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Gamemodes

Started by BurningDeath, December 17, 2007, 10:01:42 PM

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Gawain

the idea behind this is that the mercs hunt down the spies who can set up ambushes or try to hide. this could work and be thrilling with the mercs having a chance to sneak on the spies and to kinda lock down recently scanned areas with traps. it would also make sense to split up to find the spies in time which is kinda risky on the other hand.
i also remember a mode called "predator" which is tag upside down which works approximately (can't remember exactly) like this: 3 mercs with nothing but standard vision and rifle try to hunt down a spy with flash, smoke, camo, snares. again, a map with no safe zones for the spy would be needed.
don't get me wrong, story mode is still way better but these modes at least require some brain and camping doesn't work.

neth

IMO there is no point in creating complex and complicated DM.
People who usually play it, do it because they like to break others necks. They dont like sneaking, tactics or anything else. They just want to humiliate the mercenary at all cost.
People also play it cause they want to take a break from thinking, planning and want to spend some time on plain fun. All restrictions are gay cause there is no point in forbidding something that someone likes. If they want to play 3-1, why not let them ? If they want to play against merc armed only with flares and charge, why should we take away the pleasure they gain from it ? Perhaps they will enjoy so much that they tell their friends about this game and those guys will enjoy story after trying it ?
Letting players decide how they play is crucial cause it gives them an opportunity to develop themselves and the game. Only if the fanbase gets new players this project makes sense and that means that we need to make some concessions to encourage them.

Cyntrox

Quote from: neth on December 18, 2007, 05:08:23 PM
IMO there is no point in creating complex and complicated DM.
People who usually play it, do it because they like to break others necks. They dont like sneaking, tactics or anything else. They just want to humiliate the mercenary at all cost.
Not really. It's possible to play DM and be sneaky... You don't rush out, instead you try to sneak up and get a grab.

neth

Quote from: Cyntrox on December 18, 2007, 05:11:27 PM
Quote from: neth on December 18, 2007, 05:08:23 PM
IMO there is no point in creating complex and complicated DM.
People who usually play it, do it because they like to break others necks. They dont like sneaking, tactics or anything else. They just want to humiliate the mercenary at all cost.
Not really. It's possible to play DM and be sneaky... You don't rush out, instead you try to sneak up and get a grab.

:)

SITHDUKE

#34
It's not a complicated Deathmatch it's just a deathmatch where something is happening apart from spies camping on boxes and mercs camping on the highest ground they can find. Even if its something like the map is divided into 5 zones. (picture 5 on a die)


Each one of those spots are zones that has a light hack that can be hacked and reset. This would give the merc a reason to move around(keep the map lit) and give the spies a reason to hack them(ambush bait + darkness). If the merc decides to camp he'd do it in a pitch black map, where as if the spies decide to camp they'd do it in a well lit map. Now lights are just an example, depending on the map it could be something as nice as roof shutters to stop it raining and whatever else people can come up with.

Quote from: Gawain on December 18, 2007, 03:23:18 PM
if you insist on a dedicated dm mode, you have to prohibit camping.
how about this:
-1 life/player
-map design with much darkness, split jump places, gas tanks, etc
-mercs win by killing the spies, spies win by surviving or killing the mercs

-spy eq: camo, snares, flash, smoke
-merc eq: rifle; frags, flares/phos.nades, spytraps, camnet
this sounds like some fun to me, especially because the spies get no recon tools and the merc no mines.


1 life for people doesn't sound like a good idea. Imagine story with 1 life...it wouldn't be very fun.
Spies winning by surviving the mercs gives them a reason to do nothing but run away and survive the round. The equipment promotes aggro since the spies have snares flash and smoke but the merc doesn't have gas mask and I don't know whether he has visions to counter flash.

frvge

Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Succubus Dryad Of The Undying Comet

How about letting spies hack a water valve, so water raises slowly on the map? Spies could swim, since they don't have as much eq as mercs, which would not be able to.
This would make the mercs fight to get to the hacks, and it wouldn't be easier for the spies anyways.

SITHDUKE

#37
The only problem with my idea is there's nothing to stop both mercs camping any 1 spot and letting the rest go. So it would have to be if more than 50% of the hacks are hacked by spies, they all go off. That way the mercs can't camp or they'll be totally lost but if the mercs hold over 50% of the hacks all of them are lit. To make the game mode less annoying there might have to be warnings like "Panel A is being hacked..." and "Panel A is being reset...".

Test-Subject

Quote from: SITHDUKE on December 18, 2007, 06:48:22 PM
The only problem with my idea is there's nothing to stop both mercs camping any 1 spot and letting the rest go. So it would have to be if more than 50% of the hacks are hacked by spies, they all go off. That way the mercs can't camp or they'll be totally lost but if the mercs hold over 50% of the hacks all of them are lit. To make the game mode less annoying there might have to be warnings like "Panel A is being hacked..." and "Panel A is being reset...".

yes if the light you hack is the light where you are... but if you hack and the lights at a other hack turn off then the merc will have even more difficulty protecting it

SITHDUKE

Then you'd need an even number of hacks and that didnt' fit into my 5 on a dice thing. :P

InvisibleMan999

Death match is hard to balance because it generally goes to the side that camps. If the merc just sits in a corner, then he wins, if the spy just lies in wait, then he usually wins. Especially if you take away side grabs, it'll be all too easy for a merc to just find a flat piece of terrain and wait there.

You basically have to get the mercs moving, but without the defensive aspects. So I propose something like waypoints. Basically the mercs have to go to specific waypoints in order in a specific amount of time. If time runs out, the mercs lose. Spies basically act as ambushers along the path to these way points. If the mercs complete enough waypoint laps, then they win. So for instance, on a map like museum, you could have to go from the top of exhibition to the back of monolith to the outside, then back to exhibition again to do one lap. All the while the spies are lying in wait and going for your neck.

Offhand I'd say you get infinite lives, but a merc death means that he's slowed down from getting his objective and a spy death might add time to the merc's clock.

It wouldn't be a great game, but it'd be better than the DM we have now.

SITHDUKE

Nah that wouldn't work, you're basically taking the guesswork out of the where and how to ambush a merc.

BurningDeath

Quote from: Gawain on December 18, 2007, 12:34:43 PM
this project is for the vets of the pc story mode ::)

meh ..  :-\



(speechless about such an amout of stupidity)

Tidenburg

#43
OK. When I suggest this you have to remember this is a deathmatch alternative. It adds strategy yet keeps the agro techniques which DM players enjoy.
Keep open minds! Just because it wasn't in CT it doesn't mean it couldn't work in PS!


Gametype: Patrol
Objective: Kill the opposing team. Reach the markers.
Detail: Placed around the map is a minimum of 6 terminals which look similar to the ones in DA. At random these markers will open (the tops) with a thing the teams can hack inside. The open terminal will appear on the spy and mercs HUD. From here it is the first to reach it. On the way the teams should be on the lookout for the enemy, and using corridors as ambushes on the way to these terminals is a good way to get a kill.
Once reached the member will be put into FP view and become stationary regardless of team and hack for a period of time at least 20 seconds. The terminals can be hacked from any angle and spies may do so while crouching.
This is when teamwork comes in handy, the teammate should be on the lookout at all times for the enemy who could run in and stop the hacking at anytime. During this time, the hacker cannot be killed by lethal drop it only knocks them unconscious (hacking Mercs will also lose their SD during this period and will not receive alerts if their teammate dies (same for spies)) The hacking time on each terminal does NOT reset.

First to hit the high points wins.
High points is equal to the total lives between the opposing team.

1 Kill = 1 Point
1 Terminal = 2 Points

There are no other ways to accumulate points (this isn't gonna turn into the point system you all hated so much!)


What do you think?

Any suggestions would also be welcome :P

Farley4Fan

Hmm.  Sounds like Spy vs Spy doesn't it?  I've never played it but that sounds like what I've heard and seen about it.

I like the idea (don't know who suggested it) where the lights are all hackable.  Keeps people moving.

The thing is that stealth in DM should still be possible.  Otherwise you could just call it AggroMatch.