Project Stealth

Forums => Public Discussion => Topic started by: Vandalist2k on January 12, 2008, 01:40:17 AM

Title: gametypes
Post by: Vandalist2k on January 12, 2008, 01:40:17 AM
since ut3 has this structure i thought of different gametypes for the mod
for example i liked the "only 1 life for spy&merc gameplay" ... it was more difficould and therefore more exciting especially as merc because when you have 2 or 3 lifes you don't realy care if you get grabbed ones.
So i thought of a counterstrike like gametype where you play a lot of rounds in a row.
You may say its boring for the one that died to wait 5 minuten or more but i do think if its 1on2 and the 1 left  has only 1 life the game won't last that long.
Then again i think this gametype would be for experienced players ... dont forget that the main problem in sc:ct was the lack of a league support( no recording demos no spectators no dedicated server usw ) but with a ut3 mod this could be different and so there may be a need for a gametype which is constructed for "advanced" league matches.
+ i don't think that a deathmatch gametype would be that difficould to programm in ut3 ;-)
Title: Re: gametypes
Post by: frvge on January 12, 2008, 02:06:59 AM
We'll first focus on getting the total conversion done. After that, we can try stuff like that.
Or, we can release the source, so you can extend on our code. :P
Title: Re: gametypes
Post by: Cyntrox on January 12, 2008, 03:43:28 AM
CT had dedicated servers...
Title: Re: gametypes
Post by: Kubanator on January 12, 2008, 05:17:21 AM
On this note, can we have tag added to a gamelist? Tag for those of you that don't know, is a variation of DM where there are 3 spies and 1 merc. Each spy has 3-10 lives depending on how you play. The merc has infinite lives. When a spy runs out of lives, you go to lobby and the merc becomes a spy, and the spy that lost his lives becomes a merc.
Title: Re: gametypes
Post by: Farley4Fan on January 12, 2008, 05:53:40 AM
Quote from: Kubanator on January 12, 2008, 05:17:21 AM
On this note, can we have tag added to a gamelist? Tag for those of you that don't know, is a variation of DM where there are 3 spies and 1 merc. Each spy has 3-10 lives depending on how you play. The merc has infinite lives. When a spy runs out of lives, you go to lobby and the merc becomes a spy, and the spy that lost his lives becomes a merc.

Ummm, no.  Imo, tag was just for little kids who didn't want to play merc.  Then usually they kick the merc if the host loses all of his lives first.  NO THANKS...

As for gametypes, story comes first and foremost.  Then, a decent DM with a changing environment that rewards patrolling.  Then, a story mode with the hack glove.  Then, I like the way that the S+M vs S+M (spy and merc versus spy and merc ) is coming along, it would be a whole different gametype for CTF. 

Those are the order of the gametypes I would like to see.
Title: Re: gametypes
Post by: frvge on January 12, 2008, 12:59:49 PM
Quote from: Cyntrox on January 12, 2008, 03:43:28 AM
CT had dedicated servers...
Lol, no. They just made you believe that. Real dedicated servers only do networking, so they usually don't have anything graphically. Just text.
Title: Re: gametypes
Post by: LennardF1989 on January 12, 2008, 01:35:13 PM
Quote from: frvge on January 12, 2008, 02:06:59 AM
We'll first focus on getting the total conversion done. After that, we can try stuff like that.
Or, we can release the source, so you can extend on our code. :P
Or, how about we RIP-OUT the code and only give them a tutorial on how they can make a gametype? ;D My framework has mutator possibilities by the way.
Title: Re: gametypes
Post by: Vandalist2k on January 12, 2008, 04:11:47 PM
QuoteWe'll first focus on getting the total conversion done. After that, we can try stuff like that.
Or, we can release the source, so you can extend on our code.
open source would be nice :-) but i don't see why you have to change that much in the game menus ... for instance i think there is no need for a lobby ... just add a restart round command ... would be more exciting that waiting the whole time in the lobby ... i don't know what u guys have in mind but i don't see any reason for switching the whole time between lobby and game ... for instance in sc: when 1player left you had to wait untill a new player joint THAN you had to go to the lobby and start the game again instead of just    typing in 1 command in the console.
Title: Re: gametypes
Post by: frvge on January 12, 2008, 04:18:43 PM
Well, that person needs to be able to set-up his/her own equipment too, right? Maybe a little teamchat about tactics. Maybe he prefers another map. And most people don't like or know about typing stuff in the console.
Title: Re: gametypes
Post by: Gawain on January 12, 2008, 05:14:24 PM
won't cheating be way easier with open source?
(my technical understanding is pretty low but that was my first thought)
Title: Re: gametypes
Post by: Succubus Dryad Of The Undying Comet on January 12, 2008, 05:34:12 PM
Quote from: Gawain on January 12, 2008, 05:14:24 PM
won't cheating be way easier with open source?
(my technical understanding is pretty low but that was my first thought)
QFE
Title: Re: gametypes
Post by: frvge on January 12, 2008, 05:38:06 PM
No.
Title: Re: gametypes
Post by: MR.Mic on January 13, 2008, 11:36:53 AM
Unreal checks if you're running the same code as the server.
Title: Re: gametypes
Post by: Succubus Dryad Of The Undying Comet on January 13, 2008, 11:58:03 AM
But only when you connect to the server. Unless you make servers 'pure', there will be cheats.
Title: Re: gametypes
Post by: LennardF1989 on January 13, 2008, 03:31:41 PM
Quote from: Kok4f4n on January 13, 2008, 11:58:03 AM
But only when you connect to the server. Unless you make servers 'pure', there will be cheats.
Not as long as I (as a programmer) am in control.
Title: Re: gametypes
Post by: Tidenburg on January 13, 2008, 03:58:47 PM
^ HE HAS THE POWEEEEEEEEEEEEEEEEERRRRRRRRRRRRRR!

..ahem, yeah.
Title: Re: gametypes
Post by: AgentX_003 on January 13, 2008, 04:33:36 PM
Quote from: Tidenburg on January 13, 2008, 03:58:47 PM
^ HE HAS THE POWEEEEEEEEEEEEEEEEERRRRRRRRRRRRRR!

..ahem, yeah.


BY THE POWER OF CASTLE GREY SKULL, HE-MAN!  LOL.. sorry i couldnt resist.
Title: Re: gametypes
Post by: Succubus Dryad Of The Undying Comet on January 13, 2008, 04:49:01 PM
I WANT A QUADDAMAGE IN THE MIDDLE OF EVERY MAP THAT WILL CHANGE THE PLAYER INTO HE-MAN!!!

anyway, is there any possibility to get this kind of thing?
Title: Re: gametypes
Post by: frvge on January 13, 2008, 06:20:57 PM
Yes, if we allow it.
Title: Re: gametypes
Post by: Succubus Dryad Of The Undying Comet on January 13, 2008, 06:32:38 PM
I meant "any possibility of you allowing it", I just didn't wrap it up into good words.
Title: Re: gametypes
Post by: Tidenburg on January 13, 2008, 06:38:00 PM
Are the gonna be any easter eggs in PS? I think it would be cool, like somthing really complicated and it makes like a breakdancing stickman fall down, or all tv monitors display a funny picture :D