Title: Generations Gameplay ideas - Take 2 (Got ideas? Post em here!) Post by: ReBoOt on 2003-05-18, 01:32 Right, well i was playing EF(Star trek elite force) expansion in a gameplay mode called "Assimilation" works like this:
1 Borg team 1 Human/federation team. The borgs supposed to try assimiltion all humans, once a human is assmilated, they become borg.Once all are assimilated the borg team wins. The federation team are supposed to kill the borg queen to win the match. I tought about this and i think it whould be a great idea for gen, with some changes: in gen every class is a "team" the goal is to turn all players into your own class for eg. Let's say im a slipgater class i see an earth dude i kill him and he is force spawned into my slipgate team he's on my side now. Once all classes are destroyed, the remaining class is the winner. This might be impossible to code, but damn i think this mode whould be quite fun! :) Title: Re: Generations Gameplay ideas - Take 2 Post by: Phoenix on 2003-05-18, 01:40 It certainly sounds fun. It would only work if we can get multiple teams working perfectly beyond red and blue, which will take some serious thought. It begs the question of how to score, since in the end you'll end up with only one team. Any thoughts there?
Title: Re: Generations Gameplay ideas - Take 2 Post by: ReBoOt on 2003-05-18, 01:52 Yea it will need 5 teams for all the classes, guess it aint a easy thing to code, but it's worth trying :D
hmm..we could do like this: Let all classes have their own "custom" team, we got this nice icons for each class why dont use them on score board/team menu? Also im not sure what we should set the point limit to, these matches can take some time if the teams are well balanced with skilled players, guess a limit of 4 whould do? Also i think the FFA score board whould be the best choice, just add "team" to it. Title: Re: Generations Gameplay ideas - Take 2 Post by: Tabun on 2003-05-18, 02:35 sounds like red-rover, a VERY cool mod for q2.
among the things that made it rock, were the announcer sounds :] That was red/blue team, ofcourse, but gen-style it would be pretty cool I think.. Title: Re: Generations Gameplay ideas - Take 2 Post by: Lunatic Guy on 2003-05-18, 08:35 I think that's good. You need to set the time limit, or the "transform into" limit in each team...
But what about the skins/models then? Like, if I am Phobos, and killed by Ranger, then which character of Slipgate I become? Title: Re: Generations Gameplay ideas - Take 2 Post by: Vadertime on 2003-05-18, 08:44 It might default to Ranger. I just thought of another game mode that might be good. You could call it "bounty hunter" mode. It would be free for all except the map would be spawning lots of mediocre or weak computer controlled enemies. The player that kills the most monsters wins.
Title: Re: Generations Gameplay ideas - Take 2 Post by: games keeper on 2003-05-18, 12:46 second gametype .
kill the Keen (or imp , or something else ) 1 guy enters the game as keen. all the other guys have to try to kill him. (only way to score points ) the keen gets only 1 gun. his favorite blaster. (would be like a green doomplasmabal that it shoots but with more time in between.) he has unlimited shots. if he can it sombody with his gun. that guys becomes keen and the previous keen becomes 1 of the five classes. this game would be fun in the way that you all work together to hunt that keenguy down. but actually you work alone to get that point. 1 moment your hunting down keen and next moment ..zap he zaps you with his gun and your the keenguy. ad you have to run. P.s. keen gets a bit more life then the rest and gets unlimited regeneration. else hese toast wwaaaay to fast. Title: Re: Generations Gameplay ideas - Take 2 Post by: Lilazzkicker on 2003-05-18, 16:29 sounds like a hunt mode
Title: Re: Generations Gameplay ideas - Take 2 Post by: games keeper on 2003-05-18, 17:18 yep but this time we hunt down the only trofee not hanging on my wll.
commander keen. B) and this time its played by a human ;) let the hunt begin Title: Re: Generations Gameplay ideas - Take 2 Post by: ROADKILL on 2003-05-18, 17:42 there was a realy cool mod called HULK out
It was similar to that and a riot to play. :hat: Title: Re: Generations Gameplay ideas - Take 2 Post by: Tabun on 2003-05-18, 19:37 that WOULD be cool foot - except for the fact we cannot use keen for technical and fox-danger reasons. It sounds a lot like catch the chicken to me :]
Title: Re: Generations Gameplay ideas - Take 2 Post by: games keeper on 2003-05-18, 21:04 something like it only you can get rid of yor keeningnes or impness by shooting at a person .
and your fragger gets a point , not you by being keen or imp all the time . Title: Re: Generations Gameplay ideas - Take 2 Post by: duggera on 2003-05-18, 23:29 I don't know if this suggestion has been submitted yet, but it'd be nice to have a place on the server select screen to add servers (so we don't have to keep typing /connect
Title: Re: Generations Gameplay ideas - Take 2 Post by: Lilazzkicker on 2003-05-18, 23:32 duggera, its working in 99c right now
Title: Re: Generations Gameplay ideas - Take 2 Post by: Gnam on 2003-05-19, 02:52 Quote But what about the skins/models then? Like, if I am Phobos, and killed by Ranger, then which character of Slipgate I become? You could have the model/skin/color settings saved seperate for each class. That way you wouldn't have to change them every time you switch classes.About the assimilation thing, the one problem with it is, people have no motivation to actualy play for their team once they're assimilated. IE, if you're on a team you like, then you get assimilated, you're more likely to try to TK your new team mates or get in their way to save your old team rather than help your new team. Plus scoring would be tricky, because if the "borg" team's goal is the assimilate everybody, then if they win everybody wins and there's no point in trying not to be assimilated. If your only score victories to original borgs, then new borgs will just become team killers or lamers once they are assimilated. You could continue to award points to assimilated players for their original team, but then the "borg" will want to kill every newly assimilated player so they can't score points for their original team. The only way to do it would be to make everyone become a bot when they are "assimilated" but then you have to wait to come back in the game, which is boring, and it's basically the same as Team DM, except it's just increasingly harder for the losing team as they become outnumbered. Title: Re: Generations Gameplay ideas - Take 2 Post by: ReBoOt on 2003-05-19, 08:12 Gnam: Geez you kinda miss the point, Assimilation is not really a team game, think more like FFA but with some restrictions.
When you join the game you select your favorite class and try to show the others why your class owns them, course your team needs to be skilled if you want to win. i've played this in EF and i must say that i enyoj it, you dont really care about the team. So to make it short: You play for your class not your team. If you want a Team based game, play TDM or CTF. Title: Re: Generations Gameplay ideas - Take 2 Post by: Tabun on 2003-05-19, 13:03 What made 'red-rover' great, was that the odds determined your score per kill, and you also got points for being the 'last remaining blue lad', depending on how long you lasted. Mind you, red-rover was a 1-way conversion match, with the red team only being able to convert blue players (hence the name of the mod). The combination of fighting the odds, consistent-themed maps, a shitload of very fun powerups and the great commentary -which gave it a futuristic facist game-show feeling- all added to the greatness of the game.
Title: Re: Generations Gameplay ideas - Take 2 Post by: Phoenix on 2003-05-19, 23:25 I can think of an interesting twist to this. Keep the scoring as individual scoring. Since in the end only one team will survive then your points still count for individual frags. This gives you an incentive to make sure you're working your tail off to be the most valuable player. Being in the minority means you have more chances to frag someone else, whereas being in the majority means you have fewer targets and have to work harder. You stand more of a chance being killed while in the minority, but also have the greater chance to score as an individual. This gives good incentive to NOT be assimilated into another class, but also gives a good incentive to do the most assimilating early on.
Title: Re: Generations Gameplay ideas - Take 2 Post by: ReBoOt on 2003-05-19, 23:47 Pho that's excellent! Now i think we ironed out the score points.
Now there's only the part of make this in the reality... i fear this will be an hell to code, but i do believe this game mode will be damn fun! :) Title: Re: Generations Gameplay ideas - Take 2 Post by: Vadertime on 2003-05-20, 08:54 I got YOUR point, but you missed my point completely. I was bringing up a new idea but I guess you guys are too fixated on your own ideas to give any thought to new ones. I was talking about a game mode that would base the score on the number of random monsters killed. Monsters would have to be split up into classes based on size and strength so that boss enemies would be worth a lot of wimpy ones, BUT since nobody gives a spork about my ideas anyway, I guess I might as well quit posting anything here and accept my fate as a factory slave in the REAL world. Damn I hate this world, it never did make any sense.
Title: Re: Generations Gameplay ideas - Take 2 Post by: ConfusedUs on 2003-05-20, 10:38 Whoa vader, where'd you get the idea we didn't care. I'm keeping pretty careful track of this thread.
However, your idea is more for resurgence than for GenArena, and we're still in the VERY early stages on resurgence. We can't really go any further on Res till we finish up the current up date on Gen. When we get to that point in Resurgence's development, I'll ressurect this thread. ;) Title: Re: Generations Gameplay ideas - Take 2 Post by: Angst on 2003-05-21, 22:25 Hmm, yeah, I like the idea of a frag-tag game, random player at first spawns on say blue team, everyone else on red. If the player who is "it" frags someone, that player scores. Anyone else fragging the lone gunman takes his/her place on the other team and the former "it" person is now one of Many. :P
A fun twist on that game mode would be the addition of a powerup that causes a person to be "it". Could use it as a tech, spawns in a random location when the player who had it dies. Monster stuff needs Resurgence, so it's out for now. Another fun mode would involve a kind of power-up via score. Start out with the basic weapons, and the more people you kill, the better the guns you get. Ammo could still require pickups for a little more variety, or just plain regenerate. When you die, you don't drop anything, and you have to start over. There was a mod that did this one, but I can't for the life of me remember.. Everyone starts out fully-loaded, and the more people you kill, the weaker the guns you have, until you have to kill someone with the chainsaw/fist/knife/axe/gauntlet/blaster for the win. whew.. :thud: Title: Re: Generations Gameplay ideas - Take 2 Post by: Lunatic Guy on 2003-05-22, 04:40 Humiliation mode
------------------------- Players can only use their melee weapons. You can set it to either: The player who has humiliated others the most wins, or the player who was humiliated the most wins. Earth Soldiers, definitely the knife. Doom Warriors, probably the fist (or chainsaw, or even both?) Slipgaters, the dealy axe. Strogg Troopers, that little blaster. Arena Gladiators, the gauntlet, of course! Only-a-specific-weapon mode ----------------------------------------- This one.... if you look at UT 2003's "Arena" in the mutator list, you should know what I mean. But anyway, this means that all the players can only use a specific weapon in the whole arena. All the weapons in a map is replaced by only a specific weapon being selected. Unlimited power-up mode ------------------------------------ Well, unlimited power-up spawnings in a map. Disable a specific weapon mode --------------------------------------------- Only disable a particular weapon in a map. For example, in some maps there are BFG, but if disabled BFG, there will be no BFG in that map. There are of course still other weapons available. Well, I know these ideas... very, very sucks. :P But I'm really hoping to see the "Humiliation mode"... Title: Re: Generations Gameplay ideas - Take 2 Post by: Vadertime on 2003-05-22, 09:37 Well of course it would have to be for Resurgence so it will have to wait. As for humiliation mode, what would all the stuff in a map do if you can't use it? Would it all turn into health? I just got another idea too, how about a mode sortof like the old game of "it". One player spawns as some color, maybe yellow with a glowing halo or lighting effect around them while everybody else is a different color. The one that is "it" who starts and stays glowing until they're fragged has to frag as many non IT players as they can before they get fragged. The winner is the player with the most frags while being IT. Does it sound good? I still like the thought of collecting the price on a monster's head. I figure a shambler or tank should be worth quite a bit. Another good thing to ad to one mode or another is random powerups dropped by fragged players, sortof a throwback to the old 8 bit Zelda days. The only trouble is they already drop their weapon and any powerup currently active and since slipgaters always leave a backpack, that could add up to four things on the floor at once.
Title: Re: Generations Gameplay ideas - Take 2 Post by: Lunatic Guy on 2003-05-22, 11:18 Vadertime: I think you're right. In Humiliation Mode, the other stuffs in the map should be turned into health, or only power ups. No other weapons.
Title: Re: Generations Gameplay ideas - Take 2 Post by: Tabun on 2003-05-22, 13:54 the one weapon mode sounds fun - but that's basically the on-off flags stuff that'll be in the default server settings of Gen, if i'm not mistaken.
There was a Q2 mod called NiQ or NIQ or whatever. It had a config-file defined weapon & map cycle. You could completely configure the players weapons. Everybody had the same gun, for a specific duration (a timer on-screen showed you how much time there was left for whatever you were holding). When the time was up (either randomly or as defined in the cycle) the next weapon appeared in your hands, and the timer was reset. We had a lot of fun playing that (I remember the q2 blaster doing 400 damage or so) - and it had the Rocket-Arena effect, excepting that everybody was limited to one and the same weapon. This idea could be stretched to classes AND weapons - thus: for 1 minute, everybody becomes STROGG and has only the bfg10k - then, for 30 seconds, everybody becomes DOOM and gets a beserk fist - etc. Humiliation only (apart from in the above idea) sounds very very dull to me. I regularly play quake3 on a server that has a gauntlet only map in it's cycle. One[/b[ minute, and it only happens once every two hours or so - yet it's a very boring minute indeed. Ofcourse, melee weapons take skill, but unless there's intresting new powerups it sounds like a waste to make a special mode out of it. Just my 2cts. Title: Re: Generations Gameplay ideas - Take 2 Post by: games keeper on 2003-05-22, 20:31 1 weapon arena stile is fun in Ut2k3 specially with the nukelauncher.
server says wich weapon is allowed. only that weapon appears in the arena. but because of that a shotgun becomes a gatlinggun and if you have 2 you can have a bfg . I would go as followed. evereone spawns in with the weapon server chooses. (nothing else not even a fist. and no weapons in the world , only ammo for the gun you have . if you get killed you dont leave a weapon behind. Title: Re: Generations Gameplay ideas - Take 2 Post by: Vadertime on 2003-05-23, 08:16 If you're gonna have a random 1 weapon mode, you might want some new ones. Suppose you could get a piece of pipe, chunk of firewood, a pipewrench, or butcher knife. I know they're old fashioned, but it would help add some variety. Maybe even throw in a six shooter. I've got another game mode idea. You could call it sabotage. It would be alot like capture the flag except each team gets a big piece of equipment they need to protect. Maybe a small radar set, a teleporter, a radio transmitter, or a supercomputer. Whatever it is, you have to bust the other guy's to score and keep yours from being smashed up. :)
Title: Re: Generations Gameplay ideas - Take 2 Post by: Tabun on 2003-05-23, 10:46 LOL - yes, let's model, code and animate some new weapons! :] - pho? don't forget to recode the weapons system to allow for a host of new melee weapons!
I am j/k, ofcourse.. Remember- this is Generations Arena, and not 'Cry Havoc', 'Counterstrike' or 'Painkeep Arena' - those mods were designed to be a general mess - ours is not :] A simple new game mode sounds fun (especially since it's widely known that less = more, and simple scoring systems and gameplay ideas often work better than complex and extensive ones), but it's got to fit the world of Generations too.. otherwise we might just make an entire new mod called: 'Get you Gamemode' and throw everything in :] Title: Re: Generations Gameplay ideas - Take 2 Post by: games keeper on 2003-05-23, 11:06 vadertime , I will translate what tabun said .
that was the stupidiest idea we have ever heard for gen. Title: Re: Generations Gameplay ideas - Take 2 Post by: Tabun on 2003-05-23, 11:23 I think you're hardly in any position to translate anything, games :]
And there's no need to go so hard on poor vadertime- he's had a rough time already. Also, the stupidest idea I've come to read on this forum was typed by mojojojoe.. something about an entire new class: strogg gunner (equipped with 3 types of rocketlauncher, if I'm not mistaken? :)).. oh well Title: Re: Generations Gameplay ideas - Take 2 Post by: games keeper on 2003-05-23, 13:38 your right thats evenmore idiotic.
what did ya guys think of bfg only , rocket only , or plasma (and needles and flames ) only Title: Re: Generations Gameplay ideas - Take 2 Post by: Phoenix on 2003-05-24, 03:59 There will be no kitchen knives, numchucks, katanas, pikes, chicken-tipped arrows, or other "oddity" weapons added to Generations.
As for a "one-weapon" gameplay mode, no problems there, I had planned on that at some point. Weapons spawns would just not spawn anything at all since you'd always spawn with that gun, and weapons would not drop. Randomly switching the gun on someone would be very difficult code-wise. Doesn't sound very fun. Melee-only I would like to see. It may sound boring Tab, but I had the nasty notion of giving everyone permanent haste and tossing a random berserker spawns into the level similar to CTF techs to spice things up a bit. In that mode the Strogg blaster's range would be severely shortened back to melee range, and the berserker would also amplify the blaster and the gauntlet to be fair. Doom would have to be without his trusty chainsaw for that one, if possible. There are a lot of "simple" gameplay modes like this I have logged for future possibility, so no worries there. We just have to get a lot of OTHER stuff done first. :) Title: Re: Generations Gameplay ideas - Take 2 Post by: games keeper on 2003-05-24, 10:08 that reminds me that I had this weird problem on a quake 3 mappack with gen.
it are all maps witch only have 1 weapon over the entire map (bfg , rocketlauncher or whatever) and you spawn with that gun fully loaded . now in gen this works for gladiator only= 200 shots. the rest will spawn like a bfg for stroggg with 50 plasma and for doom 40 . Title: Re: Generations Gameplay ideas - Take 2 Post by: Phoenix on 2003-05-25, 10:27 Games, first please post bug reports on the appropriate forum if you think it's a bug.
Second, if I'm reading you right, which is very hard to tell in this particular post the way you handle English, changing DMflags to fully loaded requires that you die before you spawn with all your weapons fully stocked on ammo. If you're running around with only a few weapons and normal ammo quantities after changing the DMflags this is probably why. After you change DMflags to fully loaded try doing a /kill, respawning, and then check your weapon inventory and it should be just fine. Same goes for changing it back again. Title: Re: Generations Gameplay ideas - Take 2 Post by: games keeper on 2003-05-25, 20:04 pho.
the map only gives you 1 weapon. (its a 1 weapon map. bfg map , rocketmap. and you spawn already with the rocketlauncher in your hands. another question. why does evereyone uses my name in there signature. am I that popular :) Title: Re: Generations Gameplay ideas - Take 2 Post by: dev/null on 2003-05-25, 21:48 Quote from: games keeper why does evereyone uses my name in there signature. :Pam I that unpopular :) Title: Re: Generations Gameplay ideas - Take 2 Post by: Phoenix on 2003-05-26, 05:01 Games, "Fully Loaded" means you get ALL weapons and ammo when you respawn, regardless of what's on the map. ;)
Title: Re: Generations Gameplay ideas - Take 2 Post by: Vadertime on 2003-05-26, 06:28 THANK YOU Tabun. Good call. I realize garbage weapons belong in some other mod. Maybe you can rig it so we can pick up gibs and throw them at games keeper. As for u gameboy, YOU FAILED ENGLISH PUNK!!!!!!! I got a better game mode idea anyway, I wasn't really serious about new weapons. The new mode I thought of recently would be akin to id's own Team Arena. You could call it "Canibals" or Barbecue because to score you'd have to collect gibs or whole bodies just like you collect glowing skulls in team arena. The mode could be Free for All or Team Deathmatch, I'm not sure which would be better. Anyway, the arena masters need meat for their cookout so players would bring gibs and bodies back to a large cookout grill that would appear in the middle of the map, just like the skull hopper in team arena. And like in team arena, a certain amount would make a full load. In team arena it was about three skulls, in this it should be one whole corpse or about nine gibs. Does this sound more retarded than Strogg Gunner? One thing about weapons I am serious about is the plasma rifle for doom. I hope you don't make it over as poor as the original because in doom and doom2 plasma balls and rockets couldn't fit through a whole as small as their sprites appeared to be. I've blown myself to pieces plenty with rockets that hit a corner I wasn't even close too. Aren't you so happy Generations is rendered and not sprite based?
Title: Re: Generations Gameplay ideas - Take 2 Post by: ReBoOt on 2003-05-26, 08:26 A note: this is a gameplay IDEA thread that means if you got an gameplay idea you post it here even if it's strange or not by all means post! Also this is NOT a beta thread, nor is it a problem solving thread(*hint Games Keeper!) ,not a rant thread please stay on topic! Or else this topic will be way to messy .
If you want to discuss the Gameplay ideas start another thread for that purpose. Title: Re: Generations Gameplay ideas - Take 2 Post by: ConfusedUs on 2003-05-26, 14:40 hey vadertime
No offense intended, but if you used punctuation and paragraph breaks, we might actually read your posts. ;) Title: Re: Generations Gameplay ideas - Take 2 Post by: Tabun on 2003-05-26, 15:47 I don't see paragraphs, but there's certainly punctuation in that last post :)
Title: Re: Generations Gameplay ideas - Take 2 Post by: Phoenix on 2003-05-26, 22:26 Actually "collect the gibs" was a gameplay mode I thought of with Con long before starting on Generations, so that's not new Vader.
As for projectile radius some projectiles have an in-flight radius, others do not. The BFG balls won't fit through a crack in the wall, but nails probably will. Let's get back on topic please. :) Title: Re: Generations Gameplay ideas - Take 2 Post by: Vadertime on 2003-05-27, 00:57 Sure thing. I'm not surprised somebody thought of that already. A lot of my ideas seem to pop up in other people's heads. Not to say I'm like Yuri, but more like I'm pretty normal after all. Maybe Arena Hockey would work. Each team shoots at a big hockey puck to knock it across the map.
Title: Re: Generations Gameplay ideas - Take 2 Post by: ConfusedUs on 2003-05-27, 02:31 That's been done. It's called qpong.
Title: Re: Generations Gameplay ideas - Take 2 Post by: Thomas Mink on 2003-05-27, 04:40 I'm not the very creative type, so my idea is probably lame... but anyway. Players spawn in with randomly selected weapons.. and they're only able to use those wepaons until they die. I'm talking random here, as in all weapons for all classes... dunno how rough that would be, but it could be interesting (and deadly) seeing a doomer running around with a thunderbolt.
:rockon: :hail: :rockon: Title: Re: Generations Gameplay ideas - Take 2 Post by: Vadertime on 2003-05-27, 04:49 I'm not surprised. Simple things like that are too obvious to overlook. How about some kind of hunt, maybe a rabbit or fox appears and starts running at high speed. Players shoot it to score. I bet that's been done too, am I right? It looks like if were going to have something new we'll all have to pitch in until we really do get something strange and new. The one weapon thing sounds pretty rough. Imagine getting the gauntlet or knife twice in a row.
Title: Re: Generations Gameplay ideas - Take 2 Post by: games keeper on 2003-05-28, 13:43 stupid ut mutator . maybe an idea.
bighead ----------- your head grows. depending how well your doing . so if your killing many people in a row . your head would be as big as your body . bighead2 ------------- your head grows and grows and grows and after a while it will explode. with a big explosision. (bit smaller the n kamikazi . you can stop the swelling of the head by killing people. Title: Re: Generations Gameplay ideas - Take 2 Post by: Vadertime on 2003-05-31, 05:25 Have you seen fatboy mutator for unreal tournament? If you're playing fatboy and you kill lots of people your model stretches into a huge gingerbread man. If you get killed and keep getting killed your negative score makes you a toothpick figure.
Title: Re: Generations Gameplay ideas - Take 2 Post by: Gnam on 2003-05-31, 09:02 My favorite stupid UT mutator was Crotchshot. Shot to the wang=instant kill+ CROTCH SHOT! anouncment.
Title: Re: Generations Gameplay ideas - Take 2 Post by: games keeper on 2003-05-31, 11:32 I saw that mutator.
its very funny. it would be a great Idea for generations. seeying a big (very big doom )running after a very small little guy ). also found this great mutator named stairs. (nothing for generations ) it lets you test out the ragdoll animations . you have to push a model of your own choice . (I use my skin (with my face on it )) and it falls down of some stairs , of a ramp , of a slide and finally in a pit wich is illed with steal bars. and spikes on the bottem. vory funny to see the guy fall. and really brae his back against a crner of a stair or a pipe. to then fall firther down . Title: Re: Generations Gameplay ideas - Take 2 Post by: Tabun on 2003-05-31, 13:48 off topic:
I just can't help myself .. You still amaze me to no end, games! Quote and it falls down of some stairs , off a ramp , off a slide and finally into a pit which is filled with steal bars. and spikes on the bottom. vory funny to see the guy fall. and really braek his back against a corner of a stair or a pipe. and then to fall firther down . especially the (blue) typo's are fantastic. I've hardly ever seen anything quite like them. Note the distance on the keyboard between the o and e, and a en i.. the bit about the furniture-throwing creeps me out though.. is it true? Title: Re: Generations Gameplay ideas - Take 2 Post by: games keeper on 2003-05-31, 18:43 note to self .
kill tabun , I think he knows about the mistakes I make in purpose . :unsure: <_< Title: Re: Generations Gameplay ideas - Take 2 Post by: Thomas Mink on 2003-06-01, 00:06 If you were smart, you'd point Tab's own mistake in correcting your own. Tab also spelled further as 'firther'... same with 'braek'... :)
Seems like the first half he corrected, but started slacking on the second half there. Heh heh... BUT, he missed your typo of the correct form of a word you were using. You said 'steal'.. when in fact you meant to say 'steel'. :) :rockon: Title: Re: Generations Gameplay ideas - Take 2 Post by: Tabun on 2003-06-01, 00:23 I left the typos in, so you could still see them, I only corrected/added bits that were missing.
Do not forget - I am perfect. Everything I 'missed', I left out on purpose, to accentuate the more important parts and ofcourse, for added dramatic effect. Okay, so that's not entirely true... the only bit I must indeed agree on is that I should've included the steel a switch. I guess true perfection is indeed imperfection (how's that for a paradox?) Title: Re: Generations Gameplay ideas - Take 2 Post by: Gnam on 2003-06-01, 08:55 Just to try to help keep things more on topic here, I think we should be thinking more in the vein of gameplay types that work with Generation's unique features, ie different class types, large numbers of different weapons, deriving from older, classic games, etc. Not to say that these are bad ideas, and indeed if someone had an idea that was not related/specifx to Gen but worked great it could make a good addition to the mod, I'm just saying we might try to focus a little more. A lot of these ideas could be done on any multiplayer FPS, not to mention regular Q3. I figure this thread shows too much promise to let it just degenerate and then get moved to the off topic forum. :thumb:
Title: Re: Generations Gameplay ideas - Take 2 Post by: Daedalus on 2003-06-01, 13:01 Quote from: Tabun Note the distance on the keyboard between the o and e, and a and i.. Small gramatical and spelling errors there :D :D :thud: :thumb: :lol: No offence meant, just found it funny ^_^ Title: Re: Generations Gameplay ideas - Take 2 Post by: ReBoOt on 2003-06-01, 22:23 ahem, if you need to go off topic do it on the off topic forum ;)
Title: Re: Generations Gameplay ideas - Take 2 Post by: Vorlonesque on 2003-06-04, 00:19 Ok I thought I'd toss out a few ideas.
What about something, lets call it Slipgate Wars maybe, that could be a unique spin on capture and hold gametypes. Basically my idea is that you have a level with a number of portals/teleports located at strategic points in the map. In your teams base (and the other teams base ofcourse) there are a number of teleport thingies (when you being they are all shut down and not linking to anything...numerous ways to handle that). Each of these slipgates in your base has an assigned slipgate out there in the map, it just isn't linked to it yet. The portals/slipgates/teleports or whatever out there away from home sweet home (i.e. your base)...they can be captured. Maybe in order to capture them you'd have to stay in the area for a certain ammount of time without enemies in the vicinity (ala BF42), or maybe there could be a crystal/object/whatever there that you'd have to destroy (and then for as long as you were there a new one would grow). It could be nifty to have it so that said crystal wouldn't be destroyed by your fire...but rather if you shot it the crystal would start changing color and if you "damaged" it enough it would become your team's crystal and you would get the exclusive link to that teleport. This could add an interesting tug of war sort of thing going on (you could have it so that once the crystal was neutral (after recieving damage...how much you decide) either both team's portals would open or neither teams....don't know which would work better). This is a small detail though...there are a lot of different ways that could be designed for teams to capture these portals depending on what the individual implementing the mode prefered. This mode would add an interesting twist on the capture and hold thing...you would basically be able to get people to points you controlled really quick and the idea of fighting over slipgates/teleports is an interesting one perhaps. I don't know what the goal would be in this mode (you could have some sort of objective in the base...or the objective could be to capture all the teleports...or perhaps something else). I just thought it was a nifty concept (dunno if it would fit the mod though). Title: Re: Generations Gameplay ideas - Take 2 Post by: Vadertime on 2003-06-04, 08:14 How about this: players are on two teams and have an area around them lit up. Players try to control as much of the map as possible within a time limit to score. Where a player is standing would be controlled and belong to that player's team out to the limit of the lit area. Any spot where a player is fragged belongs to the team that fragged them until it can be retaken by fragging one of the owners on the same spot. I know this is all wierd, but I'm having trouble thinking just how to work this. Anyway, the team that "owns" most of the map wins.
Title: Re: Generations Gameplay ideas - Take 2 Post by: games keeper on 2003-06-04, 12:09 Quote from: ReBoOt Right, well i was playing EF(Star trek elite force) expansion in a gameplay mode called "Assimilation" works like this: an idea with this is. you become a monster from your own class like1 Borg team 1 Human/federation team. The borgs supposed to try assimiltion all humans, once a human is assmilated, they become borg.Once all are assimilated the borg team wins. The federation team are supposed to kill the borg queen to win the match. I tought about this and i think it whould be a great idea for gen, with some changes: in gen every class is a "team" the goal is to turn all players into your own class for eg. Let's say im a slipgater class i see an earth dude i kill him and he is force spawned into my slipgate team he's on my side now. Once all classes are destroyed, the remaining class is the winner. This might be impossible to code, but damn i think this mode whould be quite fun! :) blue = heros red= monsters. red team can only be if doom = an imp if strogg = tankjr if slipgate = zombie ormonster or whatever if earth = monster from earth if gladiator = orbb if our on blue you are. doom ranger grunt blaze visor when your killed as doom . you spawn in the red team. but as a monster of your class . so a doomguy would become an imp . a stroggdude would become tankjr. and so on. Title: Re: Generations Gameplay ideas - Take 2 Post by: Phoenix on 2003-06-06, 04:37 Games, are you BLIND? Or did you just not pay attention? :thud:
1) YOU CANNOT AND WILL NEVER BE ABLE TO BE A MONSTER. EVER. All that would do is restrict your player models to either "human" or "creature" characters. Otherwise it's Team Deathmatch. Try again. :idiot: Title: Re: Generations Gameplay ideas - Take 2 Post by: games keeper on 2003-06-06, 16:09 Quote All that would do is restrict your player models to either "human" or "creature" characters :rolleyes: thats what I meant anyway pho . thx for pointing out my bad grammer Title: Re: Generations Gameplay ideas - Take 2 Post by: ReBoOt on 2003-06-06, 22:49 Games keeper you never stop to amaze me... :D
Title: Re: Generations Gameplay ideas - Take 2 Post by: games keeper on 2003-06-06, 22:55 amazenings are the part of life where you have to live for :)
Title: Re: Generations Gameplay ideas - Take 2 Post by: Twilight on 2003-06-07, 01:43 gk don't ever stop posting
u own all Zen master dude aight peace Title: Re: Generations Gameplay ideas - Take 2 Post by: Vadertime on 2003-06-08, 08:48 Creatures won't be available until resurgence is done anyway. Maybe a similar but slightly different idea would work. Imagine players who get fragged come back as Orbs. The match ends when either one team is all orbs or only one player is left as a non-orb. "When you can take the pebble from my hand, it will be time for you to leave."
Title: Re: Generations Gameplay ideas - Take 2 Post by: dev/null on 2003-06-08, 18:50 /me takes the pebble from Vadertime's hand in a flash, then skips away tossing it up and down in the air while whistling a merry tune
EDIT: We should have a emocon like this one :zzz: , but with musical notes instead of Z's... Title: Re: Generations Gameplay ideas - Take 2 Post by: Vadertime on 2003-06-09, 08:05 "Percieve the way of nature and no force of man can harm you. Do not meet a wave head on, avoid it." Maybe a mode called "livestock" would be good. Players/Teams would compete to nudge stubborn, uncooperative farm animals across the map to their "pen". Each successfully moved animal would be worth one point. Any weapon could nudge one. Large livestock would be best: cows, pigs, horses, goats, etc....
"Between the subtleness of the snake and the eagle's claws there is no discord." :D Title: Re: Generations Gameplay ideas - Take 2 Post by: Thomas Mink on 2003-06-29, 05:44 Not really sure if this would qualify as a 'gameplay idea' or not... but it's just something that gnaws at me everytime I play.
I think you should be able to hold ammo for a gun before you pick it up. Like if you're playing as Slipgate picking up lightning ammo boxes left and right, pick up the shaft... and BAM... 15 cells. Is just a minor thing, but like I said... it kinda gnaws at me after a while. :) |