Author Topic: Gamemodes and other suggestions.  (Read 687 times)

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Offline Exitialis

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Gamemodes and other suggestions.
« on: August 09, 2011, 01:45:43 pm »
-1
Here's my retarded ideas for gamemodes and other suggestions!

I believe something like this has been suggested before, but bare with me here please.
 Add all the native gamemodes such as capture the flag, team deathmatch (I see deathmatch is already in-game).
-Team Deathmatch would take all your teams kills and multiply them with some gold/xp every minute.
-Deathmatch would either be like this:
a) Player gains some gold and xp per kill.
b) Player gains a multiplyer for every X kills, all multiplyers will be removed if the player dies. Gain is every minute.
-Capture the flag gives one multiplyer each time your team captures the flag, if the enemy capture your flag, you loose all your multiplyers.

-Zombie mode!
One round would look something like this:
All "non-zombies" would spawn randomly all over the map.
Every player is in team 2, one random guy is set in team 1 and is the zombie, he is the "father zombie". When the "father zombie" gets a successful hit on a player, that player becomes a zombie. Other zombies must completely kill their target to turn them into a zombie.
All turned zombies respawn at zombie spawn and will be set to team 1.
Killed zombies respawn after X seconds.
The "non-zombies" are to survive for as long as possible, and gains an increasing multiplyer the longer they stay alive.
All zombies gain gold and xp for every kill and it is divided among them(the gained amount should be the same no matter how many zombies there are).
Income should only activate once there is 10 players or more on the server.

-Freeplay.
Basically persisten worlds but a lighter version:
-Cutting trees and selling materials to vendors.
-Mining.
-Trading.
-Robbing.
-Raiding Castles.
-Joining factions.
Income should only activate once there is 10 players or more on the server.

-King of the stone!
There is a stone on the map, whoever holds it gains a x5 multiplyer and income is gained every 30seconds(time reset every time stone is picked up). Whats the catch?
Well there is only one stone and only the one keeping it in their inventory will gain the multiplyer and income. (Stone cost 1 slot)
The stone is dropped on death.
Map should be pretty empty, so no one can hide.
The player with the stone should also be highlighted to all the other players.
Income should only activate once there is more than 10 players on the server.
In order to keep athletics players from abusing it, give the stone lots of weight.
Deathmatch, no one is allied and everyone want's the stone.

General battle gameplay suggestion:
-Retreat
When you notice your team is getting slaughtered you could have the option to run to the map border(or to your spawn) and "retreat" when you do, you won't need to pay any repair costs.
In order to balance this out there should be some "light" penalty for retreating, maybe one of these:
-Player won't gain any income(both xp and gold) next round.
-Player won't gain a new multiplyer if his team wins the next round.
-Player won't be able to take part in the next round.
-Costs xp every time you retreat.
-Player multiplyers will ofcourse be reset to 1.

I realize these ideas might be coding messes, but that's just what they are, "Ideas".
I would love to see something else than just battle and siege on crpg, add more variety and I can promise you, alot more people will be playing crpg.
You only have to gain on this chadz!

That's all for now, might add more ideas if I come up with them(and if people can stand my retarded ideas). :P

Offline Digglez

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Re: Gamemodes and other suggestions.
« Reply #1 on: August 09, 2011, 09:10:41 pm »
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mostly horrible ideas that are highly exploitable

Offline Camaris

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Re: Gamemodes and other suggestions.
« Reply #2 on: August 10, 2011, 04:04:29 pm »
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just fix ctf -> new gamemode done :)

Offline Exitialis

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Re: Gamemodes and other suggestions.
« Reply #3 on: August 10, 2011, 06:38:02 pm »
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mostly horrible ideas that are highly exploitable
Constructive! You must have put in alot of effort to come up with that conclusion.
I have some questions for you:
1. How are they horrible?
2. Could you highlight the exploitables?
3. Do you oppose new gamemodes to Crpg?
4. What do you think would be a good gamemode to Crpg?

Now, I know they are exploitable, but isn't Defend the Virgin also very exploitable?
You could always make the income low as in DTV, so players will still make more money in normal battle, but still be able to play another gamemode just for fun and with a small gain.
Also, with enough efort put into it, I believe most of the exploits can be avoided.


just fix ctf -> new gamemode done :)
CTF was already implemented in Crpg?
When and what happened to it?

Offline Chris_P_Bacon

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Re: Gamemodes and other suggestions.
« Reply #4 on: August 11, 2011, 09:36:55 am »
0
CTF was already implemented in Crpg?
When and what happened to it?
There was some bug with rewarding insane amounts of experience at a time, and it is no longer allowed to run CTF on your server, afaik.

Offline Blondin

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Re: Gamemodes and other suggestions.
« Reply #5 on: August 11, 2011, 09:50:45 am »
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ctf next patch?