I've done some experimentation, and come up with a new game type. It's more complicated than the existing RTS style, but I think in the right setting it could work. My apologies for the long explanation. There are several nodes. (In my test there were 9, I wouldn't recommend any more than this). They are arranged in a 3x3 grid, each one connected to those next to it. O=O=O || || || O=O=O || || || O=O=O NF start in one corner, and BE start opposite. Nodes can only be captured if they neighbour a node belonging to that team. So, NF could capture north or west, but not north-east. Once north was captured, they could then go on to capture north-east or centre. Once all the neutral nodes have been taken, a natural front line is created, so conflict should be much more focused. If a node becomes fully protected (if all surrounding nodes are captured by the same team) then a force-field goes up around it. Currently this is just a visual effect, but it wouldn't be too hard to make it an artillery shield or something more functional. Of course, if a neighbouring node is captured by another team, this protection is lost. Owning a node means that it will provide you with health and ammo, but no resources or spawn points. These are gained through building the usual structures. The main advantage is that once one team owns all the nodes, they win. Of course, all the other normal win conditions also apply. (You're far more likely to win by destroying the comm than you are capturing every node). I have a working model, containing all the entities required, and a basic layout. It's by no means a playable level, and probably never will be: the main point of it is to showcase this new game type. So if anyone's interested, or thinks this would make a fun game, just drop your comments below. If there's a positive response, then I'll do some more work to make the map releasable. If anyone thinks this would be good for a level they are designing, then I'll make the VMF publicly available (warning: it's very entity heavy). See page three for the download link to the demonstration map.
if you get enough nodes to surround a node the other team will be on the berge of death anyway as a result of th massive res deficit
I haven't played this, but I seem to remember reading an article on it once. I think that is maybe where I got the idea. And yes, the res deficit would be crippling. This is just about the only advantage to owning more territory at the moment. Nodes do take a reasonable amount of time to capture (10 seconds to neutral, 20 seconds to cap). This could always be increased if it was too short.
One way to avoid the Resource deficit issue is to not tie the resorce Nodes to captured territory. Use flags instead and leave the Nodes out of the equasion, just have them be in random (but somewhat symmetric) locations.
Oh no, Doobie likes the idea of a new game mode. I remember what happened last time: "Wouldn't it be cool if we had a game mode like <describes Escort>?" - Krenzo "Yeah, that sounds kind of interesting." - Doobie "Of course I mean way off into the future when people are bored of RTS." - Krenzo <A few days later> "Hey I made this map called 'Escort' like you described." - Doobie
... lucky for you I dont have time to make this game type in a few days. Maybe once i get fired from my job.
I think that is one of the coolest ideas ive heard. I have been thinking of making a map with neutral points that you can capture, but this would make it even more interesting. I'd be more than happy to be able to download the VMF and maybe I can figure out how you did it.
Exactly. At the moment each node is seperated on a floating island, but only because I'm too lazy to use any displacements in something which is just an example. Refinery's aren't tied to nodes, but they are in identical locations at the moment. Your suggestion would work. The only further thing I have to add is the entities required to register a win once all 9 are captured by one team. Some math_counters, logic_relays and an emp_info_params methinks...
So the basic implementation is working, although a bit hacky. If anyone is able to clean it up a little, please go ahead. Download VMF file here I've run into a little trouble with disabling capturing of neighbouring nodes as soon as a node goes neutral, rather than when the enemy has captured it. This could be fixed by removing the neutral time, and having it switch sides instantly, but this could probably create other gameplay problems. To replicate the bug, capture a node. Then go to the other team and force that node to be neutral, but don't capture it. Then switch back to the original team, and attempt to capture a node which neighbours the now neutral one, but not any owned nodes. You will still be able to capture it. I'm thinking of calling this an unexpected feature, but to be honest I don't think it should happen. The I/O system is overloading my brain as it is, let alone adding more complexity.
This is a great idea. I loved UT4K for this feature, the rest was crap to me. I really hope that this can be implimented as it's a good idea.
i like it, but how about you only need a solid line that consists of your node and their main node to win and not all nine. that way it will be more likely to win by nodes. and krenzo: whats wrong with district (other than the constant tweaking needed)?
That would be push. It's a great game type, but it lends itself to a completely different style of map (linear). EDIT: Sorry, I misunderstood. Yes, this is how it works. You win once all the enemy nodes are neutralised/captured. When I said you need all nine to win, that's not strictly true, you have to reduce the enemy to owning no nodes (after that point, they can't capture any more, so they're pretty much done for anyway). I think I figured out a solution to the neutral problem, I'll go and try it out now... EDIT: Ok, it worked. So now the system is completely functional. I'll keep working to see if I can simplify it at all, but I think that's unlikely. Basically, it's ready to use in all your maps! You'll need all of the entities, except for the info_params, the commanders, the barracks and the res nodes (which you should have anyway).
How long do you think it will take you to actually make a map with this? Make a beta map that we can play around with and see if we like the gameplay style. If we like it then for alll means, make a full one. But don't make it too linear or else it'll wind up getting annoying having to defend all those front lines.
why does it seem like everyone online hates every game that doesnt comply to a certain template? (this isnt directed towards you, its just that comment sparked my angst) sounds like a novel idea. i think we should make a new entity for the "node", and put a forcefield around it. i no thats copying UT, but i dont really care :D
I have the map ready, but due to this bug I'm not able to compile properly. So, in short, the map will be out after the next patch.