SquadForce mutator concept

Developer discussion of experimental fixes, changes, and improvements.

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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.
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Wed Aug 27, 2008 2:00 pm

Wed Aug 27, 2008 9:16 pm

  • cool. :D
    zuriastrad
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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.
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    KillaGrunt
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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
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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.
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    Fisume!
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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?
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    halogene
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Fri Aug 29, 2008 2:48 pm

  • This is awesome.

    Very good ideas.
    Dokujisan
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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
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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.
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Sat Aug 30, 2008 4:02 am

  • Ignore the doubt and preconceptions from the naysayers. This idea is great. You have thought it through well and pyschcf already has some code written. I used to play ETF and found it great fun. I'd love to see this mod go forward.

    Great work!
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    [-z-]
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Sat Aug 30, 2008 8:08 am

  • KillaGrunt wrote:WOW. When you are finished with this (unless you already are) it would make people that play CTF actually work in teams.

    no it wouldn't
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    Blµb
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Sat Aug 30, 2008 9:58 am

  • Blµb wrote:KillaGrunt wrote:
    WOW. When you are finished with this (unless you already are) it would make people that play CTF actually work in teams.
    no it wouldn't

    yes it wont force ppl to teamplay, or wont make it more easy to work in teams. I think that only radar or minimap can do that. Im not going to turn away from enemys all the time to see if group is following me or not, but it will make staying in teams more attractive just you wont be able to do it easily

    [-z-] wrote: You have thought it through well and pyschcf already has some code written. I used to play ETF and found it great fun. I'd love to see this mod go forward.

    unfortunately he don't have time to work on this

    inficio wrote: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.
    giving individual boost instead of auras would be totally different mod. In the future it would be really nice to have individual skills like, medic could resurrect, warrior could get battle roar and double shooting rate of all weapon for short time, spy could change colours to opposite team, saboteur could plant mines, etc but I don't want to scare potential coder with too much stuff to do ;)

    inficio wrote: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.
    yeah you are right, maybe he need to have higher chances to spawn teammate if he died near him and much lower if he died elsewhere. But some times it might be good if you are spawned outside of base if its attacked, too many popular maps have most spawnpoints right inside base and it make it impossible to assault other that 1 speedfreak with 400/400 hp/armor :P

    halogene wrote: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...

    New players can chose character they like based only on name :) it wont gimp your team, if someone chose medic but don't know what medic should do, he still will be healing ppl all around him. I hope that class menu will have large descriptions for each bonus and some simple gameplay for each class for ppl that want to learn it and big button "random" for ppl that don't want to learn and just play :)

    halogene wrote:Just an idea: maybe you could pair each bonus with a specific disadvantage like it is with the runes?
    I hate that part of rune game mode, and I think its not only me because nobody plays it


    Komier wrote: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.
    I was thinking about persistent 50 armour that adds to your armour, it never rots or cant be damaged for sake of simplicity but maybe coding something more advanced wont be that hard :)

    Fisume! wrote:You shouldn't be able to see which class the opponent is.
    I like idea that that you don't shot everything that moves but you will need to think and chose right target, for example if you see 2 commanders in your base you need to kill them 1st or they will keep spawning teammates all over the place

    Thx for interest and all replies :)
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    Morphed
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Sat Aug 30, 2008 9:03 pm

  • Morphed wrote:
    [-z-] wrote: You have thought it through well and pyschcf already has some code written. I used to play ETF and found it great fun. I'd love to see this mod go forward.

    unfortunately he don't have time to work on this


    My plans have changed, if things go well I may be able to work on it in a week or two :)

    BTW: my original class-based mod used a different playermodel for each class, not sprites. I felt that sprites would make it feel cluttery, especially with a lot of players. We could use the images on the class selector though.
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Tue Sep 16, 2008 6:10 am

  • Can't wait to play this.
    The sprites look good too.
    take_this_cup_of_poison
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Tue Sep 16, 2008 8:00 am

  • The more I think of this project, the more I like it. I really am looking forward to play this mod on a test server to see how the different classes are balanced.

    Good stuff!
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    halogene
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Sat Sep 20, 2008 6:51 pm

  • Ah, a persistent 50 armour sounds like a good idea as well. I'd be defender if this was how it would be. :D
    Komier
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Sun May 17, 2009 9:08 am

  • How's doing this?
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    Fisume!
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Sun May 17, 2009 12:00 pm

  • Fisume! wrote:How's doing this?

    there are no coder that would like to code this
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    Morphed
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Sun May 17, 2009 11:29 pm

  • Morphed wrote:
    Fisume! wrote:How's doing this?

    there are no coder that would like to code this


    I think we need to consolidate all this into one project, just so that we don't have to reproduce the same code.
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    Psychcf
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Mon May 18, 2009 8:03 am

  • Gameplay like that should be not a mutator, but ctf default.

    But there are some balance issues.

    2 spies = 90% invisibility? טּ_טּ
    2 medics = 10 hp/sec regen טּ_טּ
    also marksman + warrior seem to be pretty cheesy.
    quit for good
    alpha
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Mon May 18, 2009 8:47 am

  • CTF is capture the flag not capture team fortress (with flags or no).
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Mon May 18, 2009 2:54 pm

  • 2 spies = 90% invisibility?

    why not, 90% just not for 2 spies, they will stuck with 45%, so you need to kill one of them in order to see rest of squad :)
    2 medics = 10 hp/sec regen

    your team will need to focus fire on medics before killing other classes

    CTF is capture the flag not capture team fortress (with flags or no).

    no one is talking about changing game mode objectives

    I think we need to consolidate all this into one project, just so that we don't have to reproduce the same code.

    are you talking about that full featured team fortress clone project ?, if yes then merging will lower chances of this mutator to be finished ( all content for this one is done ;) )
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    Morphed
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Mon May 18, 2009 3:11 pm

  • I wholeheartedly approve this thread. Every new developer that we see in "we need more developers" should consider helping Morphed out on this one, BECAUSE IT'S BIG AND AWESOME.
    quit for good
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