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a couple of game mode ideas

PostPosted: 05 May 2012, 16:43
by ctdabomb
I have some game mode ideas:
1.two teams, when you die(or anyone) they switch sides.

2.one player is a zombie or something, and tries to kill everyone else, and everyone else tries to kill the zombie. when the zombie makes a kill that person becomes a zombie(or whatever it is)

3.one player is faster and better than all the others, and he tries to kill others, and they tries to kill him. when a person kills the faster/better one, they switch places.

Re: a couple of game mode ideas

PostPosted: 05 May 2012, 17:03
by Fallen
ctdabomb {l Wrote}:1.two teams, when you die(or anyone) they switch sides.


Very bad idea in my opinion - because 'pros' will have just free frags, wich probably will make game more unbalanced.

ctdabomb {l Wrote}:2.one player is a zombie or something, and tries to kill everyone else, and everyone else tries to kill the zombie. when the zombie makes a kill that person becomes a zombie(or whatever it is)


Yay! It's popular called 'Zombie-mod/e'

ctdabomb {l Wrote}:3.one player is faster and better than all the others, and he tries to kill others, and they tries to kill him. when a person kills the faster/better one, they switch places.


I remember that I've played smth like that once as a mod (for a quake clone) and it was called 'boss mod'.

I will be glad to see 2. and 3. in RE :D

Re: a couple of game mode ideas

PostPosted: 05 May 2012, 17:08
by wowie
Most games call it juggernaut mode I believe.
Also the juggernaut is the only one that gets points for kills,
or the juggernaut gets more points than everyone else for kills,
in order to encourage everyone to try to kill the juggernaut.
It was mentioned briefly in the campaign/survival/mashup thread too I believe.

Re: a couple of game mode ideas

PostPosted: 05 May 2012, 21:37
by TristamK
i play quake live and try few interesting new premium modes .
(copied from officail site)
* Attack & Defend

This Capture the Flag variant features teams alternating between offensive and defensive roles, with one life to live, and all weapons. Teams can score points by grabbing the flag from the base, capturing the flag, or killing the enemy team. Be careful, though, if you kill the team before anyone touches the flag, you'll lose out on an extra point. Play as a team, assault the enemy base, and maneuver your way out with flag in hand.

* Red Rover

A mix between Clan Arena (spawn with all weapon and 200hp\200 armour) and Free For All, players compete against each other. When you frag someone, they switch to your team and respawn. These teammates make loose allies, however, since they will still be eager to frag steal and bump you off of ledges whenever possible. The round ends when all players are on the same team. The player with the highest score at the end of 10 rounds of play is the winner!

* 1-Flag CTF

A neutral flag spawns in the middle of the arena, and teams fight to run it into the enemy base. To spice things up a bit, players have the ability to throw the flag over the heads of enemies and to teammates to help move it further ahead. We've also embedded a small microchip inside the flag, which allows the flag to activate jump pads and teleporters, which is sure to make playing on Space CTF an interesting experience.

Re: a couple of game mode ideas

PostPosted: 06 May 2012, 00:06
by greaserpirate
The 1-flag CTF sounds a lot like Bomber Ball...

Red Rover sounds really cool! It doesn't sound like a lot of other gamemodes either, so it will be pretty original.

Here's an idea I have: a FFA CTF game, where nobody is on the same team and you score points by bringing the flags together, also maybe if you frag the player with the flag you get extra points.

Keep thinking up these modes. I'm willing to do some coding for these gamemodes (I've already had some experience making Killer Mode and Ghosts, Ghouls, and Goblins.)

Re: a couple of game mode ideas

PostPosted: 06 May 2012, 01:06
by qreeves
Little known fact: When you play "hold bomber-ball" you can actually deselect the "team" mutator, you then score points by holding the ball as long as possible.

Re: a couple of game mode ideas

PostPosted: 06 May 2012, 01:34
by inpersona64
qreeves {l Wrote}:Little known fact: When you play "hold bomber-ball" you can actually deselect the "team" mutator, you then score points by holding the ball as long as possible.

This game was hot for a minute :P I brought it up when I was thinking about this game "NFL Street 2" and its "Crush The Carrier" gametype. Playing this made me believe that the best way to make this work is to play it with Swords (melee) only. Because guns just make everything messy and it then comes down to who kills more people. Unfortunately, some people don't like the Sword :(

Re: a couple of game mode ideas

PostPosted: 06 May 2012, 02:25
by wowie
The sword is the weapon most easily affected by lag. You usually need less than 200 ping in order to use the sword effectively because otherwise your attacks don't register.

Re: a couple of game mode ideas

PostPosted: 06 May 2012, 03:16
by inpersona64
wowie {l Wrote}:The sword is the weapon most easily affected by lag. You usually need less than 200 ping in order to use the sword effectively because otherwise your attacks don't register.

I guess I can't argue. Highest ping i usually get is 180 max (thats Frogteam servers). But I mean I've seen ppl pwn with the sword in servers further away from where they live O.o :o

Re: a couple of game mode ideas

PostPosted: 06 May 2012, 04:04
by orbitaldecay
wowie {l Wrote}:The sword is the weapon most easily affected by lag. You usually need less than 200 ping in order to use the sword effectively because otherwise your attacks don't register.


I believe this is a misperception. Hit detection in RE is generally done client side. Your ping shouldn't influence whether or not your attacks register, only your skill level does ;) (though other people may find that you are hitting them when you are farther away than you should be)

qreeves {l Wrote}:Little known fact: When you play "hold bomber-ball" you can actually deselect the "team" mutator, you then score points by holding the ball as long as possible.


Oooh! In conjunction with our friends:

{l Code}: {l Select All Code}
sv_bomberbuffing    1    // buffed; 0 = off, &1 = when guarding, &2 = when securing
sv_bomberbuffdelay  1000 // buffed for this long after leaving
sv_bomberbuffarea   3    // multiply affinity radius by this much for buff
sv_bomberbuffdamage 1.5  // multiply outgoing damage by this much when buffed
sv_bomberbuffshield 1.5  // divide incoming damage by this much when buffed
sv_bomberregenbuff  1    // 0 = off, 1 = modify regeneration when buffed
sv_bomberregendelay 1000 // regen this often when buffed
sv_bomberregenextra 2    // add this to regen when buffed


Working on #3 now :)

Re: a couple of game mode ideas

PostPosted: 06 May 2012, 05:00
by wowie
orbitaldecay {l Wrote}:I believe this is a misperception. Hit detection in RE is generally done client side. Your ping shouldn't influence whether or not your attacks register, only your skill level does ;) (though other people may find that you are hitting them when you are farther away than you should be)


I've had grenades fail to register when I've got direct hits in iGib. *Tests pingtest again* Whoa... 26% packet loss today. Maybe that has something to do with it. :D
So the networking code is clientside heavy? Meh. I never knew until you told me. I really need to get a new ISP. I should stop putting it off.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


As long as we are cribbing game modes from other games and turning them into mutators: Bounty hunter from The Conduit.

Everyone has one target. When you kill your target, you inherit your target's target. You lose a point when you kill someone that isn't your target
...unless they are targeting you in which case you do not gain or lose any points.
If you are killed by someone hunting you, your killer becomes your new target when you respawn. If your target is killed, you are assigned your target's killer.
If for some reason you have no target (e.g. you just joined a match, or your target left the match) you are randomly assigned a target.
The overall effect is that pro players have many other players hunting them at once, while novices will only have one or two players after them.
Most people will also vote for the explosive weapon set with this mode, which would be equivalent to this game's ballistic mutator, since everyone spawns with a rocket as their primary.

Also, a multiball mutator for bomberball would be hilarious.
-Up to 3 balls would be in play at once.
-A ball spawns every five seconds whenever there are less than 3 balls.
-If the spawn already has a ball floating in it, release the ball so it begins rolling around as if a player dropped it.

Edited: moved a sentence to where it should be.

Re: a couple of game mode ideas

PostPosted: 06 May 2012, 22:26
by greaserpirate
Oh wait, while we're at it, I had an idea:

We have tons of great time-trial maps, so here's what I propose: a "chase" mutator for time-trial where you have to hunt down a bot that spawns a second or two ahead of you and copies the movements of your best time, stopping at respawn points to fire at you. You can't acutally kill this bot tho, but you get some points added at the end of the lap for how much damage you deal to the bot. (scale factor could be something like 10%).

I don't know how feasible this idea is, but I'd really like this mode and I think it's original enough and it will make time-trial a lot more fun. I'll try to work on it.

Re: a couple of game mode ideas

PostPosted: 07 May 2012, 01:25
by wowie
I like that idea. It's like a time trial ghost... except it's trying to kill you!
If you could get bots to copy programmed actions I think I'd end up using the feature to make machinima though...

:lol: Machinima mode!

Digital puppetry is a whole lot easier when you only have to coordinate with one person. {edit:} Yourself.
Pre-programmed bot paths would also make for some interesting stuff that could be applied to campaign levels.
Also, the ability to splice together different pieces of recorded movement might be helpful for both applications.
Perhaps at checkpoints the game sorts through times from that checkpoint to the next one and chooses the run segment with the shortest time,
with some pseudo-randomness added in via a variable so it doesn't use the exact same movements every time?
Or for machinima you manually choose where you're using it to splice together shots of action where part of one shot was good and part of another was good,
and splice together the good parts to create one long uninterrupted scene with consistent quality?

Re: a couple of game mode ideas

PostPosted: 07 May 2012, 01:26
by orbitaldecay
greaserpirate {l Wrote}:Oh wait, while we're at it, I had an idea:

We have tons of great time-trial maps, so here's what I propose: a "chase" mutator for time-trial where you have to hunt down a bot that spawns a second or two ahead of you and copies the movements of your best time, stopping at respawn points to fire at you. You can't acutally kill this bot tho, but you get some points added at the end of the lap for how much damage you deal to the bot. (scale factor could be something like 10%).

I don't know how feasible this idea is, but I'd really like this mode and I think it's original enough and it will make time-trial a lot more fun. I'll try to work on it.


+1

I think this is an interesting twist on the old "ghost mode"

Re: a couple of game mode ideas

PostPosted: 07 May 2012, 01:53
by wowie
CAT AND MOUSE {TIME TRIAL EXCLUSIVE MUTATOR}

One player is designated "mouse" and tries to finish as many time trial laps as possible before dying,
while all the other players are designated "cats" and try to kill the mouse.
The mouse gets a 1 second head start.
The cat that deals the most damage to the mouse before he/she dies is made the mouse in the next round.
If there is a tie for damage "mouse" status is assigned randomly between the cats with the most points.
If the survivor mutator is enabled, the cats all respawn 1 second after the mouse finishes a lap.
Arena is enabled by default and cannot be disabled, since time trial maps have no weapon spawns. (Yet?)
The rest... is common sense. (e.g. if the mouse leaves randomly assign mouse status, etc.)

Should make for some epic chase scenes... also I edited the bounty hunter/multiball post to make a little more sense.

Re: a couple of game mode ideas

PostPosted: 07 May 2012, 02:54
by inpersona64
wowie {l Wrote}:I like that idea. It's like a time trial ghost... except it's trying to kill you!
If you could get bots to copy programmed actions I think I'd end up using the feature to make machinima though...

:lol: Machinima mode!

Well the in-game recorder is already there. Would be pretty sweet to have that as well. One-man Machinimas :P

<offtopic>
I'd love to see the first ever Red Eclipse Machinima, even if it doesn't end up on Machinima.
</offtopic>

Re: a couple of game mode ideas

PostPosted: 07 May 2012, 14:52
by ctdabomb
wowie {l Wrote}:CAT AND MOUSE {TIME TRIAL EXCLUSIVE MUTATOR}

One player is designated "mouse" and tries to finish as many time trial laps as possible before dying,
while all the other players are designated "cats" and try to kill the mouse.
The mouse gets a 1 second head start.
The cat that deals the most damage to the mouse before he/she dies is made the mouse in the next round.
If there is a tie for damage "mouse" status is assigned randomly between the cats with the most points.
If the survivor mutator is enabled, the cats all respawn 1 second after the mouse finishes a lap.
Arena is enabled by default and cannot be disabled, since time trial maps have no weapon spawns. (Yet?)
The rest... is common sense. (e.g. if the mouse leaves randomly assign mouse status, etc.)

Should make for some epic chase scenes... also I edited the bounty hunter/multiball post to make a little more sense.

that sounds cool, but "cat" and "mouse" don't seem to be the best names for something like this in RE :D

Re: a couple of game mode ideas

PostPosted: 07 May 2012, 22:05
by wowie
No obviously would not be a good name for red eclipse. The idea is not mine I pulled it from a specialized set of demolition derby rules and modded it to work as a time trial mutator. I'm not at my computer right now so I can't post any relevant links but a google search would work just as well.