New gamemode

Discussion in 'Feedback' started by Zealoth, Apr 10, 2008.

  1. Zealoth

    Zealoth Member

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    My suggestion is about new gamemode, i don't have idea how to call it, but that
    doesnt really matters now, i think.:D
    It's generally little different classic map,only way how team get resources is changed.There should be less resource nodes, but generating more income per nod, so average income will be the same as it is now. Refineries would be undestroyable, but capturable,like flags on escort.

    IMO that would intensify firefight, especially for infantry and make teamwork essential(for e.g 4 ppl needed to capture it instead of 1 engie running all over map, ninja'ing enemy refs)
    What do you think about that? If u like it, i'll make it more specific.;)

    I've read about problems with changing models, and here is answer:
    As far as i understood, NF guys are some kind of rebels, not so powerful and well-equipped, they use anything as everything, so they would be glad to capture and use good BE refs:

    I was thinking about something like that:
    When ref isn't captured, it's brenodi damaged refinery. Smoking, etc.
    When BE capture it, it looks like normal BE ref.
    When NF capture it, it's BE ref, but flagged with NF flags.(only new textures appear on same model)


    Pros:
    -increasing importance of teamwork
    -more fun for infantry
    -less refs with higher income - each ref is crucial

    Cons:
    -i'll add if any1 will find one :p
    I'm sorry for any misspelling or wrong grammar, i'm still learning english:whistle:
     
    Last edited: Apr 11, 2008
  2. Empty

    Empty Member

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    It sounds exactly like the capture maps with falgs, but refs instead of flags.
    Capture maps suck, I don't wanna see more.
     
  3. PredatoR[HUN]

    PredatoR[HUN] Member

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    I think its already been suggested before but Im not sure...
    nice idea...
     
  4. KILLX

    KILLX Banned

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    One thing: it would be a royal pain for the mapper to have it change refineries on that location and have them work with the flag caps. It would be better to just have a brushwork or model refinery thats not specific to a team, and the flag gives resources.
     
  5. Zealoth

    Zealoth Member

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    i was thinking about something like that:
    When ref isn't captured, it's brenodi damaged refinery. Smoking, etc.
    When BE capture it, it looks like normal BE ref.
    When NF capture it, it's BE ref, but flagged with NF flags.
    Just like buildings on district for e.g.
     
  6. Solokiller

    Solokiller Member

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    This can be done easily, just place the ref model, and add a flag which gives resources. Anybody with a minimum of mapping experience can do it.
     
  7. KILLX

    KILLX Banned

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    One thing I just thought of as well, so that you have changing refs: Make the flag give resources. For the ref changing, it should be the same as ammo and health boxes, no? Just have a refinery model pop up on a res node based on the controlling team.
     
  8. Solokiller

    Solokiller Member

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    That's not as easy as with ammo and med boxes, refineries are large models, and the two models are different. You'd have to add clip brushes which prevet players from getting into the other model's collision model. Otherwise, you could add a few brushes which will prevent players from getting inside the refinery collision model areas, and which allow both ref models to fit inside it.
     
  9. KILLX

    KILLX Banned

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    Elevate it out of reach? Or fence it off?
     
  10. Solokiller

    Solokiller Member

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    Fencing it off is the easiest and best solution.
     
  11. KILLX

    KILLX Banned

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    Or, a fun solution. The refinery gets airdropped, crushing anybody stupid enough to ignore the warning signs xD
     
  12. Solokiller

    Solokiller Member

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    Not practical, there is no underside on the ref models and you'd need an aircraft, unless you prefer dropping it from high altitude.
     
  13. KILLX

    KILLX Banned

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    What about the aircraft in emp_duststorm?
     
  14. Solokiller

    Solokiller Member

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    Those would only work for BE, not NF.
     
  15. Cokemonkey11

    Cokemonkey11 Member

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    I thinik this could be really cool - but isn't this sorta a mapper suggestion?
     
  16. Solokiller

    Solokiller Member

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    Yeah, it is. I guess i could make a map for this idea, it's easy.
     
  17. Zealoth

    Zealoth Member

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    I've added my way of making it work by editing starting post, check it:)
     
  18. Solokiller

    Solokiller Member

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    You can change the models very easily, the only problem is that players could get stuck, which you can solve by putting a fence of some sort around it, which allows you to control capturing a bit, by not allowing players to hide in or near the ref model.
     
  19. Chris0132'

    Chris0132' Developer

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    Couldn't you do this just using flags and emp_flag_model or whatever the entity is called, or even just using prop_dynamics with I/O wiring?

    And why would you need to change the model? Just build little facilities around the map which are basically fortified refinery points, you capture one of them and the flags on the outside change, but the style of the facility and the model of the refinery would simply be part of the map and change depending on whether the map is supposed to be on brenodi or NF soil, if neither, then simply make your own resource facility, put pipes everywhere and change the flags on the exterior to let you know which side holds it.
     
    Last edited: Apr 11, 2008
  20. Solokiller

    Solokiller Member

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    Yeah, the standard entities for flags are all you need to make this.
     

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