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| CWI - Commander https://www.runestorm.com/forums/viewtopic.php?f=71&t=75030 |
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| Author: | Marts [ Wed Apr 22, 2009 11:35 am ] |
| Post subject: | CWI - Commander |
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. |
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| Author: | Captain Xavious [ Wed Apr 22, 2009 2:01 pm ] |
| Post subject: | Re: CWI - Commander |
Very interesting concept, but it seems a little too complicated to make it play really well over multi-player. Primarily, I'm thinking the Assassin System is over complicated. First off, I think to simplify things, you should make it a little less conditional. My idea is that they gain either 1 point, 2 points, or lose one point. +1 Point: Make a kill Surivive the round Kill a Commander as a Commander Was the in the winning team of a perfect round. +2 Points: Kills so many enemies (maybe 3?) Kill a Commander as a Grunt -1 Point: Die during the round Make no kills Be on the Losing Team Totals ending up in a positive number result in a gain in one level. Totals ending in a negative number result in a loss of levels equal to the negative number (much more ways to get positive levels). Totals equalling 0 have no change in level. So for some examples, if you happen to bie but made a kill and are on the winning team, you will gain a level. If you died and made at least one kill when you were on the losing team, you would lose one level. Now, for promotions, this is figured by whoever has the most points at the end of the round. Perhaps the promoted gets a bonus in levels equal to however many points he surpassed the prior commander by? Ties result in a random commander being chosen, unless one of those in the tie is the commander, in which case gets to keep his position. I think something like this would be much simpler, since you could quickly check to see how you're doing in terms of advancement by looking at your score (which would reset each round) |
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| Author: | Marts [ Wed Apr 22, 2009 8:45 pm ] |
| Post subject: | Re: CWI - Commander |
I like your system more. It's simpler. I was also trying to go for simple, but somewhere along the way it just grew out of proportion. |
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| Author: | Captain Xavious [ Thu Apr 23, 2009 7:50 am ] |
| Post subject: | Re: CWI - Commander |
Thanks. I figure that way, you can still get most of the same features that you had originally, its just this one works more on a binary level, ie. you get a point for something, or you lose a point for not doing it. Though I think mine needs some refinement, like losing the +1 opposites of the -1 conditions, and maybe shifting the +2 ones into the +1 category, so it'd be more like this: +1 Point: Kill a Commander (maybe give you +2 instead as a Grunt?) Was the in the winning team of a perfect round. Kills so many enemies (maybe 3?) -1 Point: Die during the round Make no kills Be on the Losing Team But I dunno, maybe that's not enough ways to get points. |
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