HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
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06-15-2009
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Fuzion's 2.0 Gameplay Idea
I'm trying to keep this breif
Objective: Capture the enemy flag and return it to friendly control point.
When your team captures a control point, you unlock the spawn room that is behind it, allowing you to spawn closer to the front line, and gives you a flag capture point closer to the enemy flag.
It will be difficult to hold a control point if you don't have a wall, which encourages defensive structures to prevent enemy players from taking your control point.
Classes: All players can build, fewer classes=better, more general roles
So all players should have the ability to spawn blocks and freeze them. Depending on the number of control points, there is a maximum blocklimit as well as a block creation rate that will allow you to spawn a block. The more control points your team has, the more blocks you can have and the faster you can spawn them.
Builder class: Reduced combat ability, faster block rate and faster freeze/unfreeze
Scout class: High speed/maneuverability and jumping ability (rj or somthing), reduced combat ability
Support class: Close quarters weapon (shotty) w/ double damage vs blocks, nades?
Soldier class: Good gun (good damage + accuracy), extra hp
Control point bonuses:
I already mentioned faster respawn times, but on a key control point (perhaps the middle one) the controlling team gets a bonus ability or weapon depending on class (think NS). For example, the scout class could get a slam-like tool for climbing, the soldier could get a rocket launcher, the support class could get a heal ability, and the builder class could unlock a special block (think extra hp or really big or something).
Basically unlocking the critical control point would be like building a new hive, giving more incentive to capture it. Whoever controls it would have an advantage. Or you could even have it so the two middle ones are citical, so capturing the two middle ones would deprive the enemy from having the upgrades, but if they are split equally both teams would have it.
I'm also thinking that maybe it should unlock tier two blocks that are more specialized.
CP mechanics
Blocklimit is set per-map. When you steal an enemy block, their block limit is reduced (just like how it is now), but if they capture one of your control points, then they get it back.
When you capture an enemy control point, the wall there disappears. When the enemy captures it back, the wall re-appears as it was.
I tried to keep it short, I hope you get the basic idea. Cleanup + more detail coming tomorrow when I have time. And grafix/diagramz to look at.
Last edited by FuzionMonkey; 06-15-2009 at 07:50 AM.
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06-15-2009
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100% dude
Veteran Fort God
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Join Date: Jun 2006
Posts: 4,519
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The more control points your team has, the more blocks you can have and the faster you can spawn them.
I personally think that should be the opposite. Pretty much seals the fate of the other team giving them no chance at all to catch up and hold/capture points...
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"I hope Draken and #'s will get picked up by communities that actually deserve them."
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06-15-2009
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Quote:
Originally Posted by 013109
The more control points your team has, the more blocks you can have and the faster you can spawn them.
I personally think that should be the opposite. Pretty much seals the fate of the other team giving them no chance at all to catch up and hold/capture points...
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Eh, being able to spawn blocks faster doesn't really help offensively too much. All it does is make it so you can build your walls faster (remember blocklimit is still in effect, no uberforting unless you want to sacrifice backup walls and become susceptible to ninjacaps (should be very easy, thereby making backup walls important).
Quote:
Originally Posted by Meow_Mix
I like most of your ideas, but I think if they took everything you mentioned, the team capturing the middle control point / critical points are going to be over powered compared to the team who doesn't get certain upgrades and advantages. Well worth trying out, but I think eventually that is what the problem would be.
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They would'nt be total gamewinners. I mean slams? Not THAT important. It is really just to provide incentives. Of course they would need to be balanced. But the general principle is that cps provide incentives.
Last edited by FuzionMonkey; 06-15-2009 at 07:51 AM.
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06-15-2009
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Miauw Mizx
Master Craftsman
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Join Date: Feb 2008
Location: Litter Box
Posts: 525
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I like most of your ideas, but I think if they took everything you mentioned, the team capturing the middle control point / critical points are going to be over powered compared to the team who doesn't get certain upgrades and advantages. Well worth trying out, but I think eventually that is what the problem would be.
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Quote:
Originally Posted by Lagginator
Shut the fuck up Sauce. He could do the dev work on an electric griddle for all I care as long as someone is working on 2.haven.
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06-15-2009
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Fort Warrior
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Join Date: Jun 2007
Location: Americaland
Posts: 1,306
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Just out of curiosity (i like a lot of the concepts here, they're actually very similar to mine in many respects), shouldn't the fact that it's in your way be incentive enough to capture a point? Or would the map be laid out in such a way that you wouldn't necessarily have to capture a point if you didn't want to?
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06-15-2009
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I think that could be a way to open up more layouts, giving a little difference to otherwise linear layouts.
Frankly, nobody truly wants to play warpath with forts.
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06-15-2009
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100% dude
Veteran Fort God
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Join Date: Jun 2006
Posts: 4,519
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The white on the top and or bottom is the initial spawn. The red and blue towers are the cap points, with flag in the center. Flag can be taken to any point ur team has for points. Also gain points for holding towers.
You spawn at the nearest tower you own upon death and respawn, and back at initial un capable base if your team has no towers.
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"I hope Draken and #'s will get picked up by communities that actually deserve them."
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06-15-2009
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Fort Warrior
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Join Date: May 2006
Posts: 1,610
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Map not a good fps map ( unless for battlefield, enemy territory games).
Games with a smaller amount of players like sf need to have their action more focused.
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06-15-2009
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100% dude
Veteran Fort God
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Join Date: Jun 2006
Posts: 4,519
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Quote:
Originally Posted by NocturnO
Map not a good fps map ( unless for battlefield, enemy territory games).
Games with a smaller amount of players like sf need to have their action more focused.
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was just showing a lay out idea, def not that size amg. sprinting from one tower to the other in source would take a good minute of just running.
__________________
"I hope Draken and #'s will get picked up by communities that actually deserve them."
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06-15-2009
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Fort Warrior
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Join Date: Jun 2007
Location: Americaland
Posts: 1,306
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tbh, with smaller maps and faster players, it could work, even with sub-20 playercount. You may have to knock it down to 1-2 CP's, rather than 3-4, but it's certainly workable IMO.
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