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INSANE GAMETYPE IDEA!!!
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Author:  DK [ Mon Nov 20, 2006 10:56 am ]
Post subject:  INSANE GAMETYPE IDEA!!!

Again... please bear with me... :p

- - - - -

DESCRIPTION:
A new gametype for BW called "Commander". At its core, it's like VIP, but with much deeper levels of strategy and play.

GENERAL RULES:
There are two sides to this game: the Terrans and the Skrith. Each team can have either 1 or 2 Commanders, the so-called VIPs of the game, either by choice or randomly. If there are 2 Commanders for each team, one will become the Higher-Commander and the other will be the Lower-Commander depending on their frags and/or level. The other players who aren't picked as Commanders, known as grunts, can select a class of their choosing.

The game itself is round-based - players remain dead until a side wins or the round is up. It can also be set-up so that players only have a limited number of respawns until they are permanently killed-off for the rest of the round. In case of a time-up, the game can also be set-up to go into sudden-death (1-hit kill and/or players slowly lose health) or award the victory to the team who has more players/total-health left.

The Assassin System:
The game revolves around a system of fragging specific players (Commanders and/or grunts), which will be known as the Assassin System. It is a tiered ranking system for either leveling-up, promoting, maintaining, or demoting a player's rank.

The Assassin tiers are as follows:

-(WIN) If a team wins a perfect round (none of them are killed), they all level-up.

-(WIN) If a Commander kills EVERYONE from the opposing team SINGLEHANDEDLY, s/he automatically attains the highest level.

-(WIN) If a Commander kills an enemy Commander and ultimately survives the round, s/he levels-up. The Commander's level-cap is 4.

-(WIN) If a Commander kills an enemy Commander, s/he gets to keep his/her rank regardless of whether or not s/he is killed by the end of the round (if s/he is killed, however, s/he can't level-up).

-(WIN) If a Commander can't kill an enemy Commander and one of his/her teammates kills an enemy Commander, they switch ranks (both get to keep their level).

-(WIN/LOSE) If a Commander is killed without killing an enemy Commander and one of his/her teammates kills an enemy Commander, they switch ranks (the new Commander's level is reset while the new grunt keeps his/her level).

-(WIN/LOSE) If a Commander is killed without killing ANYONE and one of his/her teammates kills an enemy Commander, they switch ranks (the new Commander keeps his/her level while the new grunt's level is reset).

-(LOSE) If a Commander is killed without killing ANYONE and none of his/her teammates got to kill an enemy Commander (but are able to kill some enemy grunts), the Commander's rank is awarded to the Top-Ranked grunt (but his/her level is reset).

-(WIN) If a grunt kills EVERYONE from the opposing team SINGLEHANDEDLY, s/he is automatically awarded the Lower-Commander's rank and level.

-(WIN/LOSE) If a grunt kills 2 enemy grunts consecutively, s/he levels up. A grunt's level-cap is 8.

-(WIN/LOSE) If a grunt kills an enemy grunt, s/he gets to keep his/her level regardless of whether or not s/he is killed by the end of the round.

-(WIN/LOSE) If a grunt is killed without killing ANYONE, s/he drops a level.

-(LOSE) If EVERYONE is killed without killing ANYONE from the opposing team, they all drop a level.

The Commander System:
Aside from the Assassin System, the game also centers on the importance of leadership and protecting it from harm at all costs. This will be known as the Commander System. Each team has a different set of Commanders for Top-Ranking players to choose from.

For the Terrans, they have the following:

-The Heavy-Armor Commander: This commander has the highest armor-rating (absorbs 60% of overall damage) at the expense of overall movement speed (-10% of normal speed). S/he can only carry two main weapons and a side-arm. S/he can also endow any allied grunt in extremely-close proximity with increased armor-rating (+20%). Each level-up will increase his/her own armor-rating by 3%.

-The Firepower Commander: This commander has the highest damage-rating (+25% damage increase) at the expense of having the highest inaccuracy-rate (15% increased chaos and recoil). S/he can carry two main weapons, two side-arms, a melee weapon, and an extra item (grenades, etc.). S/he can also endow any allied grunt in relatively-close proximity with increased damage (+10%) as well as be able to give them extra ammo. Each level-up will increase his/her own damage-rating by 4%.

-The Spy Commander: This is a Commander with the special-ability to use a radar to keep track of both allies and enemies. S/he is also able to see cloaked enemy units within a mid-range proximity from him/her.

For the Skrith, they have the following:

-The Speed-Demon Commander: This Commander has the fastest movement speed (+20% of normal speed) at the expense of decreased armor-rating (+25% damage intake). S/he can carry one main weapon, two side-arms, and two extra items (grenades, etc.). S/he can also endow any allied grunt in relatively-close proximity with increased movement speed (+20%). Each level-up will increase his/her own movement speed by 5%.

-The Cryon Stealth Commander: This Commander is perpetually in "stealth-mode" unless s/he is in relatively-close proximity with an enemy unit. S/he also has the ability to make "stealth-kills" by slashing an enemy unit from behind and crawling up walls, ceilings and other "unwalkable" surfaces. S/he can only carry two main melee weapons and two side-arms. S/he can also endow his/her stealth and wall-crawling abilities to any allied grunt in mid-ranged proximity to him/her. Each level-up will significantly decrease the proximity-limit before s/he can be detected.

-The Hunter-Killer Commander: This is a Commander with the special-ability to impart valuable information to his/her teammates about their enemies (how much health, armor, and ammo they have left). S/he can also sense enemy units who are alone and cannot be supported by their main team immediately (such as scouts), or individual units who are camping to regain their health, ammo, etc. (such as lone Commanders).

For both teams, they have the following:

-The Balanced Commander: This Commander has an equal stat increase (absorbs 20% overall damage, +10% increased damage, and +15% increased movement speed). S/he has a normal equipment setup (two main weapons, one side-arm, one melee weapon, and one extra item). S/he can also endow any allied grunt in relatively-close proximity with increased armor-rating (+10%), increased damage-rating (+5%) and increased movement speed (+15%). Each level-up will increase his/her stats by 2%, 3%, and 4% respectively.

Grunt Classes:
Just to bring balance to the game and not leave out the grunts to the simple duty of defending their Commanders, they can also choose a variety of classes to further aid their respected teams to victory.

Here are the classes available to both teams:

-Assault Trooper: This class gives bonuses for wielding Assault Rifles and other rapid-fire armaments (increased damage and accuracy - increases with each level by 2%). They can also throw grenades farther than any other class.

-Alley-Sweeper: This class gives bonuses for wielding shotguns and other short-ranged weaponry (increased armor-rating - increases with each level by .5%). They also cannot be harmed by splash damage (from minor explosions) or disoriented by concussion grenades/flashbangs.

-Scout: This class gives bonuses for wielding handguns and other small arms (increased accuracy - increases with each level by 5%). They also sprint faster and their stamina gauge drains slower than any other class.

-Pathfinder: This class gives bonuses for wielding sniper rifles (increased accuracy and faster reloading - increases with each level by 4%). They are also cloaked when they're not moving around. They also have the ability to plant cloaked mines and laser-trip explosives (only the Spy and Hunter-Killer Commanders and other Pathfinders can see these traps).

-Medic: This class has the unique ability to heal his/her wounds or those of his/her teammates (healing speed increases with each level by 5%). They can also revive fallen comrades. In the presence of a Commander, they can heal faster.

-Technician: This class gives bonuses for riding vehicles (increased maneuverability and top-speed - increases with each level by 1%. This further increases when a Commander is riding along with the Technician). They also have the special abilities of repairing damaged vehicles and/or planting explosive charges on them (to destroy enemy vehicles or rig their own to fool possible hijackers).

Terran-exclusive:

-Demolitions Expert: This class gives bonuses for wielding explosives (increased blast-radius and ammo capacity - increases with each level by 10%). They also have the ability to self-destruct (either by dying or remote-detonating) and take out enemy forces with them. They can also defuse the explosive charges rigged on vehicles.

-Recon: This class can only be attained after reaching a level of 6 or higher in a grunt's previous class. This class holds the Terrans' superweapon: Artillery and Air-Strike support.

Skrith-exclusive:

-Saboteur: This class gives bonuses for wielding melee weapons (increased attack speed, movement speed - increases with each level by 8%). They also have the ability to do "stealth-kills" (slashing an enemy unit from behind) and steal weapons and/or items from a player's inventory. They can also defuse the explosive charges rigged on vehicles.

-Hive-Master: This class is only attainable after reaching a level of 6 or higher in a grunt's previous class. This class holds the Skrith's superweapon: The Krao Swarm.

Possible Awards:
Here are some quirky awards I thought of to spice up the game...

-Sole Survivor: Awarded to the last player left standing (not necessarily the one who killed-of the entire enemy team singlehandedly).

-Assassin: Awarded to the player who killed the most number of Commanders by the end of the game.

-Cannon fodder: Awarded to the least productive player of a team.

Author:  Bulska [ Mon Nov 20, 2006 12:55 pm ]
Post subject:  INSANE GAMETYPE IDEA!!!

great idea, and extremely in detail.

I miss somethings. Like map info. New maps or old ones? Each team starts together or random like TDM?

Author:  Bjossi [ Mon Nov 20, 2006 2:15 pm ]
Post subject:  INSANE GAMETYPE IDEA!!!

Waaaaay too complex for a UT2004 mod. This would fit very nicely in Project Archon though. :)

Author:  DK [ Mon Nov 20, 2006 7:39 pm ]
Post subject:  INSANE GAMETYPE IDEA!!!

Bulska wrote:
great idea, and extremely in detail.

I miss somethings. Like map info. New maps or old ones? Each team starts together or random like TDM?


I'm thinking huge, non-symmetrical maps... Prolly DM maps that can accomodate 10-16 players tops. Of course, it's a given that teams spawn together in close proximity... But, now that I think of it, it can also be made so that teams have to find and reunite with their respective Commanders...

Bjossi wrote:
Waaaaay too complex for a UT2004 mod. This would fit very nicely in Project Archon though. :)


Is Project Archon a TC, or a stand-alone game... I haven't really read the thread about it... %-6

Author:  Mr.UglyPants [ Mon Nov 20, 2006 9:12 pm ]
Post subject:  INSANE GAMETYPE IDEA!!!

i'm pretty sure its a TC, but if RS ever gets a ton of money (MSUC 07), they'd make a stand alone game for sure.

Author:  DK [ Tue Nov 21, 2006 7:17 am ]
Post subject:  INSANE GAMETYPE IDEA!!!

Updated top post to put some "awards" to spice up the game... as well as new exclusive grunt classes for both teams.

Author:  Bjossi [ Tue Nov 21, 2006 10:24 am ]
Post subject:  INSANE GAMETYPE IDEA!!!

I hope it'll be a stand alone game, gives you more freedom than being locked inside with Epic's code only.

Author:  Dark_Watcher [ Tue Nov 21, 2006 11:06 am ]
Post subject:  INSANE GAMETYPE IDEA!!!

This would be very cool. The only problem I can see is it’s too fast for the sneaky skirth. !mistrust

If it were possible I would make the default movement “walkâ€Â

Author:  DK [ Wed Nov 22, 2006 6:16 am ]
Post subject:  INSANE GAMETYPE IDEA!!!

Methinks this gametype would be suited for large maps... but not really Onslaught-sized uber-maps... UT2004 was made to only fit so much players into a single game (I haven't seen more than 16 players in a single map for the life of me).

But vehicles would be good... But methinks each side should have their own sets of vehicles... and I don't think it would be fair for the Anti-Tank class to get deductions for killing players on-foot... !dodge

As for being too unfair for the skrith... I'm also thinking about special map features specially-designed for tactical stealth and espionage (like thick rushes/forests, dark alleys, underground tunnel networks, complex structures/buildings with all the nooks and crannies to hide in). These, coupled with their Commanders' special abilities, would be the Skrith's ace up their sleeves, or so to speak. 8)

Author:  DK [ Wed Nov 22, 2006 8:18 am ]
Post subject:  INSANE GAMETYPE IDEA!!!

Sorry to double-post, but I've updated the top page to add a new, non-team-exclusive "Anti-Tank" class: The Technician.

Also, "counter-Anti-Tank" abilities are given to the Terrans' Demolitions Expert and Skrith's Sabot respectively.

Author:  Bjossi [ Wed Nov 22, 2006 8:53 am ]
Post subject:  INSANE GAMETYPE IDEA!!!

I don't want to sound like an ass, but the more you add to the idea, you reduce the fun factor. Until BW moves into a more suitable game or becomes a part of Project Archon, this idea is just too complex for UT2004. You'd need custom maps to make it work right, and it's near impossible to balance it...

Author:  DK [ Wed Nov 22, 2006 9:11 am ]
Post subject:  INSANE GAMETYPE IDEA!!!

Ah, it just might as well...

I'm willing to hold-off this idea until BW makes it into UT2007 and/or a stand-alone...

CURSES!!! FOILED AGAIN!!! >__<

For now, though... I'll still keep this thread fresh... You'll never know how things turn out in the end, right? ;)

MORE SUGGESTIONS!!! \o/

I'm also willing to see a "90% REDUCED FAT"-version of this for UT2004... hehehehe...

Author:  ShadowBlade [ Wed Nov 22, 2006 4:01 pm ]
Post subject:  INSANE GAMETYPE IDEA!!!

very detailed!! but it has some good points.. i think this would work better out of the constraints of 2k4.. but some cool elements to go on 8)

Author:  DK [ Wed Nov 22, 2006 8:38 pm ]
Post subject:  INSANE GAMETYPE IDEA!!!

If you guys are willing to work this into UT2004, here are some ideas for the "90% Reduced Fat"-version:

-No level-ups
-No Assassin System (the Commander rank automatically goes to the top-ranking players of both teams)
-Only one Commander per side
-No Technician, Recon, and Hive-Master classes

Author:  Bjossi [ Thu Nov 23, 2006 7:14 am ]
Post subject:  INSANE GAMETYPE IDEA!!!

That is only 90% fat reduction? :P
Sounds much better with those changes, I still have doubts about if the default maps can be used. But you have a lot better imagination about this than me. ;)

Author:  DK [ Fri Nov 24, 2006 8:17 am ]
Post subject:  INSANE GAMETYPE IDEA!!!

Well... methinks with the 90% reduction, the gametype can now fit into medium-sized, non-symmetric standard DM maps easily, much like TAM...

Author:  Dark_Watcher [ Fri Nov 24, 2006 9:17 am ]
Post subject:  INSANE GAMETYPE IDEA!!!

DK wrote:
If you guys are willing to work this into UT2004, here are some ideas for the "90% Reduced Fat"-version:

-No level-ups
-No Assassin System (the Commander rank automatically goes to the top-ranking players of both teams)
-Only one Commander per side
-No Technician, Recon, and Hive-Master classes


When DK takes it off he takes it all off…


!grr that came out wrong.
"low fat and no fat is geting hrd to chew"

Author:  Mr.UglyPants [ Fri Nov 24, 2006 9:20 am ]
Post subject:  INSANE GAMETYPE IDEA!!!

DK wrote:
If you guys are willing to work this into UT2004, here are some ideas for the "90% Reduced Fat"-version:

-No level-ups
-No Assassin System (the Commander rank automatically goes to the top-ranking players of both teams)
-Only one Commander per side
-No Technician, Recon, and Hive-Master classes


That could work.

Author:  DK [ Fri Nov 24, 2006 10:50 am ]
Post subject:  INSANE GAMETYPE IDEA!!!

Dark_Watcher wrote:
When DK takes it off he takes it all off…

!grr that came out wrong.


Indeed it did... :@

Also, I'm thinking that the future BW (either as a UT2007 mod, TC, or completely stand-alone) can have both "Reduced Fat" and "Full-Blooded" versions, to suit the tastes of Hardcore and Tactical gamers alike.

Author:  Mr.UglyPants [ Fri Nov 24, 2006 12:59 pm ]
Post subject:  INSANE GAMETYPE IDEA!!!

just stick with ut2k4 for now with your ideas DK

Author:  DK [ Sun Nov 26, 2006 9:34 am ]
Post subject:  INSANE GAMETYPE IDEA!!!

Roger, Ebert... err, I mean, will do! *salutes*

Author:  Mr.UglyPants [ Sun Nov 26, 2006 2:04 pm ]
Post subject:  INSANE GAMETYPE IDEA!!!

No its 'Sir Yes Sir!' dingle-balls.

Author:  DK [ Mon Nov 27, 2006 7:53 am ]
Post subject:  INSANE GAMETYPE IDEA!!!

Gotta luv military slang... hehehe...

This topic is officially FUBAR BUNDY until I get more suggestions...

Author:  DK [ Mon Dec 11, 2006 7:30 am ]
Post subject:  INSANE GAMETYPE IDEA!!!

Sorry for the double-post, again... but added ONE LAST grunt class before I let this thread sleep.

Author:  Captain Xavious [ Mon Dec 11, 2006 7:43 am ]
Post subject:  INSANE GAMETYPE IDEA!!!

What class did you add? Assault Trooper? :?

Author:  DK [ Mon Dec 11, 2006 7:57 am ]
Post subject:  INSANE GAMETYPE IDEA!!!

Alley-sweeper: something for the shotgun guys to love.

Author:  Captain Xavious [ Mon Dec 11, 2006 9:42 am ]
Post subject:  INSANE GAMETYPE IDEA!!!

Ah... thought that looked unfamiliar. Gotta love the shotgun maniacs. :D

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