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  #1  
Old 03-25-2008, 01:40 AM
Cytonuclear Cytonuclear is offline
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Assimilation{Gametype}.

Just had the BEST IDEA for Ascension's very own gametype!

#1: The number of teams is chosen by the host or voted on (possibly automatically decided based on the number of players), and people choose teams. SHOULD HAVE MORE THAN 2 TEAMS, but it could work well enough with 2, just more exciting and strategic with more. Ideal number of players for a team would be 3-6.

#2: No attacking for the first 5 minutes, anyone to enter an enemy territory dies instantly during this time. Anyone to fire into enemy territory is struck by the hand of God >: ).

#3: During the first five minutes everyone is equipped with some form of construction armor (without infinite energy for flying of course) and given a somewhat limited (fewer than construction mods') number of large pieces of different types to build a base with. (Walls/Floors, Spawns, Generators, Forcefields.) Generators, force fields, and Spawns are operational.

#4: During the second set of five minutes bases are open to attack, but sensor, turret, and vehicle pad pieces become available as well during this time period. Sensors and turrets are operational. Pieces (not walls/floors or spawns) become destructible.

#5: After this, building is still possible, however deployable invens and spike turrets/mines etc. become available. Vehicle stations become operational now.

#6: All pieces are destructible, including spawns, teams who are all dead without spawns are sent to spectator mode and have lost for now. Their pieces and territory (And maybe players as well? A variant.) are given to the team or divided up among the teams that finish them off based on the number of spawns/players killed for THE FINAL time. Bases get bigger as teams are annihilated.

#7: Last team standing is teh winnar.


Ok now for the variants.

Variant #1: Same as base, except at stage 4 all pieces are available and destructible. Territory attackability rotates on and off every five minutes to give time to rebuild. Pieces are not buildable while attackability is on. Everyone is in builder armor when attackability is off. Teams with no spawns can build anywhere, anytime until they have another spawn, when they build a spawn their territory is automatically switched to their new build site and carved from the surrounding territories.

Variant #2: Players on a team who's spawns are destroyed get radar invisibility and are automatically outfitted with construction armor. (Can stack with other Variants.)

Variant #3: The team with the least kills/base pieces/players/spawns gets a suicide option that launches nukes randomly all over the map (not capable of annihilating a whole base, but a LOT of damage) but completely annihilates everything within the suiciding team's territory and that team's members. The suicide option must be called up for vote by the surviving members of the team in order to use. (Stackable with other Variants.)

Variant #4: Players of an exterminated team are assimilated or divided up among the other teams by the same rules as their pieces, these players may not respawn for 20 seconds when they are assimilated into another team and are told very clearly that they have been assimilated. Assimilated players do not have deconstruction rights for at least 3 minutes after being assimilated, maybe never. (To eliminate the n00bish but deadly "Revenge" option >: ).) Again stackable with the other variants.

Variant #5: A Team Commander is voted for, starting during stage #2, this player gives the other players on the team instructions and missions and can use the menu to instakill any player on the team for not following orders, he can also give or take away con/decon permissions to or from anyone and give team members specific roles to play at any time (Scout, Builder, Assault, Survivor, Pilot, Medic, Spy) which would limit them to a particular set of armors, packs and weapons when they visit an inven. The Commander can be voted out or kicked by vote and his given permissions/role choices would be nullified at this time and unrestricted until specified by the new Commander. (People would figure out who the good and fun commanders were very quickly I think.) (A kind of voted in mini-admin for each team .) Yet again stackable with any other Variant or combination.


Tell me what you think :P.
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Last edited by Cytonuclear : 03-25-2008 at 02:10 AM.
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  #2  
Old 03-25-2008, 01:42 AM
Cytonuclear Cytonuclear is offline
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This gametype would be AWESOME for large numbers of people at the same time. The more the merrier.
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  #3  
Old 03-25-2008, 09:58 AM
fleeky fleeky is offline
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yeah that would be fun, anything incorporating construction mod has my vote
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  #4  
Old 03-25-2008, 11:00 AM
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It reminds me of Bunkerwars from Starcraft. I like it.
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  #5  
Old 03-25-2008, 04:43 PM
ChewSpitt ChewSpitt is offline
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i like it!

I think it would be a good change of pace from time to time to play something like this. Cyto did you ever play GTW in T2? That was kinda of like your idea, but you don't gain the peices after killing an enemy.
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  #6  
Old 03-25-2008, 06:58 PM
fleeky fleeky is offline
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how bout instead of gaining territory your territory is decide by how big your build area is ?

and also its impossible to build anything without a spawn point , each spawn point creates a certain radius that is then your territory ..

anything you build will add a certain amount of land to your territory .. that way people can either go around capturing peoples spawn points .. or just destroying the spawn point and rebuilding with there own?

also .. what about making it so that if you capture a spawn point instead of destroying things you get the bonus of getting anything else that is "connected" to its radius

that way you would get a domino effect of capturing so if people dont create gaps in there territories it would be easy to capture there whole empire

i dunno about the assimilation part .. if you get killed and or get your base taken from you , you would just have to start from scratch again ? if your killed though you would just spawn at closest team spawn ?

Last edited by fleeky : 03-25-2008 at 07:21 PM.
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  #7  
Old 03-26-2008, 01:34 AM
schmalx schmalx is offline
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sounds very much like sourceforts... except crappier.

no offence but being able to build an entire base (turrets, vpads, invos...) would annoy the crap out of me I would not like to waste my time making a base before playing a team deathmatch/siege-ish game.

at least with sourceforts you can have progressive building, meaning that your base is set up and you can play a few rounds with the same base making small corrections/upgrades to the base.

also sounds a bit like tremelous. In fact what you have described in terms of building a base IS what building a base in tremelous is like.
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  #8  
Old 03-26-2008, 11:30 PM
Cytonuclear Cytonuclear is offline
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Admittedly I have played Trem, but not GTW. Yes I would have to agree it is sort-of like Tremulous. But Trem only has 2 teams, and Trem players on the human team who get the jetpack upgrade fly quite crappily and cannot ski also in Trem you cannot build walls and forcefields, only turrets, tubes and teslas in here you start on the wide open hills and build walls bunkers and doors from scratch, Trem has somewhat less strategy involved depending on the map. I never heard of Sourceforts, but part of the idea here is that even if your whole base and most of your team is destroyed, if one builder gets away and hides it will be back in no time. Also one of the points here is that your entire base is destructible. Not just the turrets spawns and gens, but the walls floors and forcefields, albeit a little bit harder than the enticing soft targets. It won't be just you building the base Schmalxie, your entire team will be building it for the first 5-10 minutes and probably a third or more will be on defense/repair/rebuilding after that.

I am beginning to think that the Commander Variant (#5) should become perhaps part of the base game, because a lot of people for a long time have wanted a realistic reason to even have a command map and waypoint system when no single player has the authority to enforce commands, in this gametype a Commander for each team would be voted in president-style and given the semi-admin powas to enforce their command, but the rest of the team has the power to replace them if they do a poor job or are rude. Anyone going to comment on that aspect?

As for your "progressive building" I have no idea what you mean (some pieces become permanent?) and I'm sure some other people are wondering too, so maybe you could elaborate on that? Actually I guess I'll go look it up, but I'm sure others would like you to elaborate. Thanks.

Fleekster, I'm not sure if you are confused on what the assimilation is, or are making suggestions? Base you get the pieces and territory of the team you kill. If you kill them jointly with (an)other team(s) then the pieces would be divided up automatically between you all based on how many spawns/final player lives you destroy/end. As far as territory size, it needs to be set at the beginning of the game or else the is nothing to stop a "Three-Turn Colonizer-Swarming" (WHAT!!! Noone ever played Deadlock? Dangit... Basically everyone suits up in battle gear first thing and goes and kicks the crap out of one or two of their closes rivals in order to gain space and time to actually build something... no fun at all.). But it would change drastically as the game went on and teams are wiped out or forced to move their bases. New bases mid game would automatically carve a territory out of whatever territories they are built between, putting the line an equal distance between each enemy base and the new one. Besides, territories are pointless after the first five minutes, unless you are running Variant #1 where inviolable territories get turned off and on again every five minutes to give teams time to recover from the chaos. Perhaps territories should be removed and players/peices just be made totally immune to damage for the first five minutes? (/me sets up camp inside the enemy's megafort >:O
That would make for some seriously zany and fun games )

Edit: Schmalx... SourceForts is played on relatively small maps, notice the pics? Also, sure, they can build actual forts, but can they play any gametype other than CTF? I'm not sure but I didn't see any while browsing around and couldn't find any. We could easily incorporate CTF into this if you are addicted to it so badly >: ), we could easily introduce a ton of variants and sub-gametypes into this gametype fairly easily actually I would be inclined to think.
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Last edited by Cytonuclear : 03-26-2008 at 11:57 PM.
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  #9  
Old 03-27-2008, 09:43 AM
fleeky fleeky is offline
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parts that i dont think will work , the assimilation of the other team will not work , people from the other team will have lost and thus will just start to douche bagg stuff on the assimilated team like building stuff in stupid places etc..

the commander being voted on will never work , ever played savage ? they had this where you would vote on a commander and / or could mutiny them .. the problem is this usually didnt work.. otoh this could work for clan play.

also the 5 minute rule is crappy, just spawn people into a gigantic map at random locations like they do in gtw and your set. one thing you could do *instead* though would be something like wherever your team spawns you all start with some kindof cloaking device that rapidly runs out of power ,, say 5 minutes or so and then after that the cloaking dies and people can see you but nerfing people from getting a quick first kill sucks.. you should have to come up with strategies for not being rushed instead.

also i think we just have slightly different ideas on territories ? i was thinking everyone starts with a no mans land and then everything you build adds to your adhoc network of territories.. depending on the size of what you build its radius of territory will be large then something smaller like say the difference between deploying a turret somewhere or building a giant fortress?

also i really like the idea of territories being assimilated as opposed to people but then again its my idea so ofcourse i would like it heheh
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Old 03-27-2008, 09:23 PM
Cytonuclear Cytonuclear is offline
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As far as assimilation of other teams, that is just one variant, and as I said, the assimilated team would either have a certain timer until they could con/decon, or they would simply not have permission to at all unless they were given it by the team commander. They also would not have rights to vote unless given it by the commander or voted it by the non-assimilated part of the team. The only real problem with no assimilation is that the players on annihilated teams would probably not feel like spectating for a long time for the round/game to finish up. Perhaps an annihilated team could be randomly dropped with 3 minutes of cloaking to try and rebuild (Cloaking would fail if they entered another established territory.) This would let the people keep playing and keep the chaos going. I guess with that the way to win would be not to kill off all the other teams, but perhaps to either be the last team to be completely killed off or to kill off the most other teams within a specific time limit.

Cloaking would work fine, in fact that's a good idea, as is the random drop on a massive map, that way if you were very observant you could send a couple people out to mess with any other team's construction they come across... provided they can spot it or trick someone into giving it away (When everything is cloaked usually in T2 you would still see footprints of moving people and small dust clouds if they were on the ground. If your scouts are good enough or the other team is sloppy enough to get spotted, they deserve to be messed with .) Cloaking is completely detectable... just not easily. Your team would have to be careful that they didn't get spotted and mortared to hell before they were ready

I originally said territory assimilation BTW, it was only one of the "Variants" that had people assimilation too. I begin to think that instead of assimilating people, the destroyed team should just be redropped with refreshed cloaking. This would also make the game less like Trem.

Please explain why the commander idea wouldn't work/what went wrong with Savage. I can see maybe getting a few rotten commanders at first, but, as I said, people would learn quickly who the good commanders are, and it doesn't take that long to vote really...

With the territories, unless you are playing Variant #1, the only real point of territory lines is to prevent people from building right in the middle of the enemy bases, for the worst kind of base rape. Literally. The territory lines would automatically be generated between the "Center of Mass" (thickest building center) of each of the different team's bases. So that uber base rape would not occur (unless you want it to... but that's just a bit too chaotic for me. Also with teams that have been destroyed and re-dropped, their territory would be determined from the center of their player group, until they started building, making for a weird dynamic territory until they got down to business. (Probably pretty fast.)
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Old 03-28-2008, 07:47 PM
schmalx schmalx is offline
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sorry I should have been more clear on the "progressive building" what I mean is in sourceforts you have 5 min construction 5 min fight 1 min construction 5 min fight.

so you get time to stop and build then fight and rounds can last hours without having to rebuild the base from scratch.
compared to tribes though basically all games are played on relatively small maps.

In a game like this you don't need a commander because all the crappy players will go "yayz i want command pplz moar power = i iz teh sik lad". but not having a commander will work better because if there is someone with an idea about how to do things then they can just take charge and everyone will listen to them if they say how to build the base becaause it will be obvious to tell if they are skilled or not.
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Old 03-28-2008, 11:49 PM
Cytonuclear Cytonuclear is offline
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As far as the progressive building, I covered that in Variant #4 before you even brought it up now that I know what you mean .

And commander is a variant too, it could be turned on or off or not even put in as a variant at all. I don't know if it could work or not. That type of thing seems to work fine in other games, like I said people tend to figure out who acts maturely and is a good fun commander. But then again like I said I've never actually played Savage, so I don't know what bad experiences you may have had with that.
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  #13  
Old 03-30-2008, 10:31 PM
schmalx schmalx is offline
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you didn't really cover it and you can't really do it in this "gametype" because the things can be destroyed which sucks.
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  #14  
Old 04-04-2008, 02:01 AM
Cytonuclear Cytonuclear is offline
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Originally Posted by schmalx View Post
sorry I should have been more clear on the "progressive building" what I mean is in sourceforts you have 5 min construction 5 min fight 1 min construction 5 min fight.

so you get time to stop and build then fight and rounds can last hours without having to rebuild the base from scratch.
compared to tribes though basically all games are played on relatively small maps.
You didn't say anything in your former post about things not being destructible, you just said that SourceForts has breaks in the fighting to rebuild, which IS covered, I DID really cover it. You could just as easily make the walls/floors indestructible except by the builders. It's not like the gametype can't do it or the engine can't handle it, lol. So yes you CAN do it in this gametype, you just have to make it a variant, or make it in the base gametype. Depends on how popular it is. It's not like walls and floors would die with just one mortar when they are destructible... try something more like they would be destroyed if they took like 10-ish mortars, maybe more or less depending on the size of the wall/floor. Larger takes more hits, smaller takes less, but never less than 3 and never more than 30, plus they could be repaired quite rapidly, just not more than half as fast as a constant barrage can take them down. That makes for a quite robust base that still needs someone to keep it in existence... or you can just toggle them to indestructible if you like. Your choice, it's not like it's impossible in the gametype...

As for it being obvious as to who is a skilled player for building... if that is so doesn't it also follow the same way for who is a skilled leader to follow and pick as Commander? Plus the Commander can more easily show newbies what to do and can kick the crap out of morons and team-griefers.
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  #15  
Old 04-04-2008, 11:18 AM
*TMS* Shade *TMS* Shade is offline
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Hmmm!

Quote:
#3: During the first five minutes everyone is equipped with some form of construction armor (without infinite energy for flying of course) and given a somewhat limited (fewer than construction mods') number of large pieces of different types to build a base with. (Walls/Floors, Spawns, Generators, Forcefields.) Generators, force fields, and Spawns are operational
I like this concept...it repinds me of Blockland, lol.
Could be cool if they add it.
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