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tcsoccerman Server Help Squatter
Age:33 Gender: Joined: Jan 15 2007 Posts: 694 Location: Atlantis Offline
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Posted: Sun Jan 03, 2010 4:48 pm Post subject: before i bunch a bunch of time into a project |
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this is a cross-post from ssdev priv forum on
http://www.ssforum.net/
I want to know what you all think of this. I'm not sure if this whole ssdev thing is still going, but I want to keep it quiet while getting some valid input and this seemed to be the best spot.
It is of course another zone idea. It seems like fun and that it would work in my head, but another person's views may find loopholes and problems.
Main idea: It is based off of star wars battlefront. http://www.youtube.com/watch?v=HJTOduOWoNA . The important parts are the command points (one is being captured at 44 seconds in vide). Players are spawned at any one of the command points their team owns. If all command points are taken by one team, the other team cannot spawn, and the remaining players must take a command point (cp), or their team loses.
On top of all of this, each team only has x number of respawns. This means that each time a team member dies, your team loses a respawn. Once you reach 0, only the remaining players are your chance to win.
The winning team is the one that elimates all enemy players, either through taking all the command points, thus not allowing other team to respawn, or killing other team in that they have no respawns left.
Porting to continuum/my additions:There would have to be a few changes (imo) to port this to 2d continuum.
1.)In the video, you noticed that when players spawn they select the cp they want to spawn at graphically. In continuum, players would spawn in a safe completely out of the map and enclosed. From the safe there would be 5 portals for each cp that they could enter. Using ASSS regions, if the player owned the warper to the correlating cp, they would then spawn there.
2.)Because basing is so much fun, I thought it'd be a good idea to put the cp's at the end of a small base (see attached sketch). Pros: basing Cons: takes longer to get to cp and capture
3.)To add a little more strategy, a little bit of warping would be added. ?to <cp#> would warp you to the relevant cp #, given that you own it. this can only be used when in a cp or in safe. Pros: more strategy, quicker movement b/w cp's, allows you to warp to an owned cp that is being taken by opposing team (there is a graphical radar of all cps. when a cp is owned it is a solid color of that team, when it is being captured or decaptured it is a blinking color of owning team). Cons: makes running easy.
I'm sorry if this is hard to understand, it is a little complex. I will attach the map i had worked out (just a rough sketch).
Do you think that this gameplay style would work?
Thanks for any feedback.
map:
http://dl.dropbox.com/u/3649986/image0-4.jpg
edit:thank you dr. brain, fixed
Last edited by tcsoccerman on Sun Jan 03, 2010 5:15 pm, edited 2 times in total |
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Dr Brain Flip-flopping like a wind surfer

Age:39 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Sun Jan 03, 2010 4:58 pm Post subject: |
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None of your links work. The SSForum one is well formed, but links to a password protected forum. _________________ Hyperspace Owner
Smong> so long as 99% deaths feel lame it will always be hyperspace to me |
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tcsoccerman Server Help Squatter
Age:33 Gender: Joined: Jan 15 2007 Posts: 694 Location: Atlantis Offline
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Posted: Sun Jan 03, 2010 5:13 pm Post subject: |
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fixed |
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D1st0rt Miss Directed Wannabe

Age:37 Gender: Joined: Aug 31 2003 Posts: 2247 Location: Blacksburg, VA Offline
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Posted: Mon Jan 04, 2010 7:24 pm Post subject: |
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This sounds like Onslaught from Unreal Tournament, I think either 17th or the complex made some progress on such a gametype. _________________
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tcsoccerman Server Help Squatter
Age:33 Gender: Joined: Jan 15 2007 Posts: 694 Location: Atlantis Offline
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Posted: Mon Jan 04, 2010 8:11 pm Post subject: |
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Yes The complex is very similiar. I have never played 17th before. |
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Hakaku Server Help Squatter

Joined: Apr 07 2006 Posts: 299 Location: Canada Offline
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Posted: Mon Jan 04, 2010 10:31 pm Post subject: |
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How are you going to keep players busy once they can no longer respawn? The problem with events that eliminate (or spec) players is that these players get bored very easily and are likely to leave the arena or zone if they have nothing to do. I can only imagine that once the teams drop to a one on one showdown, it would take forever to end. |
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tcsoccerman Server Help Squatter
Age:33 Gender: Joined: Jan 15 2007 Posts: 694 Location: Atlantis Offline
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Posted: Tue Jan 05, 2010 6:43 pm Post subject: |
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I think that just having a "mess around" area at the same location as the safe would suffice for when their is 1)low population 2)players that are new to the zone and 3)teams that are eliminated. |
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