RUNNING WITH RIFLES
http://www.runningwithrifles.com/phpBB3/

Game Modes
http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=6&t=595
Page 1 of 1

Author:  bot123 [ Sun Jul 22, 2012 3:59 pm ]
Post subject:  Game Modes

Assault: Team A is tasked with defending an Island fortress with a small town inside. Team B will land on the beaches in waves of 30 every 1-2 minutes and attempt to capture a point within the fortress. Team B must blow a hole in the fortress wall, fight your way through the town, and capture the point to win. Team A will have limited reinforcements, but many tactical advantages such as high ground, superior cover, turrets, etc. Team B will have unlimited Reinforcements, but they will have to get across the beach D-day style. If Team A holds out for a set amount of time, then they win.

Capture the Flag: Two teams must attempt to bring the other team's flag to their own base while defending their own.

Intel grab: Two teams fight to capture a briefcase in the middle of the map, and return it to their own base.

Demolition: Each team must escort a team of bomb experts to the other team's base and protect them while they arm the bomb. Remember to defend your own base too.

Convoy: One team escorts a convoy of command vehicles and trucks across a map to win. The other team must completely destroy the convoy before it reaches the way-point.

VIP rescue: Team A must fight to locate a bunch of VIPs and get them to the extraction point to win. Team B must do whatever it takes to keep the hostages safe and in their hands.

Zombies

Survival: Team up with other players to find food, weapons, and kill any zombies that come your way. You get points for each day you survive and the zombies you kill. you are a civilian, so you will have few weapons in the beginning of the game. During daytime, there will be fewer zombies about, so use this time to forage and explore. stealth and hiding are sometimes better than shooting at everything you see.

Defend the Quarantine point: You and a band of soldiers must defend a fort full of civilians from zombies as long as you can. you get points for the amount of waves you survive and zombies you kill. you lose if all soldiers are dead, or if all civilians are dead.

Rescue: You and several others must survive a few days from zombies until a chopper lands somewhere on the map. you must then fight your way to the chopper to get out of there to win.

Rescue Ultimate: A twist to the original Rescue, where there are 20 players ( can be AI too) scattered around the map. This time however, the chopper can only take 4 survivors. So find and choose your alliances, eliminate the competition, survive the zombies, and be careful who you trust.

Containment: A team of heavily armed soldiers must completely cleanse a city of zombies. To make things worse, every single zombie knows where you are, so they will come at you constantly.

Convoy (Zombies): Your Team must escort a convoy of civilians to a safe zone while protecting it from attacking zombies. As you get closer to you destination, the attacks will intensify. Make sure you stay with the convoy; being left behind will be certain death.

Any other Ideas? :)

Author:  pasik [ Tue Jul 24, 2012 10:43 pm ]
Post subject:  Re: Game Modes

Thanks for the ideas, that's a lot of them :)

Are all of those player vs player -modes or are some of these supposed to be played with AI as well?

From a quick glance, to make the modes possible the game would need implementation at least for the following stuff:

Assault:
A1) max game time setting, with possibility to tell the winning faction by ownership of a specific base when the time runs out
A2) base setting which makes a base impossible to capture -- allows creating the spawn bases for Team B
A3) a boat or other vehicle which moves on water
A4) faction specific ticket settings, including unlimited

Capture the flag:
B1) The flag
B2) A few new animations -- is weapon usage somehow affected when carrying a flag?
B3) Triggers for announcements about flag capturing
B4) Marker logic / map view changes
B5) Monitoring for the flag to arrive at a designated area for a successful capture
B6) Score counting / max capture to end the game
B7) No base capturing

Intel grab:
C1) Should be pretty similar to capture the flag, except there's just one flag which spawns somewhere in the center

Demolition:
D1) Bomb item, carried as primary weapon by some? These guys can't shoot, right?
D2) A place where you can pickup the bomb
D3) A designated object or place where the bomb must be installed

Convoy:
E1) Probably needs a map with faction A owning travel start and end bases at start and faction B owns bases in the middle, with base capturing set off
E2) Somehow designate certain vehicles as targets, perhaps marking vehicle spawn points in the map editor, for the other faction to destroy to get a score, and for the owning faction to take to specific base / area

VIP rescue:
F1) VIP models, animations..
F2) Specific logic for scoring
F3) and so forth

Z1) possibility to define the used game rule set in the map or in content package

I'm going to stop thinking at this point for a while. Obviously each of these have quite much stuff to do, but none of the tasks seem specifically difficult to implement. If all of them are meant to be played with AI, then it might become a little more challenging to do. Most of the stuff the AI is able to do already should be usable in these modes as well, I guess the changes would mostly involve the AI commander behavior.

The game will evolve in modes department in the future, that's for sure, so it's good to see some suggestions thrown around already to get a better feel of what kind of stuff game modes should have an effect on.

Author:  bot123 [ Wed Jul 25, 2012 12:56 am ]
Post subject:  Re: Game Modes

Thanks For the reply pasik!

Quote:
Are all of those player vs player -modes or are some of these supposed to be played with AI as well?


^All of the Game modes are for players with AI, or PvP as a server option. However I think that many of the zombie modes would be a player co-op against AI zombies.

Quote:
A2) base setting which makes a base impossible to capture -- allows creating the spawn bases for Team B


^I had two options in mind, one being for new players to re spawn at an off-shore aircraft carrier or dock every time, where landing crafts would be waiting, then some a chatbox would notify you that the next wave of boats would be leaving. Instead of sitting statically, perhaps you could move freely inside the landing craft, so you can get into vehicles while on the boat, or move to the back to make sure that there are a lot of AI in front of you to absorb all the bullets :D . The other option was having the spawn point moving progressively closer; once team B established a foothold on the beach, soldiers would then spawn directly on the beach, then at the fortress walls, so on.

Quote:
A3) a boat or other vehicle which moves on water


perhaps the iconic WW2 landing craft, or the more modern, and much bigger version here: http://en.wikipedia.org/wiki/Air-cushio ... ding_craft for carrying a small platoon of 3-4 tanks and APCs in addition to troops.

Quote:
D1) Bomb item, carried as primary weapon by some? These guys can't shoot, right?

^Maybe a puny little .22 that has a low kill percentage chance. definitely no grenades or launchers for them. vehicles might have to be left out for this one to prevent cheap rush tactics







I hope different servers can have their own modded victory conditions, user created custom games and stuff like that. would make online very interesting :)

Author:  ComJak [ Wed Jul 25, 2012 2:35 am ]
Post subject:  Re: Game Modes

I like a lot of these game modes and I feel they will add to both the multiplayer and singleplayer game modes.

In particular, the ASSAULT game mode may not have to be a beachhead assault. It could just be a simple landbased assault on a defended position. This would eliminate the need for boats and some of the more advanced scripting.

CTF is pretty dry cut. As for the flag itself and the animations, I was thinking just a simple flag with wavy bones (implementable?) with maybe a team colored background and a white star in the middle.. something simple like that. And when you hold the flag, it sticks out of your back and waves around behind you. When holding the flag, you can not get into vehicles and the like. Perhaps even a way to toss the flag to a teammate so that you can turn around and shoot. Regarding whether or not you can shoot with the flag, I think you should be able to shoot but to help the other team, a small arrow points towards you at all times so that they can track you down. However, to make THAT fair, the flag bearer's movement speed needs a slight reduction so that the enemy team can actually catch up to the flag. This makes tossing the flag to team mates and protecting the flag bearer more important and tactical.

About DEMOLITION, I think it can be merged with assault quite nicely if the defending team has to protect certain troops who carry demo charges to things like barricades, gates, and defenses to push forward.

No sure how I feel about CONVOY as just running up near the trucks, shooting it with whatever RPG is around, then running away seems like a legitimate tactic. Given the fact that bullets use a kill probability, suicide runs would be worth it and probably highly useful.

VIP sounds nuts :D I hope for the sake of the hostages that friendly fire is off ;)

Zombies are always a good idea haha.

Good ideas, I do hope at least some of them are implemented.

ComJak

Author:  wiio6 [ Tue Jul 31, 2012 11:22 pm ]
Post subject:  Re: Game Modes

zombie mode were you take the city make the most sense it still complements the game and should be a game mode.

Author:  RubberDinghyRapids [ Sun Aug 05, 2012 9:57 pm ]
Post subject:  Re: Game Modes

Hi, first post, been playing since whenever someone made that first thread on Facepunch. (Pre-alpha maybe?)

I was thinking about a CONVOY type gamemode earlier, and thinking that any gamemodes should try and fit into the very war like, rather than arcade like feeling of the game. Which is one reason why I feel skeptical about something like CTF or INTEL, been done a million times before, and I actually think it wouldn't fit the feel of the game.

CONVOY and ASSAULT however, would fit it perfectly. For CONVOY, I thought something more along the lines of one or both sides need X amount of supplies/ammunition/whatever in a city/base, and this comes via a constant stream of a convoy, or maybe waves to allow for preparation, while the opposing team needs to stop them.

The suggestions for ASSAULT sound great, and I think it would be great to see more gamemodes.

Overall I think the game is superb, great work pasik.

Author:  runswithrifles [ Wed Dec 12, 2012 8:01 pm ]
Post subject:  Re: Game Modes

ooo zombies! I can see it now zombies running towards our characters us shooting and reloading. its like a left for dead but better!

Page 1 of 1 All times are UTC
Powered by phpBB® Forum Software © phpBB Group
http://www.phpbb.com/