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Gameplay Scenario: Launch Code

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VC:

--- Quote ---it is necessary for the hacking team to run hardcore defense for the hacker.
--- End quote ---
Assuming anyone understands that.  My scenarios are testament to overestimation of the public's willingness to think.  OHMSS was supposed to be the even a caveman can do it scenario, but those shit-tards can't even comprehend "avoid dying so you don't lose your progress."

Honestly, if you want to go with this one-hacker setup, let's make it a practical example of the Bond/Natalya missions in Goldeneye that will be relevant to our single-player development.  Have the players managed so you have a Bond and a Scientist (because after six years we haven't figured out how to model Natalya's ass) doing the capture points, and the other team is a regulated Russian Soldier (Ouromov model) factory, with those player's health and arsenal regulated.  Obviously a large player count will require more MI6 members so it isn't just a dozen people in the respawn queue, but that's still manageable.  (Off the top of my head; MI6 team count limit = std::ceil(std::sqrt(playercount - 2)), four player minimum, or two with the proper boolean tests to ensure there's always one player on MI6, and in that case, the player is allowed weapons and toolkit to play both roles until other players show up.)

Since we discussed doing this sort of thing for Missions, let's get some in-the-wild playtesting done of the concepts so we can go into creating it with actual knowledge of what will and won't work (without further modification).

killermonkey:
I thought you were concerned with LAN people all of a sudden. This game mode is directly enhanced by local room fighting because of the cooperative nature of it. It is also good for clan matches and tournaments (once the scoring system is ironed out).

I am proceeding with coding already, but I am doing it for v4.2 (it might make it to v4.1).

VC:
That was over there. This is over here.

Over there, I'm thinking about what should be.

Over here, I'm thinking about what will be.

kraid:
About the name for the Gamemode... Janus is trying to launch a satelite weapon while MI6 is trying to disable it... sounds somewhat familiar to a Bond movie i saw... i think it's name was GOLDENEYE.
So why not call this gamemode simply Goldeneye.

Here are a few suggestions from me:
 
For the gameplay, why not having the teams determin their Hackers themself?
e.g. picking up the hacker tool means you'll become the hacker.
if a hacker dies he drops the tool and other players can pick it up to become the new hacker.

It would be really cool if there would be a possibility to make the hacking a little more complex then just standing in front of the terminal and press a button.
Depending on how good the hacker will perform, the hacking process speeds up a little.

I also think there should be only one terminal at a time so the teams will focus on this.
Once a terminal was captured by a team the team will get 5 points and the next terminal will spawn at another location.
This will repeat till the round time is over. The Team with the most hacked terminals wins.

Going back to suggestion #1 i could also imagin there's only 1 hacker tool which can be picked up by both teams.
In order to hack the terminal your team has to get the tool either from picking it up at it's spawn location at round start or by killing the Hacker of the other team.
This way attacker and defender role could change several times during a round.

killermonkey:

--- Quote ---For the gameplay, why not having the teams determin their Hackers themself?
e.g. picking up the hacker tool means you'll become the hacker.
if a hacker dies he drops the tool and other players can pick it up to become the new hacker.

--- End quote ---

The idea is there is only 1 hacker allowed so you can't go on a continuous hacking spree, if the preventors kill that hacker they buy themselves at least 10 seconds of time before they have to worry about him again and can regroup, etc.


--- Quote ---I also think there should be only one terminal at a time so the teams will focus on this.
Once a terminal was captured by a team the team will get 5 points and the next terminal will spawn at another location.
This will repeat till the round time is over. The Team with the most hacked terminals wins.

--- End quote ---

This removes the strategic element for the hacking team. They have to hack all the terminals regardless, why not give them the opportunity to hack them in a strategic order that they see fit. Plus its easier to see what your progress to a goal is if you can see it on screen (arrows) and in the radar.


And yes, it is based off the GoldenEye movie, finally someone realized it! But I didn't want to name it GoldenEye since thats kinda corny.

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