GoldenEye: Source Forums

Editing and Customization => Community Content => Topic started by: killermonkey on July 27, 2011, 04:23:55 pm

Title: Gameplay Scenario: Launch Code
Post by: killermonkey on July 27, 2011, 04:23:55 pm
WORK IN PROGRESS

MI6 vs Janus, each team plays a specific roles that alternates each round.

The basic premise of the scenario is one team is leading the charge to hack several terminals scattered throughout the map with 1 person as the designated hacker, and the other team is trying to stop them. (Hackers vs. Preventors)

When Janus are hacking, their goal is to fire the satellite laser.
When MI6 are hacking, their goal is to destabalize the satellite to destroy it.

Hackers receive 1 point for every terminal successfully hacked and [# terminals] points for winning the round. Preventors receive 1 point everytime the hacker is killed and 1 additional point for every terminal saved at the end of the round.

At the beginning of the round, a Insta-Hack 9000 (IH9K) is randomly spawned in the map (level 8 ammo spawn?). Only the hacker can pickup the IH9K and use it. If the hacker is killed with the IH9K in his possession, it is removed from play for the rest of the round. The IH9K allows the hacker to take over one terminal instantly, then it is destroyed.

Hackers can earn an ego-bonus for each successful hack which increases the rate of their next hack. Ego-bonuses last for 45 seconds and ends instantly if the hacker is killed.

The hacker can rescind their role within the first 15 seconds of the round to another player by choosing a character from the character select panel.

Here's a sample round (the first round will randomly choose the team to be the hackers, alternating afterwards):

1. Each team spawns and a random player on the hacking team is chosen to be the hacker. The hacker for will be converted into Boris (Janus) or the Female Scientist (MI6) respectively. No one will be allowed to choose these two characters in this gamemode.

2. The computer terminals are spawned randomly throughout the map (at player spawns) with them being proportional to the number of players in the server. Terminals are shown on the radar w/ their corresponding status as their color (Gray = unhacked, team color = hacked). An IH9K is also spawned.

3. The hacker, protected by his team, will go to each terminal and hack it, which takes some amount of time. If the hacker is killed during hacking, all progress is lost on that terminal. If the hacker possesses an IH9K they can use the !voodoo key during the hack to use it and instantly hack the terminal. Each successful hack gives the hacker an ego-boost which increases the rate of his next hack for a finite time.

4. Everytime the hacker dies they respawn back in the team spawn area. A hacker is always unarmed and cannot pickup any weapons/ammo but they can pickup armor and will spawn with full health and armor as well.

5. Once all terminals are hacked the round ends instantly with the hacking team declared the victor. If time runs out before all terminals are hacked, the preventors win.
Title: Re: Gameplay Scenario: Launch Code
Post by: Entropy-Soldier on July 27, 2011, 05:28:04 pm
sounds like hacker central from perfect dark, but without the impossible task of circle strafing the terminal for 30 seconds while 3 people shoot at you...unless your team dies, anyway.


I can see a potential problem with regards to newer players being assigned the hacker role, but without flashing 3d arrows/signposts all around the map telling them to "GO HERE" i don't see what else we can do about that aside from the gameplay help.  Maybe a system to opt out/opt in to be the hacker?


I can see how the hack-o-matics could be a great strategic element, but I'm not too keen on giving such an advantage to the winners of the round.  if they've already won, then why give them another advantage over the enemy team?  Perhaps phase out the concept entirely, and just have it set up so that the more terminals the attacking team has, the faster each terminal can be secured?  This would help with problems such as the final terminal being in the enemy spawn area and it being necessary to spawn camp for 30 seconds to win.



Otherwise i really like the concept.  I was thinking over something similar myself, but your implementation offers something new which we don't have in the mod yet.  Really looking forward to seeing where this goes!
Title: Re: Gameplay Scenario: Launch Code
Post by: Mangley on July 27, 2011, 06:35:16 pm
I really like the concept and I can see this working out great. As for new players as the hacker I think we can do specific on-screen notices for that player and perhaps some kind of blocker on players who do not play ball (afk, griefing, running off and doing their own thing) to prevent them from being the hacker in any of the following rounds as well as dynamic re-assignment to prevent that round from being a total loss. Also a unique overhead icon for the hacker that is displayed to teammates.

As for the Hack-O-Matic, I'm not too convinced... it feels a bit too much like an unnecessary complication of an otherwise simple concept. New players easily understand Uplink, I've seen people who were playing GE:S for the first time actually playing that mode right, capturing flags and working as a team.

Question: - Is this mode elimination based? If so, is the hacker the only person who can't respawn? Or is it the entire team? Hurrr I should pay more attention.

Also I think it might be worth considering having 2 hackers on larger teams (8 + people) giving an added tactical aspect to the distribution of players, if they split up into smaller groups or all move as one large group with a spare hacker.

Anyway if this concept moves forward I'll happily model a workstation and get some changing monitor screens that reflect the state of that particular station.
Title: Re: Gameplay Scenario: Launch Code
Post by: killermonkey on July 27, 2011, 07:23:46 pm
Yah the Hack-O-Matic 9000 is more or less a placeholder for some incentive for preventors. I want to have the ability for preventors to tip the balance back, but I do not want "counter-hacking" which is more Uplink style.... Some sort of incentive for playing the gameplay well, you get more ways to flex strategy.
Title: Re: Gameplay Scenario: Launch Code
Post by: WNxEuphonic on July 27, 2011, 07:36:37 pm
Sounds good, I've been playing around with the idea of having some sort of "protect the VIP"-type mode. Everything you describe is possible imo with what's currently available in python (you can even just use a server/computer model for the tokens). I agree the hack-o-matic is unfair (anything that makes it easier for winning players to keep winning is usually bad), also that newer players will be confused by what to do (on-screen arrows = <3), also I have a similar problem with Uplink when there's only 3-5 people on a server and it's a teamplay-only gamemode. I should have an update to Uplink in the next few days though to fix that.

But yeah, if you ever need any help making gamemodes or just want to use a bit of my Uplink code I'm available for you.
Title: Re: Gameplay Scenario: Launch Code
Post by: The Cy on July 27, 2011, 07:37:11 pm
this concept sounds great. I can´t wait to catch all the fucking hackers  8)

gameplay-name suggestions: code of duty; the code-masters; guns, codes & satellites; it´s launch-time, kids!; satellite of death
Title: Re: Gameplay Scenario: Launch Code
Post by: killermonkey on July 27, 2011, 07:46:24 pm
Yes, on screen arrows will be a part of v4.2 an extension of the radar system.
Title: Re: Gameplay Scenario: Launch Code
Post by: VC on July 27, 2011, 10:00:50 pm
Concerns:
Multiplication is dangerous.  If it starts on a 6v6 and let's say there's five terminals, that's 30 points.  Next round, half of the players leave, the losing team needs two perfect wins just to tie.  There is also the issue of player count; beginning, max during round, or end of round?  It would be easy to screw a team by just going spec right before they win so they get no multiplier.  I suggest keeping the scoring based on the points themselves.

!voodoo command can to be useful.  If the hacker uses it, a different player should become the hacker.  Normal players can use it to vote off the current hacker.  This will allow a noob or someone who just doesn't want to be disarmed to get switched out.

Momentum is good, but it needs to be reversible.  The player with the free hacking tool should be able to drop it.  Using it early ensures you get it, but it's also wasted when you use it on a point that's not really contested, as each team's first cap will be the points nearest their spawns.  Saving it for late can work like a TF2 spy-cap, sneaking it in through a hole in the defense to close the round, but would be a gamble that it could be fumbled and used by the trailing team.
Title: Re: Gameplay Scenario: Launch Code
Post by: killermonkey on July 27, 2011, 10:23:15 pm
VC nice eval. I will revise the proposal tonight with everyone's feedback. I am actually pretty excited about this mode.
Title: Re: Gameplay Scenario: Launch Code
Post by: Entropy-Soldier on July 27, 2011, 10:57:01 pm
Momentum is good, but it needs to be reversible.  The player with the free hacking tool should be able to drop it.  Using it early ensures you get it, but it's also wasted when you use it on a point that's not really contested, as each team's first cap will be the points nearest their spawns.  Saving it for late can work like a TF2 spy-cap, sneaking it in through a hole in the defense to close the round, but would be a gamble that it could be fumbled and used by the trailing team.


I actually really like this idea.  Allowing it to be used by anyone but having it possible to lose to the other team makes it a coveted game-changer worth protecting until the end of the round.  I'm still unsure how distribution should be handled; should it simply spawn towards the center of the map, or be given to the attackers at the start?
Title: Re: Gameplay Scenario: Launch Code
Post by: Mangley on July 27, 2011, 11:36:27 pm
The problem with using the !voodoo key for such a thing is people like to spam it... And if it's going to impact gameplay in an obtrusive way isn't it going to easily get ridiculous if several people start spamming it? It's like giving people a 'grief' button. Also doesn't it mean when a hacker is near death he can just press it and then suddenly someone else is the hacker...

I think something more integrated with the rest of our voting system would be more appropriate... and we can use the octopussy code to weed out AFK players with an on screen warning (unless they are in a hacking zone)
Title: Re: Gameplay Scenario: Launch Code
Post by: killermonkey on July 28, 2011, 02:42:46 am
Scenario updated: http://forums.goldeneyesource.net/index.php/topic,6270.msg66302.html#msg66302

Quote
gameplay-name suggestions: code of duty; the code-masters; guns, codes & satellites; it´s launch-time, kids!; satellite of death

LOL, I like Code of Duty.... I am aiming for something quirky and short.

My Ideas: HackIt, Hack Zone, For The Lulz, Thunderball, Hacker Royale, Plenty O'Hacks
Title: Re: Gameplay Scenario: Launch Code
Post by: namajnaG on July 28, 2011, 03:34:52 am
That is a very interesting concept, I must say. I'd be sure to check this thread out often!
Title: Re: Gameplay Scenario: Launch Code
Post by: Jonathon [SSL] on July 28, 2011, 03:51:25 am
I think we should keep the naming convention of naming the scenario after a Bond film... also, I think whoever is selected as the hacker should have their playermodel changed to Boris.
Title: Re: Gameplay Scenario: Launch Code
Post by: VC on July 28, 2011, 08:38:25 am
Another issue is just that the idea as stated is to hack all terminals to complete the objective (fire/destruct laxorz) but both teams are securing terminals, so the objective is a paper tiger.

How about changing the whole thing to ensure there is always an odd number of terminals (I mentioned five above, I like that number for this concept) and when all five have been secured by both teams, the team with the lead then has a time limit to conquer the remaining one or two (if they get all five it's an immediate win) as defended by the losing team.  Scoring would be 3 to 5 for a round win, points secured by the winning team at time-over or at taking the map, and 0 to 2 for the losing team, points secured at the moment that the clock started.  This allows for score swings of 5-0, but well-contested rounds will only shift the overall tally by one or a few points.
Title: Re: Gameplay Scenario: Launch Code
Post by: liamcadhain on July 28, 2011, 10:17:52 am
I think we should keep the naming convention of naming the scenario after a Bond film... also, I think whoever is selected as the hacker should have their playermodel changed to Boris.

I agree.

Sounds like an interesting game mode. Good luck with it KM :)
Title: Re: Gameplay Scenario: Launch Code
Post by: killermonkey on July 28, 2011, 10:21:50 am
Both ssl and vc need to reread my proposal.

I think most of you understand, but to be clear : only 1 team is hacking per round. This role switches to the other team on the next round.
Title: Re: Gameplay Scenario: Launch Code
Post by: The Cy on July 28, 2011, 11:10:07 am
I think we should keep the naming convention of naming the scenario after a Bond film

The Spy who hacked me

Codefinger

For your codes only

Hackers are forever
Title: Re: Gameplay Scenario: Launch Code
Post by: coolDisguise on July 28, 2011, 11:20:07 am

I actually really like this idea.  Allowing it to be used by anyone but having it possible to lose to the other team makes it a coveted game-changer worth protecting until the end of the round.  I'm still unsure how distribution should be handled; should it simply spawn towards the center of the map, or be given to the attackers at the start?

Assuming you will also get an ego boost by hacking with the tool, I'd use it on the first console respectively the first where a lot of enemies are nearby. The ego boost KM described lasts very long, so basically you can win a round on a ego-streak if you (and your team) is doing it right. Though dropping gameplay tokens might sometimes be a good idea I've got to ask: what prevents the hacking player from dropping the tool prior to death near the console?

There's only two viable ways to handle this: not allowing for the tool to be dropped or if it's dropped having it respawn in its original location. But remember you can't drop flags or the intelligence in the other gameplay modes, so it'd be consistent if you you can't drop the tool.

How's the hacking going to be? Just standing near the console waiting for some bar to fill up or more interactively? (like some sort of mini-game which will require some skill and distinguish good hackers from bad ones)
Title: Re: Gameplay Scenario: Launch Code
Post by: killermonkey on July 28, 2011, 12:19:46 pm
I didn't plan for any dropping of the tool. Once you pick it up you better use it before you die or else its gone for the rest of the round.

This makes using the tool a strategic move, as in do I use it early and go for the ego rush or save it and try to make it into enemy territory to instant hack the last terminal (do or die kinda scenario)

Btw, I kinda like codefinger
Title: Re: Gameplay Scenario: Launch Code
Post by: Mangley on July 28, 2011, 02:27:33 pm
I like the changes, so far so good.

As for the Hack-O-Matic I think instead of being used by the !voodoo key it should be an actual weapon which behaves like a Mine and parents itself to the surface it's thrown at, if it parents to the terminal then it's successful (Behaves like the Covert Modem/Tracker Bug from GE64).

Though I don't like the Hack-O-Matic's name, I feel it would be more appropriate if it was along the lines of 'Terminal Override' or 'Circuitry Bypass', which is more in-keeping with the names of items found in GoldenEye.

As for the title, 'Launch Code' is the only acceptable name I've seen so far, as for movie titles I don't really like seeing Bond movie titles arbitrarily applied to game modes that don't have anything to do with the gameplay concept.
Title: Re: Gameplay Scenario: Launch Code
Post by: RobbeR49 on July 28, 2011, 02:35:32 pm
Shouldn't it be an EMP pulse instead of a lazer?

I think the hacker should get some sort of weapon, even if it's only slappers or a whack in the face with the hack-o-matic thing.



Title: Re: Gameplay Scenario: Launch Code
Post by: VC on July 28, 2011, 02:43:23 pm
If the tool is absolutely-committed and often a zero-shot, it feels more like chaff than a gameplay mechanic.

Having only one pro-active player in the server seems very boring to me.  That is why we allow non-AuG holders to earn points in MWtGG, why Living Daylights spawns multiple flags, etc.  This would be like TDM except one guy has no guns and is off doing something over there...why does he keep bitching about wanting someone to cover him, anyway?  At best, it turns into Escort without the sense (and guidance) of linear progress, and at worst will become something as dull as a 25-minute defense on TF2's Dustbowl Stage-3.

Covert Modem ftw.

Since we abbreviate scenario names obsessively, Launch Code is superior to Codefinger because it has initials, if for no other reason.

Hacker should be armed with DD44, as the scientists were in the game.  Ammo would be limited to something like 8|8 and no ammo pickups to ensure it's defensive-only.
Title: Re: Gameplay Scenario: Launch Code
Post by: killermonkey on July 28, 2011, 05:07:02 pm
VC this is not a mwgg type scenario. The hacker is supposed to be vulnerable, without him succeeding the team earns no points and the other team racks them up. So it is necessary for the hacking team to run hardcore defense for the hacker.

The tool is still a discussion point, but you can't poo poo the potential strategic possibility it plays.
Title: Re: Gameplay Scenario: Launch Code
Post by: Entropy-Soldier on July 28, 2011, 07:36:50 pm
going by uplink, i think people will actually understand the "defend this guy, go to this place" type of gameplay this mode offers.  While the hacker doesn't get to kill anyone himself, he plays the most important role and needs to stay alive for his team to succeed; i think this will be enough for most players to enjoy the position.

There are going to be some maps where the last few terminals will be a pain to capture; however, i think allowing the hacker to be indistinguishable from his teammates on the defender's radar and using the "less terminals = less hacking time" system would allow for more strategy when attacking the last few areas.
Title: Re: Gameplay Scenario: Launch Code
Post by: VC on July 28, 2011, 09:14:07 pm
Quote
it is necessary for the hacking team to run hardcore defense for the hacker.
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).
Title: Re: Gameplay Scenario: Launch Code
Post by: killermonkey on July 29, 2011, 01:01:38 am
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).
Title: Re: Gameplay Scenario: Launch Code
Post by: VC on July 29, 2011, 01:55:14 am
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.
Title: Re: Gameplay Scenario: Launch Code
Post by: kraid on July 30, 2011, 10:19:54 am
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.
Title: Re: Gameplay Scenario: Launch Code
Post by: killermonkey on July 30, 2011, 12:48:36 pm
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.

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.

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.
Title: Re: Gameplay Scenario: Launch Code
Post by: Mangley on July 30, 2011, 01:04:37 pm
Using 'GoldnEye' as the title gives the impression that this game mode would be the main focus of the entire game. And yes, corny too!
Title: Re: Gameplay Scenario: Launch Code
Post by: VC on July 30, 2011, 09:51:15 pm
The satellite was named Mischa, right?  Maybe that can be worked into something.

In addition to the defensive 8|8 DD44 I propose, Boris should have a custom melee weapon, the clickie-pen, when not equipped with the covert modem.  Token damage profile, and he twirls and clicks it as an idle animation.
Title: Re: Gameplay Scenario: Launch Code
Post by: killermonkey on July 30, 2011, 09:58:49 pm
8|8 DD44 is in the game mode right now

btw, all, I finished foundation coding and am working on specific gameplay rules now.

And this is going to have to be a v4.2 release because I have too many cool new python goodies in v4.2 that will break the gameplay in v4.1
Title: Re: Gameplay Scenario: Launch Code
Post by: VC on July 30, 2011, 11:57:34 pm
And because v4.2 will have the clickie-pen animations.  : )
Title: Re: Gameplay Scenario: Launch Code
Post by: WNxEuphonic on July 31, 2011, 06:43:44 am
A possibility is to only have one terminal at a time open for capture, but have a timer for how long the hacker can hack it. Then when the timer runs out or the terminal is hacked the next terminal opens up and the round continues. Successfully hacked terminals give the attackers 1 points while the defenders get 1 point for defending a terminal for the amount of time it was opened. If a hacker is still hacking a terminal when the timer runs out, it goes into overtime for the terminal until the hacker stops the hack or the hack is complete. This also means rounds can continue on for extended periods of time without having to be reset to add another set of terminals.

Also, once we get arrows, maybe the hackers can hit their !voodoo keys to call for help if they're under attack.

Also, would be cool when the hackers were hacking they made that little keyboard typing sound Natalya did in the original game.
Title: Re: Gameplay Scenario: Launch Code
Post by: killermonkey on July 31, 2011, 03:53:27 pm
Euph, you got some good ideas there. I think this needs to come down to beta testing to be honest. It will depend on what is more balanced and offers more strategic options in the end. I also want to gauge the fun factor.

I will start with my idea, but transitioning to yours would not be too terribly difficult.
Title: Re: Gameplay Scenario: Launch Code
Post by: Rick Astley on August 01, 2011, 01:32:58 am
it would be cool to use the taser boy as a device to hack the computers...
Title: Re: Gameplay Scenario: Launch Code
Post by: markpeterjameslegg on August 01, 2011, 07:42:48 am
it would be cool to use the taser boy as a device to hack the computers...

Surely that would just fry the components? Try it on your PC and let us know, if I don't get a response I'll assume you tried it.
Title: Re: Gameplay Scenario: Launch Code
Post by: steven_m64 on August 01, 2011, 05:19:59 pm
Surely that would just fry the components? Try it on your PC and let us know, if I don't get a response I'll assume you tried it.

If Q Branch can make the pen literally mightier then the sword with high explosives. why not have a tazer that can do more then just tazer someone.

 ;D
Title: Re: Gameplay Scenario: Launch Code
Post by: markpeterjameslegg on August 01, 2011, 06:57:26 pm
 They already have wristwatch animations for setting off the remote mines, why not create a new display on the watch for when your hacking terminals? You press "F" at the terminal and the watch comes up with a little timer and a "Deciphering Code" message flashing underneath.
Title: Re: Gameplay Scenario: Launch Code
Post by: WNxEuphonic on August 01, 2011, 08:19:53 pm
Could also give them the watch laser?
Title: Re: Gameplay Scenario: Launch Code
Post by: markpeterjameslegg on August 01, 2011, 08:28:59 pm
Could also give them the watch laser?

Yes... While your hacking this could be your only means of protection against attack, but you would need to stay within the hacking area.
Title: Re: Gameplay Scenario: Launch Code
Post by: killermonkey on August 07, 2011, 10:21:18 pm
Just so everyone is aware, we started play testing Launch Code's mechanics this weekend. So far so good, haven't strayed from the vision yet and it was good fun with 4 people (2v2) can't wait to get a good sized match going.
Title: Re: Gameplay Scenario: Launch Code
Post by: Fro on October 10, 2011, 12:36:16 am
Change the satellite firing to a nuclear missile launch and call the mode "Moonraker".

http://en.wikipedia.org/wiki/Moonraker_(novel)

"Thunderball" would work too.  Heck, there's 5-6 movies you could use that involve satellites firing (Diamonds are Forever, Die Another Day) or nuclear missiles launching (Tomorrow Never Dies, Never Say Never Again, The Spy Who Loved Me).
Title: Re: Gameplay Scenario: Launch Code
Post by: Rick Astley on October 10, 2011, 11:42:50 am
Change the satellite firing to a nuclear missile launch and call the mode "Moonraker".

http://en.wikipedia.org/wiki/Moonraker_(novel)

"Thunderball" would work too.  Heck, there's 5-6 movies you could use that involve satellites firing (Diamonds are Forever, Die Another Day) or nuclear missiles launching (Tomorrow Never Dies, Never Say Never Again, The Spy Who Loved Me).

i vote for Tommorow Never Dies...or GoldenEye Strike.
Title: Re: Gameplay Scenario: Launch Code
Post by: coolDisguise on October 11, 2011, 09:54:27 am
"Thunderball" would work too.

There already was some custom Thunderball gameplay mode floating around here in the forums.

Look here (http://forums.goldeneyesource.net/index.php/topic,5573.0.html).
Title: Re: Gameplay Scenario: Launch Code
Post by: killermonkey on October 11, 2011, 08:30:06 pm
I'll consider a name change, but it would have to directly relate to the gameplay