Game Mode Thread

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Game Mode Thread

Postby Aurora » Wed Jan 16, 2013 12:56 am

Hi. First post.

I downloaded DA yesterday. Even for a pre-alpha version I wasn't disappointed at all, it was already fun to play, way more fun than the other Matrix/TS/AHL mods I have seen on Source. With more and nicer maps and guns and polished features, as well as the TSRP community most likely following you here, I believe you can actually create a successful mod. However. Source is an aging engine and it's community's best days have passed. In my opinion that's going to be something that could prevent you from attaining a truly thriving player base, and that'd just be a drat. My suggestion to counter this? Scoop as much from the existing Source community as you can, with versatile game modes.

The main features attracting people including myself to this game, I would guess, will be the style of gun violence, stunts and cool effects. Yet, it could be much more than a game centered around deathmatch. Yes, I realize some of these proposed game modes stray off from what I assume is the original scope of the game, and that some are "copied" ideas from other mods. I don't think anyone should give a shit though, if it can A) be fun, and B) spawn a much larger player base in the long run. So...

Game Modes

The Raid
  • One team starts in a defensive fortification (parking lot, skyscraper, ship) while another team assaults them.
  • The assault team must complete an objective within a time limit, like killing all the defenders, reaching a certain location or obtaining and returning an object (flag, diamnod, suitcase). Assault players have unlimited respawns.
  • The defense team must simply survive for the time limit (until a train/helicopter/opened tunnel/whatever arrives, or something) and/or protect the objective. By default, they can't respawn until the next round.
  • Surviving and being at the objective (flag, diamond, suitcase), or location eg. train/helicopter/opened tunnel/whatever at the end of the round, gives a defense team member points and an extra respawn point for next rounds, adding incentive to protect the objectives.

Overrun (Zombies)
  • One player starts as a ninja. He's restricted to using melee weapons and possibly small arms, but he sees the locations of other players as names on his screen.
  • When the ninja kills a team member, the team member becomes a ninja. Ninjas can respawn.
  • The ninjas win if they overwhelm the entire team within a time limit. If at least one team member survives the time limit, the team wins.
  • Ninjas could also be robbers and the team could be the police, and so forth. You could think of a sensible theme.

VIP Escort (CS VIP mode)
Mode 1
  • One team must escort a VIP player among themselves to a rescue point. The VIP has extra armor that makes him slower.
  • The longer you were within the VIP's vicinity during the round, the more you get points, granted that the VIP survived.
  • The assassin team is fully armed. No one can respawn.
  • If the VIP survives but doesn't reach the rescue point within a time limit, it's a draw.
Mode 2
  • Same as above, except the assassin team wields only melee weapons, possibly small arms, and can respawn infinitely.
  • If the VIP survives but doesn't reach the rescue point within a time limit, the escort team loses.

The Specialist (Hidden)
  • At the beginning of a round, one player becomes the specialist. The rest of the players are teamed up against him. Deaths and kills aren't shown in messages nor the scoreboard.
  • The specialist has access to better equipment and abilities than the team, like armor, scoped rifles, multiple grenades. Possibly night vision (from CS), maybe a grappling hook?
  • The specialist has two important abilities. First is that all players' positions are marked via names on his screen. The second is that he can disguise as a player of his choice.
  • Hence the specialist can kill a player, disguise as him, even chat using his name. Especially in the middle of chaos he can't be distinguished from the original player.
  • Points are awarded to the specialist for killing team members. Killing the entire team means bonus points and continuing to be the specialist on the next round.
  • Points are awarded to the team members for killing the specialist. The killer gets the most points and becomes the specialist, while the rest get a point if they survived.
  • When no one kills the specialist and at least one team member is alive at the end of a possible time limit, the round simply restarts and the next person in order becomes the specialist.

Fifth Column (TTT)
  • A certain share of the team's players are traitors, this is known only amongst themselves. Deaths and kills aren't shown in messages nor the scoreboard.
  • The team has an objective. It could be surviving for 3 minutes, or retrieving/stealing an object (flag, suitcase, diamond) and bringing it back within a time limit.
  • If the team complete their objective, their members gain points and the traitors lose points. If they fail their objective, their members lose points and the traitors (including dead traitors, making sacrifices useful) gain points.
  • Killing an opponent grants a point. Killing a player of your own side loses a point and forces you to skip the next round. Doing it X times boots you out of the game.

Theft (CTF)
Mode 1
  • Continous, non-round based with two teams. Both teams possess an object (flag/diamond/suitcase).
  • Stealing the opponent's object and bringing it back to your base (car/helicopter/office/whatever) grants the player points.
  • If your team's object is stolen and captured, everyone on your team loses a point.
Mode 2
  • Round based with a time limit. Only one team possesses an object.
  • If the other team doesn't capture the opponent's object within the time limit, they lose and the protecting team wins.
  • If the attacking team manages to steal the object, they win.
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Re: Game Mode Thread

Postby Vino » Wed Jan 16, 2013 2:17 am

Cool ideas, Auroura! I'm glad you liked the game. I definitely want to add more game modes, some time after the current feature list is done. I don't know what it will look like yet though, I haven't started to think about it yet. Maybe it'll evolve out of one of these. Thanks for the input.
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Re: Game Mode Thread

Postby Vincetti » Thu Jan 17, 2013 12:15 pm

I like a couple of these ideas. Maybe an objective item could be a sack of diamonds (so the player can use weapons/2h weapons still, illustrated on the model somewhere) that make a sound when the player moves. This way, it doesn't limit that player and it allows that player to use the maximum extent of their skill. A single diamond would also be a very hard thing to pick-up/see after you killed another player.

TS really only had one official game mode, which was Deathmatch. Briefcase was only implemented later (from my knowledge) and really wasn't that great. This meant that the player was doing the same thing every time they played TS. By adding different game modes, it'll allow the player to re-play the game in variations, expanding re-play value. Some games however lose sight of the original design if they focus/add too many game modes, but I don't think we'll ever face that problem, really.
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Re: Game Mode Thread

Postby Semertzides » Thu Jan 17, 2013 2:39 pm

Multiple Team-Deathmatch, please oh please. That was by far the coolest thing back in TS. No player limit (Max or Min), no balancing. Just pure, hectic chaos.
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Re: Game Mode Thread

Postby Daniel » Thu Jan 17, 2013 3:29 pm

Vincetti wrote:TS really only had one official game mode, which was Deathmatch.

Everyone forgets about The One and the objective teamplay because no one played them.

Semertzides wrote:Multiple Team-Deathmatch, please oh please. That was by far the coolest thing back in TS. No player limit (Max or Min), no balancing. Just pure, hectic chaos.
Yea, definitely gonna need this.

No need to get complicated with the game modes. DM, TDM, CTF/CTB, The One. With mookmatch even further down the line.
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Re: Game Mode Thread

Postby Vino » Thu Jan 17, 2013 3:34 pm

I think the key to really improving the game modes experience is giving the players the ability to choose the game modes themselves. Many game modes don't depend on the map and can be started or stopped at any point, so some kind of voting system where players can nominate game modes and everyone votes on whether to play them would let players play any game mode without an admin around. More game modes means more replayability.
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Re: Game Mode Thread

Postby Antagonist » Thu Jan 17, 2013 6:46 pm

Semertzides wrote:Multiple Team-Deathmatch, please oh please. That was by far the coolest thing back in TS. No player limit (Max or Min), no balancing. Just pure, hectic chaos.

I agree. It was the most fun possible.
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Re: Game Mode Thread

Postby Aurora » Tue Jan 22, 2013 11:19 pm

Vino wrote:I think the key to really improving the game modes experience is giving the players the ability to choose the game modes themselves. Many game modes don't depend on the map and can be started or stopped at any point, so some kind of voting system where players can nominate game modes and everyone votes on whether to play them would let players play any game mode without an admin around. More game modes means more replayability.


I like this. Many maps could be built to be compatible for multiple game modes. The server or mapper could set the default and make the voted gamemode either continous or last for X rounds or X minutes until returning to default.
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Re: Game Mode Thread

Postby Semertzides » Wed Jan 23, 2013 5:12 am

So pretty much like Killzone's constant change of game mode through-out the map, except player voted?
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Re: Game Mode Thread

Postby ThinRedPaste » Wed Jan 23, 2013 1:46 pm

there's a whole lot of good shit going on in this thread. super ultimate yes to the game mode voting. Multi-team tdm as well. Also, I'm in favor of a mode like TS's The One mode, where one player gets ALL of the skill bonuses simultaneously and everyone else hunts him. Kill the super player to become the super player. Points given for killing the super player and any kills made AS it. I'm also in favor of naming that after TS. Not sure if modes like attack/defend, zombies/overrun, or the spies thing really fit the game, but I see no reason not to have CTF. or if not that, then a "hold the object" mode, whoever keeps a briefcase on their person the longest wins.

Also, mookmatch. Max Payne 3 added a two player coop horde mode dlc that is amazingly fun, and I think we should basically rip it off outright. Some details on how it works: enemy waves are the standard "get gradually better equipped/more numerous with a boss wave every so often" setup. You've got a single player style bullet time meter, as opposed to the multiplayer segmented burst meter that uses blocks of meter rather than a gradual drain. But you also have a "grit" meter, which functions like our style meter but much slower to fill. this is segmented into 5 blocks, and you can use x number of blocks to open containers around the map to get better weapons, ammo replenishment, painkillers, or weapon upgrades. the meter can also be burned to open doors in the map, expanding your play area, and to rescue your partner after "capture" (if by capture they mean "getting a mac10 emptied into his face"). when you die, you respawn in handcuffs and your partner must come revive you. While you wait you watch the action from a circling news chopper which looks pretty amazing. You keep your grit, but lose your weapons and all but one painkiller. its possible to get back to your body and recover your upgraded weapons if you're fast enough.
Fuck this shit, I'm going to bed.
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