2 gametypes ready for feedback
7 years 6 months ago #729
( Visitor )
I've been working on 2 gametypes which can be used while playing... I'm looking for some feedback to refine the gametypes and make then ready for use in the 'field'
I'm sure they'll need some tinkering, but I'm proud of 'em nontheless
names are debatable :wink:
AI-virus: (Animal Instinct)
Addable to almost all (team) games…
None of the teams know if it’s active…
Suggested terrain: woodland.
A box (or something alike) is placed inside one of the structures, When a team opens the container, a letter will inform them everyone in the room and in the near vicinity is now infected with the virus, effectively adding them to a newly created team… This new team is ‘mutated’. They can no longer operate weapons and are each turned into savage predators… The Virus they carry is spread along to all who fall prey to these predators…
Meaning: the predators can only knife-kill another person, after this is done, the other is also turned into a predator…
These predators are allowed and encouraged to work in a team, but no radio communication is allowed. If they work properly and with good strategy, they can increase their numbers swiftly and become a serious threat to the other teams…
This game mode will work best in very large conflicts with over 100 men competing…
This scenario can unfold if lucky:
50-60 of the people are turned into predators, while the other teams have joined forces to take a last stance into a small fortification, still only counting 15 or less…That would be a very interesting last stance when the predators finally come out of the woods in their full numbers storming the building!!!
Rules summed up:
-No respawn is encouraged... if there IS a respawn, the game should be put on a timer...
-If AI-Virus gets triggered, the objective of the other teams is automaticly turned into mere survival, however they are not informed of this change... They have to find out for themselves when AI-Virus has been activated.
-Victory for ‘normals’ is achieved by: all Predators have been killed.
-After ‘normals’ have achieved victory, the teams may consider going on with the previous objective, however if for example a ‘teaming up’ scenario has unfolded, The desicion to end current game is also allowed.
-Predators Are unable to use technology, including weapons, radio’s and image enhancement goggles. (When it’s night an exception to night vision is recommended)
-Predators can no longer communicate with former team members, but càn talk to each other.
-Predators can only knife-kill an opponent, so it’s essential the existence of the predators is concealed for as long as possible, to keep their targets (former teammates) from suspecting anything when they approach.
-Predators can only win when all combatants on the field are conveyed or killed.
-Anyone who falls prey to a predator will be turned into one.
-Predators can still be killed with one bb hit.
-Knife killing a predator results into the killer transforming into a Predator as well, however the knife-killed predator is still dead.
-The only way to return someone to normal is to call a surrender while outnumbering the targeted predator(s) two to one… (This will force the Predator(s) to go to the Team’s Medic-station where he/she’ll be treated for his/her sickness)
(For this games I really need an experienced player to guess a fair cost for the purchases)
Command & Conquer:
Team, objective based game with RTS elements,
Teams will be brieved in advance on how it works
The game will start with an atackng team and an defending team, with the attackers having numerous targets they have to take out or controll in order, and a timer will be set according to the difficulty of the games,
Both teams will be limited at first in some terrains, but will get to purchase ‘upgrades’ with points they earned with kills or achieving goals...
Kills score one point, achieving an objective scores, depending on given difficulty, 5 to 20 points... if a defending team manages to defend a base for a certain time, the reward is a ever increasing score ranging from 2 to 10 points every time the countdown clock reaches zero. The easiest defenceble targets score less then the harder to defend ones...
(In the following, the exact numbers still need to be detemined, most are an estimate or axample)
-Bb limit per person is 100bb in megazines (a tolerance of 15 bb’s is accepted)... 1 or 2 suppliers per team will run around the field granting ammo to whoever needs it...
-medics can revive a person once every 2 minutes, (A countdown stopwatch given to the medic will let them see when they can heal another comrad)
(when ‘dead’ you may also choose to return to basecamp and wait a 10 min. Recovery time – you are allowed to load up on bb’s here so in some cases it might be a good desicion to let the medic pass.)
-sniper is ‘locked’
-incergency agent is’locked’
-armour vehicle is ‘locked’... (when vehicles are available)
-anti-armour unit is ‘locked’
-some more direct routes to the enemy are blocked by barricades... These cannot be passed on foot and attackers will need to move around these obstackles...
-some vantage points are unavailable/blocked off
(Cost of purchases are yet to be determined)
purchase options: (the ‘commander’ will relay a purchase to a pre-determined marshall and said marshall will confirm purchace and take actions when needed, like ordering an upstruction to be moved out)
-sniper 1 time purchase, you can have 1 sniper... Unit keeps role after death
-double the bb limit to 200 1 time purchase, you cannot double ammo again
-half the time needed for medics to heal comrads to 1 minute 1 time purchase, cannot half time couldown period again
-(attacker) Airstrike, will clear a more direct route to your enemies... One opstruction per purchase is removed... commander will be informed of number of left obstacles
-(defender) semtex, Will clear out better vantage points One vantage point per purchase, commander will be informed of left vantage points blocked (defenders may remove obstacle after purchase themselves if faster)
-espionage... the commander is granted a 1 minute acces to the enemy communication circuit Can be purchased indefinatly, 10 minute cooldown period
-intelligence... the commander is given a one time location of all the ‘standard’ enemy units (you cannot see purchaseble units) Can be purchased indefinatly, 10 minute cooldown period
-incergancy agent... 1 unit in a team is given this status, he or she, when able to sneak behind enemy lines can take the enemy color after managing to surrender or knive kill an enemy, after the enemy color is accuired, they can choose te either take an active role behind enemy lines, or take a passive role, relaying enemy movement and troop strength... 1 time purchase, you can have only one agent... Unit keeps role after death
-Armour vehicle... (when available) Armoured vehicles can be used either as defence or to attack... reccomended is that not both teams have acces to vehicles... A vehicle can only be taken out with a granade detonating UNDER said vehicle or by an anti armour unit... 1 time purchase... If destroyed you have to re-purchase the vehicle
-anti-armour unit... this unit can use a rpg to take out a vehicle in one shot, (weapon for delivery has yet to be chosen) 1 time purchase... unit keeps role after death
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Re: 2 gametypes ready for feedback
7 years 6 months ago #732