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[GAMEMODE] Thunderball

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andrewjneis:
Okay, then. Here is the general gameplay rules of THUNDERBALL, re-written:

-In this gamemode, a random person is assigned the Thunderball, which will explode in 30 seconds. If it explodes on you, you lose all of your kill points! So pass it off to someone else by throwing/launching it at them. It will stick to them and become their problem...unless they fling it back at you.
Players pass around the Thunderball, while fighting each other off and getting kill points. When the thunderball explodes, it kills the person last holding it and they lose all their kill points, then the thunderball is randomly re-assigned to someone new.
If the thunderball is passed/stuck to you, you are notified by a text, "You have the thunderball!" and a timer counting down the time until it detonates. You are also given a special color on the radar to notify players of where the thunderball holder is at.
To use the thunderball, select like you would any other weapon, and try to hit another player with it. If you hit, it will stick to them. If you miss, it comes back to you. However, you may still use other weapons to get kills and earn points, just be wary of when the ball will go off, and your proximity to other players to get rid of it. Kills made while holding the thunderball count for 2 points, so if you're good, you might want to get the thunderball rather than rid of it.
While you don't have the thunderball, you are free to get kill points, but they only count for 1 point. Hopefully you can keep those points until the end of the round, unless you get the thunderball and fail to pass it before it explodes...
The bomb time changes depending on the number of players.
-4 Player time limit: 60 seconds.
-8 Player time limit: 45 seconds.
-16 player time limit: 30 seconds.
-32 player time limit: 15 seconds.

The winner of the game is the player with the most kill points.

Teamplay:
None

Short Description:
Players pass around a bomb that will detonate in a set time. If you are holding it when it goes off, you will lose all your kill points. Kills made while holding the ball count for 2 points. Don't get caught with it when it goes off!

Gameplay balance:
Because kills made while holding the thunderball count for double, a skilled player with the thunderball that's willing to take the risk of getting caught with it can make a good amount of points comparable with a player trying to avoid the thunderball and make kills that count for 1 point only.

And per your request, a layout from when you start a game to the end of the match:

Connecting to server (192.184.288.2)....
Connected to server 192.184.288.2
Player 1 has connected
Player 1 is now playing as Boris
ParkourCourier has joined the game
ParkourCourier has connected from United States
ParkourCourier is now playing as May Day
Round Restarting...
The gamemode is now: Thunderball
The weaponset is now: Automatics
Player 1 has the thunderball!
-----PLAYER 1 VIEW---"You have the Thunderball! Time Left: 00:60"
ParkourCourier killed Player 1 with DD44. Score=1
-----PLAYER 1 RESPAWNS...VIEW---"You have the Thunderball! Time Left: 00:28"
Player 1 killed ParkourCourier with D5K. Score=2
Player 1 got 2 kill points for: Kill made with Thunderball
-----PLAYER 1 VIEW---"You have the Thunderball! Time Left: 00:18"
-----ParkourCourier Respawns
Player 1 passed the thunderball to ParkourCourier!
-----PARKOURCOURIER VIEW---"You Have the Thunderball! Time Left: 00:07"
Player 1 and Parkour courier are having a shootout. ParkourCourier takes out the thunderball and launches it, sticking it to Player 1.
-----PLAYER 1 VIEW---"You have the Thunderball! Time Left: 00:01"
The Thunderball explodes on Player 1!
Player 1 got hot-potatowned!
Player 1 Score=0.
Chat|Player 1 : *K.I.A.* Dammit.
ParkourCourier has the Thunderball!
----PARKOURCOURIER VIEW---"You have the Thunderball! Time Left: 00:60"

ParkourCourier searches around for Player 1 for 20 seconds. After finding him, they end up in a gunfight. When ParkourCourier's health starts getting low, he starts trying to pass off the Thunderball. He sticks it to Player 1, and then tries to kill him with PP7 (Silenced), but Player 1 gets the Armor. He then notices that the time is almost up. He takes the ball out and sticks it back to ParkourCourier. ParkourCourier can't decide if he wants to kills Player 1 and then try to pass off the ball to another player in the nick of time, or take the thunderball back out and try and stick it back on Player 1. He runs out of time deciding and Player 1 kills him. He gains 1 kill point. When he respawns, he has 5 seconds left on the thunderball. It explodes on him. He loses his 1 kill point. Now let's say the clock is out at this point.

Round Ending...
Player 1 wins with: 1 point.
ParkourCourier : gg
Player 1 : GG
Player 1 left the game. (Disconnect by user)

killermonkey:
Wow. Now thats what I call a sales pitch! Well done Andrew.

Ok, so now that this is well defined we can nitpick ;-) because frankly, the next step is coding it.

Issue 1: You are guaranteed that someone will lose all their points everytime the thunderball counter goes down. This is a problem for me because that means you will get people with 20 points from regular kills and the guy who was getting 40 points lost them all and the guy who never participated in the gameplay just won. How about instead, you only lose your "thunderball points (TBP)". Regular kills and previous TBPs still form a foundation for your round (TBPs are locked after each thunderball detonation).

Issue 2: Thunderball points double the normal kills. That seems a bit much, especially considering someone with the thunderball and RCP-90 / proxy mines. How about a scaled thunderball point system. Hand-To-Hand -> 6x, Pistols -> 4x, Rifles -> 2x, "Special" weapons -> 1x.

Issue 3: Range of the thunderball and attack speed. No doubt I will have to do some C++ magic to get this fully implemented since right now tokens can only be short range melee, but not much really. Well how far does my thunderball reach? Is this also a function of the player count? I really like your scaling of the thunderball detonate time.

Issue 4: What happens when the guy with the tunderball gets killed? Does the thunderball timer pause until he respawns? Does the player that killed him get the thunderball instantly? My main issue is if I have thunderball and respawn across the map I am guaranteed to lose, and that is not fun. On the other hand, if I get killed with thunderball and a cut of my thunderball points is taken and the ball goes to my attacker, that seems a bit more fair.

All in all, AWESOME work, lets keep this ball rolling. We can definitely get a working prototype implemented fairly quickly in v4.1 code.

major:
One thing I see people raging over is the ball keeps counting down when passed. Now when your stuck does it auto switch to the ball? One thing I think would be nice is when your stuck, the text pops up as well as the countdown time, but it doesn't automatically start counting down, if flashes a couple time(Like the effect with the teamplay point counter flashing, maybe even changes color) giving the play just a few seconds to switch to the ball if he wants to get rid of it fast.

Also how is the ball passed? thrown? slapped on? If thrown, what if the player misses? does the ball fly back to them?


If thrown a cool/funny feature would be if a player shoots the ball when its being passed to him, the ball gets blown back into the throwers face; auto detonating. Or maybe just its just shot back into the throwers face, subtracting a few seconds off the timer.

Maybe armor should have a special ability in this gamemode. Possibly if you have armor you get +5 seconds added to the timer for half armor, and +7 seconds added for full armor. Would keep the gameplay element of going for armor alive. Or if KM feels like really coding, he could set up a ratio of armor to time added. Less armor you have, less time is added.

But I can see this being a pretty fun and rather intuitive gamemode, which is nice.

Jonathon [SSL]:
I'd love to make a sweet Thunderball particle explosion.

Entropy-Soldier:
Main problem i see with this is the fact that the Thunderball holder will be absurdly easy to avoid unless you're unlucky enough to spawn near him.  instead of saying "LOL HERE'S THE GUY YOU NEED TO AVOID"  on the radar with a nice yellow dot, perhaps remove him from it entirely.  This makes it difficult to track the Thunderball holder, but easy to identify him as he'll appear in areas which the radar identifies as vacant.

Another thing i really don't care for is the loss of your score.  How would yolt or LALD work if you didn't get eliminated, but just lost your points?  It would basically turn into Deathmatch with a gimmick on the side rather than having the new element the focus of gameplay.  With the radar adjustment, even when only a few players are left, a keen token holder should have no difficulty passing off the Thunderball to his foes.


In regards to the timer: when the ball is initially spawned, it should use the variable timer you've set up.  Then, every time it is passed off to another player, add a fourth of the initial fuse to the current time.  This should ensure the person has at least a few moments to pass the ball off to someone else if they're quick enough.  Obviously, to prevent a game of pass-off between two players maxing out the timer to 999 minutes, cap it at the original fuse value.

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