+-----+
Another version of this gameplay could have a timelimit. When the timelimit ends, the team with the most territories would win. In some cases, that could also result in draw games.

Re: More game modes
Good ideas.manored wrote:How about more game modes, like capture the hill (by building a especial structure on it) or capture the flag? (The flag would be a imobile transportable unit that had to be loaded by a "transport building" to be capured)
Like growing features, a lot of gamemodes could be with bots.
For example the tic-tac-toe game: the bot just has to check if a player has units in this or that area. (bots can cheat to see the whole map)
If you control 3 areas in a line, the bot gives you control of a otherwise unbuildable super-nuke-silo 
For example the tic-tac-toe game: the bot just has to check if a player has units in this or that area. (bots can cheat to see the whole map)


Or just commits suicideknorke wrote:Like growing features, a lot of gamemodes could be with bots.
For example the tic-tac-toe game: the bot just has to check if a player has units in this or that area. (bots can cheat to see the whole map)
If you control 3 areas in a line, the bot gives you control of a otherwise unbuildable super-nuke-silo

- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07