Author Topic: New game modes  (Read 924 times)

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Offline Vibe

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New game modes
« on: June 13, 2012, 04:02:05 pm »
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Basic idea comes from other games, but tailored to cRPG.

Domination

A domination type gamemode on a large map. The idea is to have 5 control points that both teams fight over to control them. If there's no enemy around the control point, then you start taking it over, same as dropping the flag in siege gamemode.

Every control point gives you a x1 multiplier every minute, which means if you control all 5 points, you basically get x5 multi. The x1 multi timer would be control point based, meaning that once the point is taken, it takes 1 minute for that specific point to give you 1000xp/50gold (gen 1). (or could also be a global minute timer, at which point all the flags you control at that time give you xp/gold)
The first point controlled does not give xp and gold, because you start with x1 already. When you take control of the second point, the multi goes to x2 and so on.
Each team starts the round with 0 points controlled. The game would then accumulate points to each team for point controled per minute. Once a team reaches a certain point limit, they win. This should also prevent one team being on x1 for too long.

When you die, you would be given an option to respawn at one of the points you control or at your team's initial spawn point.

Why a large map? I imagine a domination map to have one control point in the middle of a small village, one in a flat open field, one inside a small keep (narrow corridors and such), one in ruins, one on a hill... - this should be enjoyable for all the "classes" of cRPG, ranged, cav, melee, archers, whatever.
Domination would be most fun ofcourse on a high player limit and a single round could last from 10-30 minutes (depending on how good one team is).


Weapon Master

This idea is from Battlefield3's "Gun Master". This mode is only possible if you guys can make the system change gear/stats on the fly, while the player is in-game. Your build/gear setup in this mode does not matter. The idea is that you start with a good weapon and good armor and every two kills you get, your armor/weapon changes to something worse - the character build would also change appropriately to fit the weapon you spawn with. Winner is the one who reaches the last stage/level and gets two kills with it.

For example:
Everyone would start in tincan armor and flamberge (and a 2h balanced build). When you get 2 kills with this setup, it immediately changes to let's say Rus Scale Armor and Great Long Axe (and a pole build). After 2 kills, it changes to something like shield+mid tier 1h and mid tier armor then after 2 kills to an archer setup/build. This is all subject to change ofcourse. The last stages would be something like low armor + weak 1h (with 1h no shield build), low armor + throwing (with throwing only build) and the last one could be 1h + no armor + stones in melee. The one who gets two kills with the last setup first wins the game.

This game mode does not have teams, it's FFA. Point is that it gets harder and harder to get kills.

Offline Christo

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Re: New game modes
« Reply #1 on: June 13, 2012, 04:14:04 pm »
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First gamemode is like Conquest in Warband.

The game already has it, it's not used though.

The second one well.. seems harder to make it work.
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Re: New game modes
« Reply #2 on: June 13, 2012, 04:18:59 pm »
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Sounds great :D
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Offline Christo

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Re: New game modes
« Reply #3 on: June 13, 2012, 08:30:20 pm »
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bump.
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Offline BashirKhan

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Re: New game modes
« Reply #4 on: June 14, 2012, 07:54:18 am »
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1st is a good idea, and as already stated by christo, has already been created in other mods.

2nd one seems a bit odd but could still be entertaining to play, but again as christo said, it might be difficult to implement

Offline BlameMeForTheNoise

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Re: New game modes
« Reply #5 on: June 14, 2012, 12:11:04 pm »
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GIEV GAMEMODES!

Offline Ujio

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Re: New game modes
« Reply #6 on: June 18, 2012, 01:01:27 am »
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Basic idea comes from other games, but tailored to cRPG.

Domination

A domination type gamemode on a large map. The idea is to have 5 control points that both teams fight over to control them. If there's no enemy around the control point, then you start taking it over, same as dropping the flag in siege gamemode.

Every control point gives you a x1 multiplier every minute, which means if you control all 5 points, you basically get x5 multi. The x1 multi timer would be control point based, meaning that once the point is taken, it takes 1 minute for that specific point to give you 1000xp/50gold (gen 1). (or could also be a global minute timer, at which point all the flags you control at that time give you xp/gold)
The first point controlled does not give xp and gold, because you start with x1 already. When you take control of the second point, the multi goes to x2 and so on.
Each team starts the round with 0 points controlled. The game would then accumulate points to each team for point controled per minute. Once a team reaches a certain point limit, they win. This should also prevent one team being on x1 for too long.

When you die, you would be given an option to respawn at one of the points you control or at your team's initial spawn point.

Why a large map? I imagine a domination map to have one control point in the middle of a small village, one in a flat open field, one inside a small keep (narrow corridors and such), one in ruins, one on a hill... - this should be enjoyable for all the "classes" of cRPG, ranged, cav, melee, archers, whatever.
Domination would be most fun ofcourse on a high player limit and a single round could last from 10-30 minutes (depending on how good one team is).


Weapon Master

This idea is from Battlefield3's "Gun Master". This mode is only possible if you guys can make the system change gear/stats on the fly, while the player is in-game. Your build/gear setup in this mode does not matter. The idea is that you start with a good weapon and good armor and every two kills you get, your armor/weapon changes to something worse - the character build would also change appropriately to fit the weapon you spawn with. Winner is the one who reaches the last stage/level and gets two kills with it.

For example:
Everyone would start in tincan armor and flamberge (and a 2h balanced build). When you get 2 kills with this setup, it immediately changes to let's say Rus Scale Armor and Great Long Axe (and a pole build). After 2 kills, it changes to something like shield+mid tier 1h and mid tier armor then after 2 kills to an archer setup/build. This is all subject to change ofcourse. The last stages would be something like low armor + weak 1h (with 1h no shield build), low armor + throwing (with throwing only build) and the last one could be 1h + no armor + stones in melee. The one who gets two kills with the last setup first wins the game.

This game mode does not have teams, it's FFA. Point is that it gets harder and harder to get kills.

So basically like Conquest in Star Wars Battlefront :D Sounds good.
I also like the sound of the "Weapon master" game mode
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Offline Froto_the_Loc

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Re: New game modes
« Reply #7 on: June 20, 2012, 07:47:31 am »
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That weapon master sounds pretty fantastic.
Kinda like a rewind of cRPG life.
Hooray for customization and hybridization!
Down with monotonous pure classes!

Offline Vibe

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Re: New game modes
« Reply #8 on: June 20, 2012, 08:29:40 am »
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That weapon master sounds pretty fantastic.
Kinda like a rewind of cRPG life.

Exactly :) and only one who is good in all playstyles of cRPG will win it.

Offline Everkistus

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Re: New game modes
« Reply #9 on: June 20, 2012, 08:53:25 am »
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Good stuff Vibe.

Offline Vibe

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Re: New game modes
« Reply #10 on: June 22, 2012, 08:52:59 am »
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bump