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Author Topic: [Suggestion] Team Capture the Keycards  (Read 5834 times)

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V!NCENT

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[Suggestion] Team Capture the Keycards
« on: February 17, 2010, 10:51:29 am »

In GE64 SP the player sometimes has to search for keycards/keys and search for the characters that have them.

Why not turn this into a MP game mode, especially because this, errrr... 'mechanic' is not involved in the MP and thus GE:S.

The mode would go a little some' like this:

There are two teams. Nobody can decide what team they want to play on so the teams will be automatically balanced.

At the start of each round, each team will have as many keycards as the amount of player of the team that has the least amount of players. (So when 13 people are at the start of a new round, you will have one team of 6 players and one team of 7 player. Each team will get 6 keycards.) Then the amount of keycards will be automatically handed out to each player of a team. (So when the round starts, each of the 6 players of the second team will get a keycard and the 7th player won't).

Time to start the round. The objective for your team is to get all the keycards. If your team has all the keycards, your team wins the round.

In order for a player to steal away a keycard from the opposite team, a player has to track down the person who has the keycard (radar?) and kill him.

Once a keycard holding player is killed, his or her keycard will be dropped (more like thrown in the air to a random spot around the killed player, like in GE64) and the player has to grab the key.

Obviously the player who has the most keycards will become the primary traget of the opposite team... simply because then you can instantly aquire a lot of keys with just one kill.

When a player with multiple keycards is killed, his/her keys will all the dropped a meter or so away from him/her and will be scattered. That means that somebody could grab the keys fast and run away, but become an easy target for the opposite team who want their revange. But you could ofcourse also work together as a team and have multiple players grab the cards, so that they are harder to recollect by the opposite team. So that makes cooporative play rewarding and better skilled teams better.

But when your team has their cards scattered, you cannot all jump onto a single keycard holding player of the opposite team because then only one player has to grab an explosive and everybody will be dead and all keys will be scattered but close to each other for the opposite team to pick up.

So it depends heavily on team play and tactics.

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VC

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Re: [Suggestion] Team Capture the Keycards
« Reply #1 on: February 17, 2010, 01:28:34 pm »

The teams with many tokens idea is already extant in Team Living Daylights, since the (default) token count is based on the shortest team's length.

The collect all of many tokens idea is already extant in the draft of Goldfinger.

I don't see why someone with many tokens is any more of a target than a player with one, since the effort invested (kill a guy) is the same as the reward (progress one-enemy-possession towards winning).

How does the start-holding team win?  Is their goal to hold no fewer than one token until time expires?  Sounds like a scenario that will breed stalemates.  Or at least OVERTIME!  Overtime!  OOOHHH VERR TIIIIMEEE! OVERTIME! with a player on RED respawning up a BLU's talepipe, snagging one card, and jumping off of Cradle with it to kill yet another token respawn timer's seconds off the clock.
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V!NCENT

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Re: [Suggestion] Team Capture the Keycards
« Reply #2 on: February 17, 2010, 01:54:01 pm »

The teams with many tokens idea is already extant in Team Living Daylights, since the (default) token count is based on the shortest team's length.
Errr.... what? I don't think you get it... Say that each team has 6 cardkeys and there are 12 cardkeys in total, then in order to win your team must hold all the cardkeys at once and then your team wins the round.

Quote
The collect all of many tokens idea is already extant in the draft of Goldfinger.
With Goldfinger|1st draft one must go after grabbing the gold from the bank, on at a time. This cardkey idea is somewhat more team based in a sense and also not geared at scoring points but more like winning yes/no. But hell... it's an idea. You can blend it, implement it, throw it away...

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I don't see why someone with many tokens is any more of a target than a player with one, since the effort invested (kill a guy) is the same as the reward (progress one-enemy-possession towards winning).
The reward of getting 5 cardkeys for one kill Vs 5 cardkeys for 5 kills. That doesn't reward?

Quote
How does the start-holding team win? Is their goal to hold no fewer than one token until time expires?  Sounds like a scenario that will breed stalemates.  Or at least OVERTIME!  Overtime!  OOOHHH VERR TIIIIMEEE! OVERTIME! with a player on RED respawning up a BLU's talepipe, snagging one card, and jumping off of Cradle with it to kill yet another token respawn timer's seconds off the clock.
There is no start-holding team. Both teams start with the same amount of keys. Say you are playing Janus with KM. And there is n00b1 and n00b 2 on MI6... You, KM, n00b1 and n00b2 all get one key. Your 'mission' is to cooperate with KM own all 4 keys in the round. Now what if you killes n00b1 and n00b1 drops the key... You want to grab it but n00b2 comes around the corner with a rocket launcher and goes like "KABOOOOOOOOOOOOOOOOOM! WHOOOOHOOO!" then grabs the key. n00b2 now holds 2 keys... Now your mission is to get all the keys so who do you go after? n00b1 who has no nothing, or n00b2 who is having the two keys that you need to win the match? n00b2 becomes the target.

PS: When somebody kills himselve well than he drops the key and the key travels (a little too unrealistic, maybe) to a place people can actually walk :P Or some other random point so everyone has to run all the time...
« Last Edit: February 17, 2010, 01:58:59 pm by V!NCENT »
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Re: [Suggestion] Team Capture the Keycards
« Reply #3 on: February 17, 2010, 02:43:04 pm »

I'm kinda with VC on this one.

Although I love the story you tell, it is not appropriate to describing intricate gameplay.

Present your gameplay thus:

1. Objective
2. Starting Conditions
3. Playing Conditions (what goes on during playtime)
4. Winning Conditions (what is required to win, what scores are given and to whom)
5. Misc Criteria / Required Elements


Bullet points for each will suffice. Remember a concise presentation that is informative is much more compelling then a long muddled presentation that has me going "Huh?"
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VC

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Re: [Suggestion] Team Capture the Keycards
« Reply #4 on: February 17, 2010, 03:11:31 pm »

Getting cards isn't the goal.  Getting all cards is the goal.

If both teams have keys and the objective is to be the first to exchange them or collect them all or whatever you are trying to describe, then you have a few issues.  One is accumulation on one player.  Goldfinger capitalizes on this mechanic by allowing it to regulate the number of available Golden Guns, and to increase pressure since accumulation shifts the balance from FFA combat to few-vs-many as the round progresses.  Here, over time killing enemies is mostly about respawning them elsewhere since only one or two will have scenario value.  You wind up having two designated card-holders holed up at oppostite ends of Facility while the normal players fight for nothing in the middle, with the big plan being that when someone gets a key-card they run back to Pockets and use console-kill to drop it so the holder can pick it up.  Eventually the round is determined by rout or time-expiration.  (It would be wise to have exactly one card on a different player as insurance, whose job is to Living Daylight in case of rout to buy time for respawn and reclaiming some/all of the dropped cards.)  Two is card management.  If a dropped card must be respawned, do you drop it in the map?  If it's the last one and it spawns near the holding team, "the game just gave them the win."  Spawning it on a player doesn't help much, and if it spawns on the lagging team, then all they have to do is keep losing it in a hole to extend the round until they rout or run out of time.
« Last Edit: February 17, 2010, 03:13:38 pm by Viashino Cutthroat »
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Mangley

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Re: [Suggestion] Team Capture the Keycards
« Reply #5 on: February 17, 2010, 03:30:50 pm »

I was expecting to see Baron Samedi to make an appearance towards the end of that...

First off: As a name, Team Capture the Keycards is remarkably similar to Capture the Key which is a team gametype anyway.

Secondly: It seems to be remarkably similar to Team Living Daylights except that it's keycards instead of flag tokens and a slightly different scoring mechanic.

Whilst definitely possible to code and implement, it does not offer anything unique or new to players... in fact it's more confusing than anything else.
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