cRPG

cRPG => Suggestions Corner => Topic started by: Doppel on September 01, 2012, 01:16:32 pm

Title: Revolt! Save the king!
Post by: Doppel on September 01, 2012, 01:16:32 pm
Hey!

I have an idea for a new gamemode, which is pretty different to the extisting ones i think.

There are 2 teams: One is the "Kingsguard" and the other is a group of raging citizens/peasants. The loyal team is able to wear what they want but they are heavily outnumbered by the peasants. The farmers on the other hand have a maximum gearvalue (like 10,000 or less).

The point is that the king has to be escorted from town A (start) to the safe town/place/ship B (goal) to escape. The king could be a chosen player, who will only wear a robe and a dagger for example, or he could be represented by a carriage which can be moved like a siege tower by his team.
In solution one the peasants goal is to kill the king and in solution two the farmers have to capture the carriage.

If the maps are made well and big enough, this gamemode would give you a huge amount of tactical oportunities: Scouts could observe and report the way of the Kingsguard. Ambushes in the woods would be possible. There are tons of exciting things you can try out.

I think it's clear that this gamemode isn't won/lost in a few minutes, but this also depends on the maplayout and the tactic of the players. If the scoresystem will give you Gold an XP soon, the multipler won't be a problem  :wink:

Here is a little example for a map
(click to show/hide)
Something for the mood  :D
(click to show/hide)

I hope you like my idea!  :)
Title: Re: Revolt! Save the king!
Post by: Toodles on September 01, 2012, 01:31:44 pm
When I played Counter-Strike a decade ago they had something alone these lines, one team had to escort the VIP to an exit location and the other needed to assassinate him - REALLY enjoyed that mode, I'd say theres clearly room for it in cRPG considering the wide range of builds and roles one can employ - would love to see the likes of Massassin shine on this game mode. :D

+1
Title: Re: Revolt! Save the king!
Post by: Haboe on September 01, 2012, 01:48:58 pm
Love it.

Though make it so you keep respawning.

Maybe a time limit like in siege? King will respawn, but only has a limited amount of time to reach the checkpoint.
Title: Re: Revolt! Save the king!
Post by: Doppel on September 01, 2012, 02:17:57 pm
Good idea  :) here are my thought about respawning:

There could be checkpoints which are activated after the caravan passes them. They could be a spawnpoint for the guards (every 50sec) and the king (only 4 respawns like in native siege for example).

The peasants could respawn after 1/2; 3/4 or the whole of their team is killed. This would give the king time to go on after an attack and the rebels are able to team up better.
Title: Re: Revolt! Save the king!
Post by: Shpritza on September 01, 2012, 02:40:34 pm
I like, reminds me of the days when i played AA 2(Americas Army) and the map Hospital which had a VIP that u had to escort to a certain point, the VIP spawns wounded and has only 30 bullets   :D

so again i like, imho it would be great..   :wink:
Title: Re: Revolt! Save the king!
Post by: Froto_the_Loc on September 01, 2012, 05:23:10 pm
The only problem I see are any cavalry guards running off to the farmer spawns and killing them there.
Title: Re: Revolt! Save the king!
Post by: Doppel on September 01, 2012, 05:34:17 pm
If the peasants respawn as a big group this won't be a problem i think. As i wrote above.
Title: Re: Revolt! Save the king!
Post by: Zerran on September 04, 2012, 08:39:56 am
Making it a player is, I think, just asking for trolling (not to mention the defenders would always blame the king if they lose, regardless of who was at fault). And making it work like a siege tower would be WAAAY too complex for a public game (though it would work fantastically in a scrim type environment). However, if the king was made as a carriage that automatically followed a set path (Which could be defined using the same objects used for spawnpoints), it might work. Simply have the carriage go straight from each waypoint to the next, so no need for the devs to mess with pathing or anything, and have it be the mapmaker's job to set the markers in such a way that the carriage could move unimpeded.

Balancing would be tricky though. Possibly make spawnpoints along the route that the "defenders" or "attackers" would be able to use. The specific spawn points that would be active would be based on whichever "marker" the carriage passed last.

Additionally, I'd say attackers should spawn very spread out, while defenders spawn from only 1-2 spawn points at a time. Attacker should also have slightly fewer players than the defenders, but should spawn faster.



Anyway, I think it's a really good idea.  :)
Title: Re: Revolt! Save the king!
Post by: Tears of Destiny on September 04, 2012, 10:25:47 am
Wait wait wait woah, slow down there...

Let me get this straight, this game mode of yours, one team has the goal of slaying me?

visitors can't see pics , please register or login


I'm not sure how I feel about this...

(click to show/hide)
Title: Re: Revolt! Save the king!
Post by: Failor on September 04, 2012, 12:26:56 pm
Well,

this sounds really interesting, whereas I would recommend a different Solution.

At first, I like the idea of having a player as the King, but probably you could make the King a free running Person. If this job would be done by a carriage or else, the intention of having different possibilities to make it would be forgotten.

So then, we would have the Situation, that the "Attackers" guarding the King would have an Advantage over the Defenders because of theire Possibility to sneak through. As a idea, you could simply raise the number of the Defenders to engage that.

At last, to make camping at the Goalpoint impossible, you could make a "forbidden zone" for the defenders, so that they don't camp.

Cheers
Failor
Title: Re: Revolt! Save the king!
Post by: Corwin on September 04, 2012, 03:03:04 pm
I like the idea, the mod slowly but steadily becomes boring to me.

And maybe half of the kingsguard could be replaced every round by top scoring (damage dealt) peasants or something. Although, this would make poor xbomen and archers screwed, they would forever remain peasants, and as peasants they are useless, especially having in mind prices of xbows. Which additionally sucks, because we don't have that moment where kingsguard has to protect the king with their shields and ultimately their bodies, because range would suck big time.

And I don't think the king should be helpless, he should be allowed to defend himself if he wants, but his equipment choices should also be limited to top tier weapons, cause it would be stupid if we had kings defending with pitchforks and sickles. And definitely no shield. Also, it would be very cool, if unrealistic, if we could vote for kings for the next round, because it would be the best if the persons playing kings would be the most hated people in the community.
Title: Re: Revolt! Save the king!
Post by: Anuran on September 04, 2012, 03:35:13 pm
Give the king a one handed sword and let him fight with you... Not only a knife.
Title: Re: Revolt! Save the king!
Post by: Adamar on September 04, 2012, 03:39:35 pm
A 'defend the virgin' kind of situation comes to mind from this, but the defenders would have a castle, normal respawn time, and the king would either be an npc in the main tower, or the player with greater score.
Title: Re: Revolt! Save the king!
Post by: CrazyCracka420 on September 04, 2012, 04:34:21 pm
Well in TFC and Counter-Strike they had VIP game modes, and both were awesome.  Sure you had a troll who sucked ass once in a while, but it's part of the game.  The thing that prevented that from happening too often, was that there was a queue for the VIP spot.  Also, you could make it that if you escape as the VIP, you are the VIP again (or you have a higher chance of being VIP again). 

I think it's totally doable and would be awesome.
Title: Re: Revolt! Save the king!
Post by: Joseph Porta on September 05, 2012, 03:27:20 pm
Make it so that 1 person on the "defending team" will act as the "king", just a thought. :)
Maybe elected by poll?
+1
Title: Re: Revolt! Save the king!
Post by: Doppel on September 05, 2012, 07:14:04 pm
My idea about a weak king was that this would force the guard team to stick together. But a fighting king is also okay. I also dont think that player kings would troll much. A BAN in crpg is very painful because there are only a few servers to play. Not like in Counter Strike where you can just join another VIP-mode server to do some shit again  :wink:

To the crossbow guys: Maybe we could let the crossbows cost the half (only in this mode of course) and lower their damage if they are weared by a peasant.


     
Title: FUCKING GOOD IDEA
Post by: JennaHaze on September 05, 2012, 07:53:11 pm
DUDE THAT IS AWESOME
Title: Re: Revolt! Save the king!
Post by: Adamar on September 05, 2012, 08:19:25 pm
wtf happened to the thread title? ^
Title: Re: Revolt! Save the king!
Post by: JennaHaze on September 05, 2012, 09:29:22 pm
lol
Title: Re: Revolt! Save the king!
Post by: Mogh on September 06, 2012, 06:33:50 pm
Damn good idea. I do believe that cRPG needs more objective-based game modes. This would be a good one.
Title: Re: Revolt! Save the king!
Post by: ARN_ on September 06, 2013, 04:02:03 pm
Bump
Title: Re: Revolt! Save the king!
Post by: JennaHaze on September 06, 2013, 07:05:25 pm
Bump

ban
Title: Re: Revolt! Save the king!
Post by: Dalfador on September 06, 2013, 10:09:46 pm
10,000 gold is too much for a peasant.

Should be 5,000...

I know you were just making a point but you can do a lot with 10k.