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More game modes

Posted: 31 Jan 2007, 15:29
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)

Lua

Posted: 31 Jan 2007, 15:57
by Pxtl
This'd be better-handled by Lua mission-script.... but I don't know how well that works in multiplayer.

Posted: 31 Jan 2007, 16:20
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.

Posted: 31 Jan 2007, 18:12
by KDR_11k
You're planning for a Z mod, eh?

Posted: 31 Jan 2007, 18:13
by Guessmyname
Be damned useful for Epic Legions and S44, that would

Posted: 31 Jan 2007, 18:34
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.

Posted: 31 Jan 2007, 19:41
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! :-)

Re: More game modes

Posted: 31 Jan 2007, 22:56
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.

Posted: 04 Feb 2007, 22:38
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?

Posted: 05 Feb 2007, 02:25
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:

Posted: 05 Feb 2007, 16:36
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

Posted: 05 Feb 2007, 16:51
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.

Posted: 05 Feb 2007, 17:53
by AF
this is all possible if the host has the given lua script. It just needs lobby support.

Posted: 05 Feb 2007, 18:05
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...

Posted: 05 Feb 2007, 18:52
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.

Posted: 05 Feb 2007, 23:42
by Tobi
But I doubt anyone has seriously tested that in multiplayer games, right?

Posted: 11 Feb 2007, 14:46
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:

Posted: 15 Feb 2007, 22:23
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 !?

Posted: 15 Feb 2007, 23:14
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...

Posted: 16 Feb 2007, 03:39
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.