Planned new game mode - no name yet

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Sun Apr 29, 2007 9:14 am

  • Given:
    n teams
    n keys

    Start of round:
    - give a random player of each team a key (if a team is without players yet, continue waiting), but do not show the key to others yet
    - wait some time for preparation (about 10s maybe?). In that time, only the team mates know that they have the key. The enemy gets a message "Scanning for enemy key tracking signal..." in the meantime.
    - make key visible to everyone (add waypoint sprite above head)

    If a player owning a key dies:
    - item gets dropped and still sends out signal

    If a key gets lost (lies on the floor for too long or ends up in nodrop):
    - Last owning team loses the round

    If all keys are owned by the same team AND the key carriers are close enough to each other:
    - That team wins

    At end of round:
    - Winning team stays alive, losing team all respawn (?, maybe not)
    - Keys get redistributed (as always, the actual distribution is hidden for some time, only the key carrier himself knows and maybe his own team too)

    Scoring:
    - Frag: 1pt
    - Key carrier frag: 2pt
    - Collecting a key: 3pt -> total 5pt for stealing a key
    - Winning a round by capturing all keys: the winners gets 100pt distributed among them
    - Winning a round because another team lost a key: 100pt get distributed among all winners, however, key carriers among these winners get preferred (like, 100-keycarriers*10 pt among all, additional 10pt for each key carrier)

    To make it playable even for "noobs", I would add some waypoint sprites:
    - Enemy key carrier: ATTACK
    - Team mate key carrier: PROTECT
    - Team mate key carrier if you hold a key and all keys are in your team: GO HERE or something like that
    - Lost key: COLLECT

    One should note that this idea only works on large maps if teamplay should actually happen - dieselpower would be at most a 3on3 map for that... but it would work on any huge DM map. Even MikeeUSA's maps may be useful for this...

    But, big problem: how to name that mode? And what are the keys?

    As for graphics, the keys could be the rune model from runematch - and actually have the rune's effect on the player (but just runes then, no curses - a carrier is already quite handicapped because everyone knows where he is, the keys send out a tracking signal so he gets hunted down and can't camp). Someone can carry multiple keys, just like in runematch...
    Last edited by divVerent on Sun Apr 29, 2007 9:39 am, edited 1 time in total.
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Sun Apr 29, 2007 9:23 am

  • BTW, a DM variant of this does not need to be coded... a DM variant of this basically is runematch, just slightly different scoring and curses as handicap instead of waypoints.

    List of maps where this may work:

    - cbctf4: 5on5
    - dieselpower: 3on3
    - oilrig: 2on2
    - facing worlds: 2on2 (should work)
    - capturecity: 3on3

    Not sure how gameplay behaves with 3 or 4 teams, may allow for more players and more action then. When I have coded it, I'll probably start a maxplayers 8 server for 2 teams or a maxplayers 12 server for the 3 teams variant.
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Sun Apr 29, 2007 9:52 am

  • So basically it is a bit like CTF. BUT the Flag per team isn't at a static place but carried by one player, whose location is visible to the enemy all the time. That mod sounds really cool!

    About respawning the team that jsut lost a round: well, if you do so it's a bit like a punishment for the team that just lost, because it might have been very close to the two enemy key carriers and could have taken one or two of them down. It's not that I criticise that, I just mention it. For me respawning it sounds OK.

    For the name of the mod: NO IDEA :) - But it definetely soudns even more interesting that CTF !
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Sun Apr 29, 2007 10:12 am

  • Just not sure how it works for more than two teams.

    But I suppose it allows to put more players on the same map - more teams means that once a key carrier is killed, chances are that they key still ends up in another team than the other keys, so the game continues and does not end that fast.

    Communication won't be THAT important, but teamplay will - everyone knows where the key carriers are, so they are under constant attack and need support. That "tracking device" should really be helpful.

    And yes, the situation is quite similar to CTF crosscaptures. That's intended... it is IMHO the most fun situation in CTF.

    Just... what ARE the keys... what are they for, and how to call the game mode then...
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Sun Apr 29, 2007 10:59 am

  • Game mode name ideas:

    • hah (half and half), but then the three-team variant would be called tatat and the four team variant fafafaf...)
    • trm (Team Runematch): bad IMHO, it is not similar enough to Runematch for that
    • otp (One-Time Pad): a bit too geeky I think... but it would fit: each key would be a random bit string with no patterns whatsoever, only XORing them all would yield the message. Only problem... one could just make a copy of his key..
    • rr (Rune Runner)
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  • divVerent wrote:But, big problem: how to name that mode? And what are the keys?

    How about "KeyCap"? Since it's about Capturing Keys.

    "Key Hunt", maybe?

    What do you mean "what are the keys"? I thought they were keys?
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Sun Apr 29, 2007 11:10 am

  • Yes, but keys for what? That's the problem... why do you immediately win once all are in one player's hands?

    But "key hunt" sounds nice.
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Sun Apr 29, 2007 12:31 pm

  • I have a question about the visibility of the keys: if I am in team A in a match with the two teams A and B: would I see the sprites of both key carriers (if both teams still posses their own key) ? If so, how can I distinguish which key is ment ?

    And is it possible for a key-carrier to collect another key ?
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Sun Apr 29, 2007 2:24 pm

  • The keys have a tracking device that sends a signal to the team mates of its carrier. However, 10s after round start, the enemies have scanned the tracking frequency and thus everyone sees the key.

    So, apart from the preparation stage, everyone can see every key carrier.

    As the keys are basically all equal, it does not matter which key is which - but I'd like to color them differently anyway. Red team will start with a red key, blue team will start with a blue key, but for the game, the colors do not matter.

    A key carrier should of course be able to carry multiple keys. Fragging him then yields more frags, of course...
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Sun Apr 29, 2007 2:31 pm

  • divVerent wrote:Yes, but keys for what? That's the problem... why do you immediately win once all are in one player's hands?

    Cuz... it's just a game? :wink:

    Instead of keys, they could be marbles, skulls, coins, fish, pencils, crystals... anything, really. Doesn't have to make sense.
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Sun Apr 29, 2007 3:05 pm

  • A windows 95 CD and a boxing ball?
    A mac and an axe?
    A linux cd and a bookshelf full of guides for dummies?


    This mod idea got me thinking of another.. each team got a holding cage and the "flags" are somkinda odd creatures/robots/whetever runing around, ya need to catch em and put em in yer teams cage.
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Sun Apr 29, 2007 6:26 pm

  • tZork wrote:This mod idea got me thinking of another.. each team got a holding cage and the "flags" are somkinda odd creatures/robots/whetever runing around, ya need to catch em and put em in yer teams cage.


    I some days you make the mod, right ? :wink:


    divVerent:
    In general you could use some of this ideas: http://www.forums.alientrap.local/viewtopic.php?t=1514 . Maybe this ideas could work good together !?
    Aneurysm 4 the win !!!!! :D
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Sun Apr 29, 2007 6:43 pm

  • Well, it certainly should not require special maps.
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Sun Apr 29, 2007 7:52 pm

  • Keymaster
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Sun Apr 29, 2007 7:59 pm

  • gatekeeper
    the spice extend life!
    the spice expand conciousness!
    the spice is vital to space travel!
    sooooo.. tell me what you want, waht you really-really want
    I will proceed directly to the intravenous injection of hard drugs, please.
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Sun Apr 29, 2007 8:01 pm

  • cortez wrote:
    tZork wrote:This mod idea got me thinking of another.. each team got a holding cage and the "flags" are somkinda odd creatures/robots/whetever runing around, ya need to catch em and put em in yer teams cage.


    I some days you make the mod, right ? :wink:


    divVerent:
    In general you could use some of this ideas: http://www.forums.alientrap.local/viewtopic.php?t=1514 . Maybe this ideas could work good together !?

    If i feel its a good nuff idea, sure.


    I like the name Keymaster
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    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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Sun Apr 29, 2007 8:20 pm

  • tChr wrote:gatekeeper


    rofl
    Image
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Sun Apr 29, 2007 10:00 pm

  • torus wrote:
    tChr wrote:gatekeeper


    rofl
    :lol:
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Mon Apr 30, 2007 11:01 am

  • tZork wrote:...each team got a holding cage and the "flags" are somkinda odd creatures [...] running around, ya need to CATCH 'EM ALL and put em in yer teams cage.
    POKEMON !!!! lmao XD

    Altobe wrote:Keymaster

    tChr wrote:gatekeeper

    ....can this thread get aymore slapstick? :P

    ....
    i have an idea:
    both teams know the other team has a key, BUT they dont know WHERE!
    we could call that mod "WMD Inspector"....
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Mon Apr 30, 2007 12:41 pm

  • My thought when reading about respawn was:
    the team, that won keeps all it's points (health, armor), right? so it has been the better of those two and maybe has had 100+ in each of those categories. so not respawning the winning team might be another punishment for the losing team.
    with this thought in my mind, I would vote for respawning all players to give them all equal chances. everybody has the same weapons on each round-start and everybody has exactly 100 health and 0 armor.
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Mon Apr 30, 2007 5:50 pm

  • Current title is Key Hunter, and a server is running on 141.2.16.16. Enjoy!
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Mon Apr 30, 2007 9:21 pm

  • I like the idea very much, haven't yet tested it on the server but I'll return with feedback when I do. I think we really needed something to make use of the various teams Nexuiz supports, not only the classic Blue vs Red eternal battle and this also seems like a cool thing not many people have tried before :).

    tZork wrote:A windows 95 CD and a boxing ball?
    A mac and an axe?
    A linux cd and a bookshelf full of guides for dummies?


    You know, there was a Half-Life mod named Wanted where you had a game mode similar to CTF (heck, it was pure CTF) but it was called Capture The Chicken. And you can imagine how running around with a screaming chicken in your hand and being shot at was :D.

    P.S.: I guess now the teams will FINALLY get together and not run in the 4 winds' direction all the time :D.
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Mon Apr 30, 2007 9:31 pm

  • BTW, I found out what the keys are for.

    It is a simple game, a small contest:

    The teams come together, paying their entrance fee. The entrance fees end up on a numbered account: just getting the number of the account gets you the money.

    The account number then gets written down to a piece paper for each player. Each piece of paper is put in a small safe that he will carry with him.

    The safes are locked and have multiple keyholes - as many keyholes as there are teams. The keyholes are designed in a way so that you can take the key out only if it is locked. The safes also are secure, in the way that any way to open the safe without the keys triggers a small explosive inside the safe that destroys the paper inside. The explosive is also automatically triggered if the safe ever gets removed from the player.

    Now each team gets ONE of the keys... and once one person gets to own all keys, he can open the safe, take out the piece of paper with the number and withdraw the money. A player who causes a key to be destroyed gets punished, as he has made the game impossible for the others - in that case, the money gets distributed among the other teams.
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Tue May 01, 2007 7:15 am

  • Which maps to use for that mode? Currently I have set up:

    kh_bleach
    kh_fragcity
    kh_dieselpower
    kh_stormkeep
    kh_aneurysm
    kh_70mm13_10
    kh_silvercity
    kh_revdm5
    kh_oilrig
    kh_dusty
    kh_runningman

    Maps need to be large for this mode...
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Tue May 01, 2007 10:11 am

  • Maps need to be large for this mode...

    In this case s/kh_runningman/kh_runningman_1on1remix

    Because it's bigger and better :P
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Tue May 01, 2007 10:59 am

Tue May 01, 2007 12:14 pm

Tue May 01, 2007 2:20 pm

  • ctf_darkzoneBETA3 should be suitable :wink:
    Aneurysm 4 the win !!!!! :D
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Tue May 01, 2007 9:24 pm

  • Okay, added: throwing of keys (when gibbed or using +use key), but keys are "heavy" (can't be thrown wide)
    also, they can be lasered around a bit for fun :)

    throwing a key into void by lasering it however makes YOUR team lose... so be careful :)
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Tue May 01, 2007 9:54 pm

  • looks great - tested it a bit. but playing with 2 bots against 3 humans isn't much fun ;)

    But I say ... great work, keep it up.
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