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Isutan
17th Feb 04, 8:39 AM
Stranded
Your mothership and opponent's both suffered a severe hyperspace malfunction. As a result, the onboard hyperspace cores fragmented and, due to a shift in the quantum wave effect, are no longer inside the ships. The pieces of the cores must be retrieved and reconstructed.

Basically, you need the hyperspace core fragments to win, or eliminate your opponent. Construction of hyperspace modules is still available, but shipyard construction is impossible. Collection of 3 different core fragments is the only way to leave. Once 3 core pieces are collected, an X minute countdown is started. X is definable in the pregame settings. More details later as I get ideas.

Light Skirmish
A game in which the fleet has no constrution options beyond single probes and proximity sensors. In some maps, there will be no capital ships, others will have capital ships. But one thing is the same throughout all the maps. Each player has either a Chimera Station or a Command Station, depending logically on the race.

I got the idea for the inclusion of a central station from the HW2 EX mod v2.0, credit going to typo91. In that mod, the Hiigarans start with Chimera Station, which supports 30 docked ships. The Vaygr, however, are disadvantaged in that they do not have a station. I was wondering if the hardpoints on the Vaygr Command Station could be edited for the inclusion of docking bays. Also, the model for Chimera Station could be edited to have the player's emblem instead of the Hiigaran emblem on the front.

I can do the mapping for these mods, just need help with the scripting.

Murka
17th Feb 04, 8:46 AM
I like the first one alot

the second one is norm

varis
17th Feb 04, 4:12 PM
First one reminds me of Zoids :-) And the Capture the Relic gametype - which wasn't completed - for Battlezone. Some similar ideas are being already done... Could be interesting. Maybe the enemy holds your 3 cores and you must recover them?

The light skirmish mode, the idea seems very vague and confusing to me, what's the main point? And could you rephrase all those major things that would be changed, I didn't really understand many of them...

The Vaygr command station to my knowledge has at least a launch path for fighters... not much else, and it's fairly hard to edit docking paths AFAIK. However you can have module hardpoints on it.

Isutan
18th Feb 04, 12:08 PM
The light skirmish is a game type in which there are a preset number of ships, with no new ships available for construction. The largest ship would be a BC without modules. It's easy to edit the starting ships in the scripting for maps. It's good for a quick game.

What I wanted to know is, does the Vaygr Commstation have launch paths for corvettes?

Sean Mirrsen
18th Feb 04, 12:59 PM
I could use some basic scripting guidance on my gametype idea - Onslaught. Basically it works like this: player(s) has some time to freely harvest resource, build ships, set up defences, all of this with highly enlarged caps for most unit types (platforms, frigates and fighters/corvettes, mainly), then he(they) gets stormed by huge amounts of enemy units, varying with different numbers of players/AI's. The goal is to survive for a certain period of time, after which the player(s) either instantly wins, or gets ominous amounts of support, from maybe Keepers or just an allied race. I've no idea how to script (I mean I cannot understand how to compile scripts, where do I start? I've had a fair chunk of experience in scripting with TA), so maybe somebody will have a try at making this?

As for the suggested gamemodes, the first sounds interesting (maybe add radiation around the core fragments? or, heh, maybe make special maps for 3 and more players, with Sajuuk in them? :P), rather creative thought, and the second.. I don't know... It's good to practice tactical maintenance of your troops, but I think it would usually end up with a "wall vs wall" confrontation, where the faster one will win.

Isutan
18th Feb 04, 5:58 PM
That's exactly the problem. I've been trying to think of ways to make the combat more strategic in the skirmish gametype. Perhaps have each player start with some platforms around the central station for a defensive position.
:idea:
Three ways to lose:
1)Lose all ships
2)Lose all platforms
3)Lose cantral station

F-Zero_Racer
18th Feb 04, 6:05 PM
Well an idea for a gametype u could have would be an ctf type map like for example each side has one invincible ship that cant move nor fight but when its captured depending on how meny capture ships were used to cap it makes the speed

varis
18th Feb 04, 9:02 PM
Corvettes built by the commstation will hyper in. But maybe you could make corvettes use fighter launch paths, for example if you move all corvettes over to the fighter family :p

Skirmish means a game against AI in single player. I had an idea similar to your light skirmish mode, I'd call it Tactical Mode or Safe Mode :-) I think best ways to spawn new ships would be alternative starting fleets or gamerules scripting (eg. my Modtest and the game speed mod from Mikail have code for spawning ships), not map files.

Light skirmish could indeed lack the tactical options for a good game, good only for a quick brawl... Maybe turn it into Objective mode where each player or team will have say, 6 HS platforms to defend around the map. You could even have the platforms to generate RU injections... they can be used as trade/reinforcement gates, right? :-) The RUs could be used to build/replace weapons on the cruisers for example.

Yoris
18th Feb 04, 11:11 PM
I posted this elsewhere, but the one I want to see is called "The Gauntlet" or "Hunted".

Player1 or Team1 starts on one edge of the map. Player2 or Team2 starts at the other. It's #1's mission to move his mothership or flagship to the opposite side of the map, past a glowing red line, to escape the hostile sector. It's #2's role to hunt down the intruders and defy them exit from the sector.

To make things easy, in a team game, only one team member's flag-/mother-ship has to make it across. The others may assist.

_________

I was also thinking of a gametype called "Siege".

The attacker has a flagship/mothership + carrier. The Defender would have a Command Station. The latter would basically be a static flagship/mothership with 150% HPs, but incapable of jumping.

Attacker comes from the periphery. Defender always near centre.

Isutan
21st Feb 04, 4:39 PM
Yoris, your ides, unfortunantley, are only really viable in SP or vs. CPU. Siege reminds me of mission 9... a LOT. (stuck on said mission for 2 months. ;) )

varis
8th Mar 04, 6:17 PM
Did anybody start working on the Light skirmish/Tactical mode or other game types?