HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
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09-09-2008
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Banned
Experienced Builder
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Join Date: Jun 2008
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Meltdown Gamemode
This gamemode is for 2.0 and well I thought it was interesting, so I thought I'd post it :P.
Basically it starts out and there are 5 control points and each team has a flag. Each team can obviously spawn blocks, but here's the tricky part: The more blocks that are used, the less health each block has making the conservation of blocks crucial for a team's victory (yes I know this is catered toward those low-block limit lovers :P).
In order for a team to be able to get the flag they must have captured each control point. Whenever a team captures a control point the only thing that happens is their spawn is advanced so that they have a better chance to capture the next control point (not letting the other team easily get the control point they had just captured.
However, when all the control points are captured by one team, the blocks of the enemy team all start to decline in health and become easy to rip and destroy until the enemy team can recapture at least one of their control points. The winner would only need to have one flag capture. Once the flag is touched and taken from the spot where it would originally be it gets permanently frozen into the spot where either the flag runner dies while the enemy controls at least one control point or the enemy recaptures at least one control point while the flag is on the ground. Whenever that team captures all control points they can then get the flag again (and maybe as a twist the enemy team can also take the other team's flag to make things interesting for capping).
The only way that the team could get their blocks to stop losing health would be to recapture one of the control points, so basically if they even try to turtle the flag, they're completely screwed. Also in this gamemode the control points would be in open spaces, so it would be hard for people to turtle at the control points.
In order to prevent stalemates maybe the blocks start to slowly decline when the round nears 2 minutes left (someones plugin did this) and possibly the control points capture faster. Also, teams could get 1 point for each time they capture all 5 control points (doesn't mean anything if the enemy team captures the flag), but just as a way to break stalemates?
Opinions?
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09-09-2008
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Team Robot
Flag Capper
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Quote:
Originally Posted by ProGamer12
Once the flag is touched and taken from the spot where it would originally be it gets permanently frozen into the spot where either the flag runner dies while the enemy controls at least one control point or the enemy recaptures at least one control point while the flag is on the ground.
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Clarify this plz.
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09-10-2008
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Veteran Fort God
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Like, when you have the flag and are killed. You drop it and after like 30 seconds it goes back to the flagzone, he's proposing that it doesn't.
A good variation of this would be to remove CTF from the equation completely. Instead of a blocklimit, each team is designated a certain amount of health, which is basically the addition of the health of each block. So if you have 10 blocks with 1000 health, they'd all have 100 health each.
A pretty nifty way to enhance this would be to say, add 500 health to each team as they push and capture a control point. So that one team isn't punished for the other's hard work, but the other team is rewarded instead.
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Originally Posted by Kanroook on his CRT Monitor
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09-10-2008
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Fort Warrior
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Quote:
Originally Posted by Draken
Like, when you have the flag and are killed. You drop it and after like 30 seconds it goes back to the flagzone, he's proposing that it doesn't.
A good variation of this would be to remove CTF from the equation completely. Instead of a blocklimit, each team is designated a certain amount of health, which is basically the addition of the health of each block. So if you have 10 blocks with 1000 health, they'd all have 100 health each.
A pretty nifty way to enhance this would be to say, add 500 health to each team as they push and capture a control point. So that one team isn't punished for the other's hard work, but the other team is rewarded instead.
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Sorry for the double, but I wanted to address this, and didn't want to deal with copying his post into an edit.
While I like the idea of getting rid of the flag (and making it just CP's) I don't like the idea you proposed instead, for a very simple reason.
What if you don't spawn any blocks? You can't *force* players to spawn blocks, but since the only way to lose is for blocks to be destroyed, you are left with a stalemate.
On the other hand, I like the mechanic of having to destroy things rather than capture things. If you gave scouts an explosive for this purpose (so that they wouldn't actually have to shoot it, a task for which they are not suited), and left the other classes as they were, you could directly replace the flag with a "console" or something, you would be able to ignore the flag mechanics entirely, and be able to add things like extra health to the objective dynamically, similar to what you suggested.
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09-10-2008
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Fort Warrior
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Join Date: Jun 2007
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Basically, if a team wants to return the flag, they have to capture a point.
I honestly don't like the idea of arbitrarily damaging blocks, simply because I think one of the core components of the game is building and defending a point, and the means to do that ought to be killing the people who attack it. If you are successful at doing that, I believe your fort ought to stay up. Obviously, this is entirely subjective, but I fear having the game do damage to blocks, as opposed to the players themselves, is not a good system.
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09-10-2008
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Veteran Fort God
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A two-way bumrush?
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Quote:
Originally Posted by Kanroook on his CRT Monitor
Sir Kanroook: I turn the radiator off in my room and use it as a heater
Sir Kanroook: in winter
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09-11-2008
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Banned
Experienced Builder
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No. not a two-way bumrush. I don't even know where you got that from (maybe oddjob's post?), but this would a CTF game (the way sourceforts is set up now, not bumrush) when all the control points are captured.
Even though, that gives me an idea...What if you could get points by taking your flag to the enemy flag AND by bringing the enemy flag to your flag (your flag would have to be in it's original position). That way you can't just have it like in bumrush where you just try to get the flag into the enemy team's flag, but have to consider that taking it out of your base could make it easier for your enemy to get points.
And to lagginator: When the enemy team regains a control point and the flag is on the ground, then it cannot be touched until all the control points are captured again. The flag doesn't return back to the base either.
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09-12-2008
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Team Robot
Flag Capper
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I don't think this would work, in order to capture all the control points, wouldn't one team have to be DOMINATING the other one?
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09-12-2008
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Quote:
Originally Posted by Lagginator
I don't think this would work, in order to capture all the control points, wouldn't one team have to be DOMINATING the other one?
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I'm assuming you've never played tf2?
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09-12-2008
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Team Robot
Flag Capper
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Join Date: Apr 2007
Location: DePaul, Chicago
Posts: 2,704
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Quote:
Originally Posted by ProGamer12
I'm assuming you've never played tf2?
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nop.
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