Game: Capture the Flag
Simple. Capture the enemy flag (by capturing it. You know, with a nanolathe and that so that its your unit)
Start: Each player starts with a flag. The flag hovers a bit so it can start over water and that. The flag builds things instantaneously, and can only build one thing before "locking up" and refusing to build.
The flag can build the Commander (you choose race by choosing a flag - the Arm and Core have different flag units, each building only their respective commander)
The Flags cannot be damaged at all, in any way - it will have its own armour class so that weapons do not damage it and a high health, just incase. I think there is a tag to make something unreclaimable too. So the flag is invincible.
Gameplay:
Start with flag. Flag builds comm. Game plays as normal, but with a small difference: to defeat the enemy, you MUST capture the flag. The flag is counted by the game as the com.
With 'Game Ends on Comm Death': You must capture the flag to win
With 'Game Continues on Comm Death': You have to capture the flag and destroy all opposing units to win
Small Problem 1:
The flag is seen as the commander by the game engine. Thus, it has all the starting storage set by the lobby pregame. The only way around this I can think of is the actual com units (ARMCOM, CORCOM) high energy / metal storage and tell people to set starting resources low. But how to make different matches with varying starting resources? Like this: release multiple versions:
1000 Version (CTF1k) - Coms store 1000 metal and energy
5000 Version (CTF5k) - Coms store 5000 metal and energy
1000 Version (CTF10k) - Coms store 10000 metal and energy
Note: You can make it so that a player will always have a certain energy/metal storage, wether they lose their com or not (though having the com alive ups storage capacity) by not setting the starting resources uber low.
Small Problem 2:
I can't remember if there is a tag to make a unit unreclaimable. If there isn't you could win by reclaiming the other team's flag using any builder, instead of only a unit that can capture. (can't remember if XTA has a unit that can capture stuff other than the commanders. If it doesn't, it'll need one or this won't work - lose your com, you can't capture the enemy flag...)
If you can think of anymore ideas or game suggestions (preferably possible ones / variations on CTF - ie, a version where coms have no storage and storage is set at a certain level due to flag, or where the flag can build two or three commanders etc)CTFiquette
Drawing:
If you have no way of capturing the enemy flag, you should discuss with your opponent wether to:
get him to build and give you a unit that can capture
give him / self d your flag.
Always ask you opponent first. As he has managed to disable you and ensure victory, he should get to choose
I'm working on flag models now. They'll be high poly and s3os - as I need practice in skinning/UVing/s3o format useage, and there will only be one per team. Let me know if you want stuff like TLL flags or FF space flags etc
Think of any more 'CTFiquettes', post them here also
Another game idea (Based of CTF) -
Basics of CTF is the same - capture the enemy flag.
All units can capture. Only the flag (and maybe some other units) can be captured however.
The flag can build any unit, and does so instantaneously. However, there is no way of gaining resources. So you must choose your units wisely.