More game modes

More game modes

Requests for features in the spring code.

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manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

More game modes

Post by manored »

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)
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Lua

Post by Pxtl »

This'd be better-handled by Lua mission-script.... but I don't know how well that works in multiplayer.
Aurora
Posts: 94
Joined: 22 Oct 2006, 01:16

Post by Aurora »

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.

Code: Select all

+-----+-----+-----+
|     |     |     |
| (1) |  a  |  b  |
|     |     |     |
+-----+-----+-----+
|     |     |     |
|  c  |  d  |  e  |
|     |     |     |
+-----+-----+-----+
|     |     |     |
|  f  |  g  | (2) |
|     |     |     |
+-----+-----+-----+
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.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

You're planning for a Z mod, eh?
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Be damned useful for Epic Legions and S44, that would
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

Would be good for any mod which could take advantage of a sector based resource system... think of Dune 1, I'd sure love that.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

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.

Code: Select all

+-----+-----+-----+
|     |     |     |
| (1) |  a  |  b  |
|     |     |     |
+-----+-----+-----+
|     |     |     |
|  c  |  d  |  e  |
|     |     |     |
+-----+-----+-----+
|     |     |     |
|  f  |  g  | (2) |
|     |     |     |
+-----+-----+-----+
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.
Nice idea! :-)
bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Re: More game modes

Post by bamb »

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)
Good ideas.
Aurora
Posts: 94
Joined: 22 Oct 2006, 01:16

Post by Aurora »

rattle wrote:Would be good for any mod which could take advantage of a sector based resource system... think of Dune 1, I'd sure love that.
What if there was just a bunch of mex spots in each sector, on which you could quickly build mexes, in like half a minute?
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knorke
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Joined: 22 Feb 2006, 01:02

Post by knorke »

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)

:shock: If you control 3 areas in a line, the bot gives you control of a otherwise unbuildable super-nuke-silo :shock:
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

knorke 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)

:shock: If you control 3 areas in a line, the bot gives you control of a otherwise unbuildable super-nuke-silo :shock:
Or just commits suicide :P
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

knorke wrote::shock: If you control 3 areas in a line, the bot gives you control of a otherwise unbuildable super-nuke-silo :shock:
oh god no.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

this is all possible if the host has the given lua script. It just needs lobby support.
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Just a case of making the lua script, plopping said script in startscripts and using Spring.exe directly to load it I believe...
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Actually you can add a line to the script.txt file and it'll start the game with given parameters but with that lua script loaded too.
Tobi
Spring Developer
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Joined: 01 Jun 2005, 11:36

Post by Tobi »

But I doubt anyone has seriously tested that in multiplayer games, right?
Aurora
Posts: 94
Joined: 22 Oct 2006, 01:16

Post by Aurora »

smoth wrote:
knorke wrote::shock: If you control 3 areas in a line, the bot gives you control of a otherwise unbuildable super-nuke-silo :shock:
oh god no.
Tic-tac-toe! :roll:
SeanHeron
Engines Of War Developer
Posts: 614
Joined: 09 Jun 2005, 23:39

Post by SeanHeron »

Actually, a day after I found this out (ca. a week ago) me and my brother tested this and it worked fine :D ! Lobby support ! Where´s Betalord :) !? Why don´t I just check out the C# Lobby code and implement it myself !?
Howcome people don´t realize what an insane feature this is :P !?
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

I mean more then 1v1 :P
I had indeed expected it to work more or less in 1v1. I'm not really sure how well it works in bigger games tho, I'd guess only 2 teams actually get created...
RaiFox
Posts: 40
Joined: 06 Oct 2006, 16:12

Post by RaiFox »

The resources gained from controlling zones would have to be shared in a team game, or otherwise it will be "you stole my zone" and ragequits.
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