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 Post subject: Mini-game ideas
PostPosted: Thu Feb 19, 2015 6:35 pm 
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Joined: Sat Jan 31, 2015 11:43 pm
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Put your ideas for fun PvP mini-games here...

Multi-vehicle challenge

Vehicles periodically spawn and the team has to get them to a zone at the other side of the map. The other team is doing the same the other way or at a 90 degree angle. The vehicles could be: special cargo 4x4 vehicle, cargo truck, prison transport, tractor. There could potentially be points for differecnt vehicles, like more points for prison coach and tractor as they're slower. So you'd have players driving vehicles and providing escort to vehicles, while at the same time hunting down and destroying the other team's vehicles.

Tractor of Doom

Each team gets a tractor. The aim of the game is maybe to get the tractor to the other side of the map or, perhaps better, destroy the other team's tractor. There could be out-of bounds markers round the edge of the map so you can't drive the tractor off there.

Now, this could be a regular tractor, or possibly it could have some special powers, like the Ark of the Covenant. Maybe it could shoot out bolts of lightning/magical energy (basically a modded APC machine gun).

It's magical powers should give it the hit points of a tank.

Like other vehicles, the tractor should get a map marker when it's been sighted (but I believe that should be the case for the regular game, anyway).

I think this could be a really fun mini-mode.


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 Post subject: Re: Mini-game ideas
PostPosted: Thu Feb 19, 2015 10:12 pm 
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Joined: Sat Jan 31, 2015 11:43 pm
Posts: 125
If using magical tractors for Tractor of Doom scenario, which I think is the best way, then the tractor models should be given a source of mystical light on the roof, like the light on the Tardis: https://encrypted-tbn2.gstatic.com/imag ... i7-iNLpFlQ but gold-coloured.

From this lightsource it would shoot beams of energy. Maybe it could be a TOW weapon.

It's HP should be really high, given its supernatural nature. Maybe HP, four or five times that of a tank.

From a technical point of view, the magical tractor has a human driver, but the tractor weapon should be AI controlled. This is because its magical power cannot be fully controlled by man. Therefore, it would need to be programmed to have an "in-built" AI gunner with infinite life until the tractor is destroyed. It would not be necessary for a human driver to be driving the tractor for it to fire because of its supernatural power.

It could also be set up so that whoever has the higher score in that particular game, can carjack friendly vehicles (the tractor), like the out-ranking system in the regular game. This is in case the tractor is being driven by someone who doesn't realise the full potential of the magical powers that the tractor can bring to the battlefield.

This is an artist's concept of how I think the Tractors of Doom mini-game would play out:

Image


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 Post subject: Re: Mini-game ideas
PostPosted: Fri Feb 20, 2015 7:20 pm 
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Joined: Sat Jan 31, 2015 11:43 pm
Posts: 125
Just so you're sure: I'm serious about these ideas!

This is how I feel about the RWR multiplayer modes:

1) Co-op - games under 60 minutes

The current format's good but there could be some tweaks to difficulty settings.

2) PvP (as used in Beerdrinkers) - games should be under 30 minutes

As I've described in another thread, I feel the "long play" PvP game needs a new format, for gameplay and game duration reasons.

The "long play" PvP format should be a game that simulates modern warfare, like the co-op mode (i.e. not teddy-bear hunting and suchlike).

3) PvP Minimodes - games under 15 minutes

These PvP games should, I feel, be short, under 15 minute affairs. They should push the envelope, by using alternative, offbeat even, concepts that try not to repeat the gameplay of the other modes. So things like teddy bear hunts and capture the flag.

I think both my ideas - multi-vehicle challenge, Tractors of Doom - could work.

More on Tractors of Doom...

One could replace the tractor with a tank, and each team has to destroy each other's tank. But even tanks would probably have too little HP. It would need to be a vehicle that would need quite a few RPGs or TOW weapon shots (from enemy tractor) to destroy. This would be unrealistic, hence the need for a supernatural vehicle that has unrealistically high HP.

Contrary to my previous post, there would not need to be that score ranking/carjacking thing. Although the magical tractor itself has high HP, it doesn't provide protection to the driver. So you could imagine that the driver would change regularly by being killed and someone else taking his place.


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 Post subject: Re: Mini-game ideas
PostPosted: Sat Feb 21, 2015 4:21 am 
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Joined: Sat Jan 31, 2015 11:43 pm
Posts: 125
Tractors of Doom would work down to one player vs one player PvP.

Each player would start a game and get on their tractor; there'd be a hide and seek phase, then tractor vs tractor battle would commence. One player would get killed, then, because AI gunners don't destroy empty vehicles, the living player would have to get off his tractor and fire RPGs (more than he can carry) or C4 the other tractor. The other player, meanwhile, would respawn and have a chance to shoot the other guy while he's off his tractor.

The tractor is like the king and queen from chess mixed together, simultaneously the most powerful piece and also the one that needs to be protected.


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 Post subject: Re: Mini-game ideas
PostPosted: Sat Feb 21, 2015 4:50 am 
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Joined: Sat Jan 31, 2015 11:43 pm
Posts: 125
I feel Copehill Down would be a good map for Tractors of Doom - East vs West. There could be out-of-bounds-zones, say 50 or 100 metres around the village. There's the main road going through the middle, open spaces to the north and south and also other ways through inbetween to take the tractor. Smaller than other maps, there's only so many places one can hide a tractor.

Power Station and Vigil Islands might also work for teddy bear hunting. Say on Power Station, they could spawn randomly on the roofs of the buildings in the middle. Similarly, on Vigil Island, the two teams could be on the peninsulas to the south and east and teddy bears would spawn randomly at places in the airfield camp. So there'd be fighting in the camp, but also chances to intercept teddy bears as people take them back to their home bases.


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 Post subject: Re: Mini-game ideas
PostPosted: Mon Feb 23, 2015 12:19 am 
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Joined: Sat Jan 31, 2015 11:43 pm
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Tank battle

Each team starts at opposite sides of the map. They each start with a fleet of vehicles - three tanks and three APCs, for example. The aim is to capture a base that is roughly equidistant between the two teams and hold it for, say, one to three minutes.

The vehicles don't respawn, so once they're gone they're gone. The target base would be the only capturable base on the map, control of the rest being divided between the two teams. The friendly AI would be programmed to wait for, say, 30 seconds before getting in the vehicles and driving to the target, giving players enough time to get to the armory and back.

The game would work down to one player vs one player play. With more players there'd be human vehicle crews and players accompanying with anti-tank weapons.


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