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Rabbit Gametype

PostPosted: 22 Feb 2012, 18:33
by fawstoar
Idea for a possible gametype: Rabbit.

Explanation:
Flag is spawned in the middle of the map. Whomever picks it up is pursued by all the other players (who cannot kill each other). The flag carrier, or Rabbit, can kill anyone, and anyone can kill the Rabbit. If the Rabbit is killed, the flag can be picked up by another person.

Simple, could be very fun on maps where parkour is key, fast-paced, and teamwork-rewarding. Thoughts?

Re: Rabbit Gametype

PostPosted: 22 Feb 2012, 19:39
by inpersona64
Haha ! when i read this it reminded me of a gamemode in NFL Street 2 called "Crush the Carrier". It was actually pretty exciting really when I used to play it. Great idea! Here's some gameplay of what it would look like: http://www.youtube.com/watch?v=Ip4JMaTQvBQ

Re: Rabbit Gametype

PostPosted: 23 Feb 2012, 06:02
by walkingepidemic
That actually sounds pretty cool. When I saw the name of the post, I thought that it was a joke, but I would actually like to see that implemented into re.

Re: Rabbit Gametype

PostPosted: 23 Feb 2012, 08:34
by qreeves
Sounds like hold bomber-ball without the ability to attack everyone else. As cool as it sounds, it'd actually be quite difficult to get people playing in an online/public situation; arena FPS games tend to devolve into a frag-fest, many people even ignore the flags in capture-the-flag and just go around shooting.

Re: Rabbit Gametype

PostPosted: 23 Feb 2012, 09:37
by inpersona64
qreeves {l Wrote}:Sounds like hold bomber-ball without the ability to attack everyone else.

I was actually thinking more along the lines of a free for all version of "Hold-The-Flag" gametype in Assault Cube. Hold the flag basically means the longer you have it, the more your score racks up. To be honest, I think it's a pretty sweet alternative to the usual gametypes because most of them suggest that you kill someone, while this 'rabbit' game influences one to NOT DIE. I think there's a possible way to make this gametype balanced. Maybe not super popular like Insta Deathmatches or Vampire-Resize, but playable.

Re: Rabbit Gametype

PostPosted: 23 Feb 2012, 09:58
by Ulukai
inpersona64 {l Wrote}:
qreeves {l Wrote}:Sounds like hold bomber-ball without the ability to attack everyone else.

I was actually thinking more along the lines of a free for all version of "Hold-The-Flag" gametype in Assault Cube. Hold the flag basically means the longer you have it, the more your score racks up. To be honest, I think it's a pretty sweet alternative to the usual gametypes because most of them suggest that you kill someone, while this 'rabbit' game influences one to NOT DIE. I think there's a possible way to make this gametype balanced. Maybe not super popular like Insta Deathmatches or Vampire-Resize, but playable.

I agree, if it's not that much work to implement, it would be a nice addition. I for one would certainly love to try out this gametype. I would be very cool if the rabbit could carry a white-and-pink flag with a big rabbit pictured on it :D
A mutator to this game mode could be to give the rabbit a bigger gun than the hunters, so that it asks more team effort to kill the rabbit.

Re: Rabbit Gametype

PostPosted: 23 Feb 2012, 10:50
by qreeves
inpersona64 {l Wrote}:I was actually thinking more along the lines of a free for all version of "Hold-The-Flag" gametype in Assault Cube. Hold the flag basically means the longer you have it, the more your score racks up.

You can play hold bomber-ball in free-for-all (the hold mutator removes the implicit 'team' setting so you can deselect it), what you describe is exactly how that mode/mutator combination works.

Re: Rabbit Gametype

PostPosted: 23 Feb 2012, 11:08
by TheLastProject
qreeves {l Wrote}:You can play hold bomber-ball in free-for-all (the hold mutator removes the implicit 'team' setting so you can deselect it), what you describe is exactly how that mode/mutator combination works.

Agreed, this sounds exactly like Hold Bomber Ball.

Re: Rabbit Gametype

PostPosted: 23 Feb 2012, 16:04
by GooshGoosh!
I've seen this gametype at Tribes Ascend. Nice idea!
By the way, I'll feel sorry for the carrier :p

Re: Rabbit Gametype

PostPosted: 23 Feb 2012, 22:26
by inpersona64
qreeves {l Wrote}:You can play hold bomber-ball in free-for-all (the hold mutator removes the implicit 'team' setting so you can deselect it), what you describe is exactly how that mode/mutator combination works.

Yeah, i gave it a try. It's not the same with bots but I get the idea of it. It's really fun with Medieval Insta because you have enemies trying to corner you and melee you.

I do have a couple questions:
1. What is the variable to allow you to hold on to the bomber ball forever? I think for this to work, you would need to take off the "explode-every-15-seconds" function.
2. Is possible to make it so that you can ONLY hit the person with the bomb? This way people will actually try to focus on getting the ball.

Re: Rabbit Gametype

PostPosted: 24 Feb 2012, 02:20
by qreeves
inpersona64 {l Wrote}:1. What is the variable to allow you to hold on to the bomber ball forever? I think for this to work, you would need to take off the "explode-every-15-seconds" function.

That would be: bombercarrytime
inpersona64 {l Wrote}:2. Is possible to make it so that you can ONLY hit the person with the bomb? This way people will actually try to focus on getting the ball.

Not currently, could be made into a game specific mutator though.

Re: Rabbit Gametype

PostPosted: 25 Feb 2012, 01:32
by Headmew
This should be pretty fun to play but i suggest to add survivor to make it more focused on flag-carrier and teamwork.

Re: Rabbit Gametype

PostPosted: 25 Feb 2012, 05:56
by fawstoar
@Headmew

Agreed, with the currently semi-random spawnpoints NOT having survivor would make for a body-spam-fest - no fun for the Rabbit.