New Escort idea

Discussion in 'Feedback' started by Mr Pling, Jun 22, 2009.

  1. Mr Pling

    Mr Pling Member

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    I was thinking about the current Escort and how you could make a new one.



    But this time...






    You're actually escorting something. A BE commander.


    Quick (Future) F.A.Q.:

    What? How would that work? The commander would just put turrets everywhere!

    Well if the "mapper" puts down some anti-build spots, then he can't, can he? Stops him spamming shit, makes him less useful, BUT the BE team needs him, or he dies. :headshot:

    So how would that work? The enemy would just spam level 3 turrets!!

    Yeah, they do it all the time on emp_escort, especially on the last flag, so why is this news? Just grab some Heavy Explosive tanks and Bio Nukes and fire the shit out of them.

    How would we protect the commander if he's just gonna stay at spawn until we've capped the flags?

    I'm sure someone in this thread will post an idea...I had a silly idea where the commander was exposed to the enemy after five minutes.

    But he's gonna die easily with that low health of his!

    I dunno, maybe the dev's can make another BE cv that's got a slightly different model change to it, and it looks like it's more harder to kill? Perhaps you could stick on a small machine gun for a 2nd guy, some more armour or stronger armour, maybe?

    But why does NF have no tanks? That's shit as hell.

    Tell you what, become a mapper, create a VF, and make it so that NF only have the standard 3 vehicles. Done. Happy? Light tanks vs Heavy tanks. Hey, at least you HAVE tanks this time, and not like emp_escort where NF nearly always lose.

    If emp_escort had 6 flags (excluding main base flag), how many should this have?

    Not up to me, but I'd go for 10, just to make it harder.

    Come to think of it, why not just cap the flags and win without the commander?

    How about you transport him to something, say a train, and you have to defend him for about 2 - 5 minutes, which triggers the train to move, which somehow I'm sure will automatically declare Brenodi the winners?

    How will the commander get on the train?

    Maybe the train is facing forward, which the back of the "freight" car having a back-door open in which the commander drives through it? There you go.

    After two minutes the door closes.

    But why do we have to capture the flags if we can just rush the comm to the train?

    How about a flag at the end which you need to capture to MAKE THE TRAIN DOOR open? There ye go.

    Hurf a durf, got an example of what the map should look like?
    [​IMG]
    Rough (lame) plan.

    Text fucked up also, so here you go:




    Blue box: BE Spawn
    Green and pink box: NF Spawn (Green square is NF barracks and pink box is their VF)
    Blue cyan lines: Walls (or basically the direction you're goin' in)
    Light grey boxes: NF Battlements
    Green Dots: NF Spawn
    Orange Dots: Flags
    Black Lines: Buildable walls
    Dark Red box: BE Objective
    Red Boxes: Just the train that it's "connected" to :|
    Random blue huge line in the middle: Shortcut (button is on the other side :3)

    Wall of text above:

    BE and NF have 10,000 resources each. NF Resources go up faster than BE's 4 refinerys due to the amount of flags.
    BE resources go up slower but once the first three flags are captured the rest of the flags do not raise the amount that they get each few seconds (so basically after the first three flags are caught, BE are stuck with 7 resource-noding things, whilst NF are stuck with the rest of the flags giving them RES. If they're all capped, then their res will "magically" go up by 50 each time (just to be fair, to be honest.)

    Other notes:
    Outside BE Spawn is a door.
    The commander is on a ramp that is facing downwards so that once the door opens, he can't brake, because he'll slide out.
    Door to open takes 5 minutes.
    BE Spawn has a 1-minute timer on their door, once opened it automatically closes after 15 seconds. (This helps to stop griefing people letting scouts in on purpose (in thoery))


    Pros:
    Adds some new idea to the word "ESCORT" god-damn.
    Would be fun :D
    NF wouldn't be totally screwed-over as they at least have something to fight with; tanks (light), which have Composite, Absorbant, Reactive, Regenerative armours, and Gas Turbine, Bio, Advanced Cooling, and Fission.
    Easier to hit NF (NF guy: :mad: | BE guy: :D )

    Cons:
    In addition to NF gettin' some armour, BE get downgraded by: not having Guided and Homing missiles <3 (nor plasma. Take that :D (just use HE and Bio nukes, guys, don't underestimate them :))
    Easier to hit NF (battlements have to be lower than emp_escort as it's rape for BE alot of the time :/)
    Narrow places, so it's harder to manouver with you tank rushers going in at once :veryangry:

    I feel like I'm missing something here :|
     
    Last edited: Jun 22, 2009
  2. PreDominance

    PreDominance Member

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    Make the BE CV a noclip entity that moves on its own through the path at a rate of 1ft/30 seconds, or gets to the end of the map in 30minutes.
     
  3. Mr Pling

    Mr Pling Member

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    It would look very weird. :(
     
  4. zenarion

    zenarion Member

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    Something like the Push mode from Team Fortress 2 but the CV is the payload?
    Sorta want.
     
  5. blizzerd

    blizzerd Member

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    i gave this some thought, what about if BE captures a flag it loses the previous flag to the NF (only the BE first flag stays BE for ever)

    so NF can attack from all sides, and the BE can only progress forward, if you want tanks to reinforce BE cv in the center of the map for example you need to be aware that you are again travelling trough NF territory (although most players will focus on the BE cv)
     
  6. Mr Pling

    Mr Pling Member

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    But the BE CV needs something to defend itself with.

    I was thinking of a small pill-box on top in which another guy could enter the CV and use a heavy machine gun that was mounted on top, and if he has the grenadiers mine defusal it should render the CV anti-mine :3

    CV should be un-heatable, but in return it's speed is reduced by 15%.
     
  7. blizzerd

    blizzerd Member

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    that's all unnecessary if you make the cv a spawnpoint
     
  8. Mr Pling

    Mr Pling Member

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    But they always aim for the spawn point vehicle :/
     
  9. LordDz

    LordDz Capitan Rainbow Flowers

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    Then shoot back.
     
  10. Mr Pling

    Mr Pling Member

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    With my machine gun :3?

    Also, could be a spam of turrets.
    I say (if this ever will get done...) that we put a bunch of suitable no-build zones in places ^^
     
  11. [lodw]keef

    [lodw]keef Hobbit

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    I have actually had a similar concept in mind for awhile.

    [​IMG]

    NF(red) has a commander and a starting base, where as BE just starts with their first flag and can spawn at any flag point.

    Each flag gives res(to NF) and bleeds BE. So at the very start BE is getting bled very heavily and NF is getting a good amount of res. All the begining flags take 1 person to cap so very quickly BE will reduce their bleed and reduce NF res while creating far more spawn points(like 3-4 NF per flag to recap), later flags may take 2 or maybe more for BE to cap. This will make the games over fairly quickly if NF can push BE back, where as BE will get the upper hand in depriving NF of res if they are pushing hard, with some balance in the middle ground.

    So basically NF will be able to build barracks, research, and build tanks to fend off the BE. But NF (like in escort) will only have a certain amount of tickets like in regular games, but BE will have some odd 5000 tickets or so.

    They layout drawn here is very generic to get the idea across, I wouldnt expect 3 long strait canyons.

    I think restricting lvl 3s would be an appropriate course for this map as well.
     
  12. Mr Pling

    Mr Pling Member

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    Sounds badly unbalancing lol
     
  13. Xyaminou

    Xyaminou Member

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    Looks like an interesting idea , good luck :)
     
  14. Mr Pling

    Mr Pling Member

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    We just need to get some people actually getting on with this idea.
     
  15. Wertbarg

    Wertbarg Member

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    as a suggestion to the first escort plan on this thread, I suggest making the actual flag capture points off of the main escort path (perhaps down side streets which could be added in), so that way capturing them is optional, though heavily encouraged. This could add a never before seen game play, which is not as linear.

    Another suggestion: because you actually get a CV, make refinery points along the path that can be placed for resources (excelent ninja targets for NF)

    Yet another suggestion: either some how disable commander targets, or give NF a huge advantage to make up for that (perhaps give them their own CV for targets, but is immobilized and can only reached by NF)
     
  16. Mr Pling

    Mr Pling Member

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    Don't give them a CV.

    BE would just mow everything down and charge for it.
    Also epic griefing.


    Unless of course you make it a fake CV so it is undestroyable then I'm ok.

    How about instead of flags, Refinerys?
    But a couple of flags along the way.
     
  17. Wertbarg

    Wertbarg Member

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    When I said immobile and only reachable by NF, that implies that BE cannot physically get to it or harm it in any way, it would only be there to even the playing field in respect to commander targets and not be a target for the BE.
     
  18. Mr Pling

    Mr Pling Member

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    We need to make the NF command vehicle invincible...even if it gets 9-mined...or just make it permanently immobile.

    We need new command vehicle models (I know this would take time, but the varying models would attract MORE people to play this... just because there are more vehicle models!)
     

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