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HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
  #1  
Old 06-15-2009
FuzionMonkey
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Default Fuzion's SF Megathread.

This is going to be bigger and badder than the previous thread.

Main Objectives
  • Each team has a flag at their base
  • Capturing the enemy flag and returning it to a friendly control point scores a point (Like it is now)
  • The more control points your team owns, the closer you can spawn to the front line, and the closer you get to the enemy flag

Block Mechanics
  • Blocks can be spawned anywhere by anyone, but they are limited by a spawn rate (which recharges over time) and a team blocklimit
  • Freezing and unfreezing blocks takes a certain amount of time (like Combat mode in 194)
  • Enemy blocks can either be destroyed via damage or unfrozen by Builders

Defenses and Walls
  • Players can build walls and other defenses to protect control points and other key areas
  • A functional wall will be crucial because it is extremely easy to capture control points
  • Without a wall, defending a control point is very difficult
  • Flag defenses should require a lot of blocks, as impenetrable flag defenses would leave fewer blocks for walls and other defenses

Control Point Functionality
  • There is a capture pad (like TF2) that is capturable
  • Capturing a unowned control point is instant
  • Capturing an enemy control point takes 10 seconds (reduced when there are multiple players)
  • Standing on a friendly control pad will double your block recharge rate (allowing you to spawn blocks faster)
  • Capturing a control point will increase your team's blocklimit (vice versa for control point loss)
  • Capturing a control point will unlock a new spawn room, which allows your team to spawn closer to the front lines
  • Capturing an enemy control point will make enemy blocks in the vicinity disappear
  • Re-capturing a stolen control point will make your fort re-appear

Classes and Combat

Scout: Control Point and Flag Capping
Pros
  • Fast
  • Movement abilities (like rocketjump-type ability) and trickjumping
  • Control point capture times are cut in half (like in TF2).
Cons
  • Weaker combat strength: SMG
  • Reduced HP

Builder: Wall and Defense Building
Pros
  • All building-related delays are cut in half (block spawn rate, freeze, friendly-unfreeze)
  • Can heal blocks
  • Gravnading
Cons
  • Weaker combat strength: SMG

Soldier: Midfield control and tanking
Pros
  • Strong primary weapon: AR2
  • Effective at long, medium, and close range combat
  • Extra HP
Cons
  • Slower

Support: Enemy fort assault and midfield control
Pros
  • Shotgun that is effective close-range and deals double damage against blocks
  • Grenades
Cons
  • Ineffective at long-range combat compared to AR2

Control Point Bonuses
  • Certain control points can be set as bonus control points which grant the controlling team certain upgrades
  • Scouts get slam-like climbing tool
  • I can't come up with a good Soldier upgrade
  • Builders get a specialized block that they can create
  • Support gets a pistol upgrade





Help me come up with good bonuses.
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  #2  
Old 06-15-2009
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What about bunnyhopping/sprinting?

Also is the smg kinda like the shotgun from TF? Everyone has one as a backup weapon?
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Old 06-15-2009
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I'm assuming the entire post is flawed, because one of those classes presents a massive problem with the lack of a build phase. So I'm guessing it isn't that well thought through. (I mean a massive problem.)
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Old 06-15-2009
FuzionMonkey
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Quote:
Originally Posted by Sayyan View Post
I'm assuming the entire post is flawed, because one of those classes presents a massive problem with the lack of a build phase. So I'm guessing it isn't that well thought through. (I mean a massive problem.)
What.. Gravnading?

I dont see how a build wall matters at all, since the bases are going to far apart.
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Old 06-15-2009
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I honestly don't see the issue either. The only one that references building at all only cuts everything in half. It may not be perfect, but it's hardly a massive problem.
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Old 06-15-2009
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Quote:
Originally Posted by Oddjob View Post
I honestly don't see the issue either. The only one that references building at all only cuts everything in half. It may not be perfect, but it's hardly a massive problem.
The speed isn't the issue, it's the motivation. But this has been discussed to death in private anyway and we're all agreed. :P
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  #7  
Old 06-15-2009
FuzionMonkey
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Quote:
Originally Posted by Sayyan View Post
The speed isn't the issue, it's the motivation. But this has been discussed to death in private anyway and we're all agreed. :P
Care to enlighten me? Whats wrong with faster building.

Un-sped up I'm thinking around 1-2 minute for block respawn. Of course that goes faster if you are on a control point, and even faster if you're a builder.

So like 20 seconds maybe to spawn a block.

I was thinking ~10 seconds to unfreeze enemy blocks, ~4 seconds to unfreeze friendly blocks, ~6 seconds to freeze friendly blocks.

Whats wrong with that?

Quote:
Originally Posted by Draken! View Post
You seem to be basing your classes off of the HL2DM weapons, which is a bad idea.
You should be basing them solely on their roles, and coming up with weapons that will aid in fulfilling said roles.
Okay great. Last time I checked we there was going to be a release first with HL2 universe stuff. Not some shitty robot theme.

All the developer diaries made it seem like that was the plan from the very beginning.

But yeah, you're right. Although I think there was one thing that everybody agreed on and that was that soldier was the most balanced class. The shotgun was fine, it was a good weapon to be honest. I don't think we have to deviate from HL2DM weapons for the sake of having new weapons..

Last edited by FuzionMonkey; 06-15-2009 at 11:04 PM.
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  #8  
Old 06-15-2009
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Quote:
Originally Posted by FuzionMonkey View Post
Okay great. Last time I checked we there was going to be a release first with HL2 universe stuff. Not some shitty robot theme.

All the developer diaries made it seem like that was the plan from the very beginning.

But yeah, you're right. Although I think there was one thing that everybody agreed on and that was that soldier was the most balanced class. The shotgun was fine, it was a good weapon to be honest. I don't think we have to deviate from HL2DM weapons for the sake of having new weapons..
For the sake of staying on topic, I am going to assume you mean you don't want them to half-ass the robot theme.

I thought they were gunna have new weapons function-wise but use the hl2 models to begin with and then add the fancy schmancy art stuff later.
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Old 06-15-2009
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You seem to be basing your classes off of the HL2DM weapons, which is a bad idea.
You should be basing them solely on their roles, and coming up with weapons that will aid in fulfilling said roles.
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  #10  
Old 06-15-2009
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yeah, bear in mind, we dont get default weapons to use, so whatever weapons we have we'll have to make. Might as well make them good.
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