SquadForce mutator concept

Developer discussion of experimental fixes, changes, and improvements.

Moderators: Nexuiz Moderators, Moderators

SquadForce mutator concept

Postby Morphed » Wed Aug 27, 2008 11:59 am

zuriastrads inspired me to make concept of new mutator

on connect, players will choose class that will give benefits to nearby team-mates, and special ability that is bound to key

Imagescout aura - adds 50% speed to nearby team-mates
scout special - makes nearby enemies icons visible through wall
Imagedefender aura - adds 50 armor
defender special - spawn static shield that blocks enemy shots (or block all shots in 1 way)
Imagewarrior aura - 20% attack bonus
warrior special - rise weapons refire rate by 25% for him and team-mates nearby for 10 seconds
Imageengineer aura - ammo regen, 50% of all ammo pickups every 10 seconds
engineer special - builds mg turret (maybe building next turret nearby upgrade it)
Imagespy aura - invisibility ( bigger group = more transparent ) max 45% transparency
spy special - short distance teleport
Imagesaboteur aura - team-mates blow up on death doing 130 dmg at range same as rocket launcher
saboteur special - plant detonation pack, that do 200dmg in large area (timed or remote )
Imagecommander aura - spawns dead team-mates near him instead of normal spawn (bigger group = more chances to spawn near commander ) max 90% chance to spawn near commander
commander special - revive team-mates in close area with 50hp
Imagemarksman aura - marks target he damaged last time - team-mates get 30% dmg increased on marked enemies
marksman special - freeze enemy movement for 3 second (player dont stop suddenly but have bloced WSAD buttons so it wont break prediction)
Imagemedic - heals 15 hp every 3 seconds up to 100hp
medic special - shots orb that will sit inside team-mate and heal him on damage 75hp and jump to next team-mate, it will heal 3 team-mates and disappear (maybe charging that ball for 3 second could shot healing bomb that heals team-mates in area )

special is ability that you can use after pressing button, you will be able to use it once 30 sec or once / minute or maybe different specials will get different refire times

maximum 2 auras of same type should be allowed and they should stack so for example 2 spies with all team-mates near will give 90% transparency but 3rd spy wont make them 100% invisible

all of these abilities should be scaled by number of players so in 32ppl server it will be still playable

players should not get own benefits, they will give them only to others

it might need some more clever range checking than x units from player so big group wont need to stick tight together, maybe each teammate in group increase range of auras or some kind of chain like <[A Chain Of Hookers]> where each link carry on auras of eachother link :) or scale with with teammates near number up to max 4 teammates so we wont force 10 ppl to stick together or large server for maximum buffs

if there will be interest and some coder will want it to happen, I will start making icons for classes and some particle fx for each aura :]

hud concept
Image

here are icons for this mutator,they might need to be converted into sp2 but its linux only tool, you can find converter inside nexuiz/data/models/sprites/ (if you dont have it then its inside data.pk3 at same path)
http://www.mediafire.com/?8iwx8dnppmk
Last edited by Morphed on Fri May 29, 2009 4:35 am, edited 8 times in total.
Morphed
Alien
 
Posts: 197
Joined: Tue Feb 28, 2006 10:41 pm
Location: Poland

Re: SquadForce mutator concept

Postby Psychcf » Wed Aug 27, 2008 2:00 pm

Ooh, maybe I could bring back my class-based mod with this...

http://alientrap.org/forum/viewtopic.php?p=31533#31533
Psychcf
Forum addon
 
Posts: 1554
Joined: Sun Dec 03, 2006 11:38 pm
Location: NY, USA

Postby zuriastrad » Wed Aug 27, 2008 9:16 pm

cool. :D
zuriastrad
Alien
 
Posts: 169
Joined: Thu May 15, 2008 4:13 am

Postby KillaGrunt » Wed Aug 27, 2008 11:28 pm

WOW. When you are finished with this (unless you already are) it would make people that play CTF actually work in teams.
Image
KillaGrunt
Alien trapper
 
Posts: 315
Joined: Fri Jun 27, 2008 3:35 am
Location: In your X-Box 360 playing halo

Postby Komier » Fri Aug 29, 2008 12:22 am

When you say, "Adds 50 armour" for the defender class, do you mean that the armour regenerates to 50 and rots to 150? I like your idea if this is the case. Instead of stacking on 50, he would have a reason to stay because of the need for the extra armour.

The entire concept is pretty neat. I would also like to see this in large tdm games. :)
Komier
Advanced member
 
Posts: 79
Joined: Fri Sep 28, 2007 2:24 am
Location: USA

Postby Fisume! » Fri Aug 29, 2008 1:30 pm

Morphed and his awesome ideas.. :)

Edit: You shouldn't be able to see which class the opponent is.
Last edited by Fisume! on Fri Aug 29, 2008 2:35 pm, edited 1 time in total.
Fisume!
Alien trapper
 
Posts: 467
Joined: Sun Jan 27, 2008 8:55 am
Location: Saarbruecken, Germany

Postby halogene » Fri Aug 29, 2008 2:26 pm

Wow I must say, that is some very interesting and creative stuff here. Sounds like it would add a lot of strategy to the game itself. In my opinion the idea is brilliant and might lead to some much more tactical gameplay.

On the other hand, Nexuiz is a very fast-paced game and many, especially new players may find such a game mode confusing. I myself doubt I would be able to react properly to the specific bonus of a player in the heat of the battle, not to mention if such bonusses were allowed to be combined.

But then, hey, this isn't a game for noobs only, is it? For those who, like me, would appreciate a bit more of teamplay and strategic communication, this really might make a desirable advanced game mode. For the sake of understandability I would recommend to restrict the number of available bonusses. I don't know which to drop, though - I like them all...

Just an idea: maybe you could pair each bonus with a specific disadvantage like it is with the runes?
<Community>: Why was the name "Nexuiz" licensed to IllFonic in a way that allows IllFonic to use the name without any suffix or subtitle for a commercial console game?
<Lee Vermeulen>:
<Community>: http://www.xonotic.org
halogene
Alien trapper
 
Posts: 465
Joined: Fri Jun 20, 2008 8:31 am
Location: http://www.xonotic.org

Postby Dokujisan » Fri Aug 29, 2008 2:48 pm

This is awesome.

Very good ideas.
Dokujisan
Forum addon
 
Posts: 1199
Joined: Sat Oct 07, 2006 4:31 pm
Location: Louisville, Kentucky

Postby inficio » Fri Aug 29, 2008 5:04 pm

i really like this plan, but i'm uncertain of the practically of the aura fields. splash damage & tight spaces & lag & newbs. depends on how big the area of the field is.

maybe give the individual a boost, either as alternate to the field idea or in addition to. the values would have to be changed so they wouldn't become overwhelming. i could imagine some nifty perks as individual skills, like double-jumper or someone who doesn't take damage from his own laser.

a particular issue i have is with the commander. depending on how a person becomes commander (first to choose vs being voted [with voting adding too much complexity]) then you could end up with some guy who's doing something somewhere you don't want to spawn. if he's attacking and you base is in dire need of defense, etc. as an alternative, maybe the commander can further boost the other boosts.
inficio
Newbie
 
Posts: 9
Joined: Sat Feb 23, 2008 5:35 pm

Postby Barfly » Sat Aug 30, 2008 2:53 am

I have seen this done in other games, the problem is that in CTF in the beginning of a match everybody gathers at the base to leech the heals, powerups etc.. from the designated players.
Barfly
Alien
 
Posts: 131
Joined: Mon Jun 04, 2007 4:03 am
Location: Hell, AKA Indiana

Next

Return to Nexuiz - Development

Who is online

Users browsing this forum: No registered users and 1 guest

cron