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Author Topic: New Map/Gamemode Idea.  (Read 9208 times)
0 Members and 4 Guests are viewing this topic.
Akranadas Offline
Honoured Member
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Posts: 6906


« on: May 01, 2010, 09:01:32 pm »

While this idea isn't new, it does stem from another game that uses a similar system.

I'm talking about importing the gameplay mode RUSH from Battlefield Bad Company 2 into EIR. I think this could be done quite well actually and would add a whole new dimension to gameplay beyond the default gameplay type.

Rush involves one team defending a series of objects (in EIRs version, maybe some important structures) while the attacking team needs to destroy them. However, they need to be destroyed in a certain way, so A,B to C,D to, E,F

Most of the code could be stripped from the single player game and imported into EIR maps, the only problem is; getting it to work.
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Tymathee Offline
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Posts: 9741



« Reply #1 on: May 01, 2010, 09:07:48 pm »

well, one way you can do it is have victory points, and after one victory point is captured, the next one is available to capture.
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BeRzErKeR Offline
EIR Veteran
Posts: 266


« Reply #2 on: May 01, 2010, 09:28:36 pm »

 The defenders could just simply build a doomfort around one of the victory points, making the game quite boring..
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Akranadas Offline
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« Reply #3 on: May 01, 2010, 09:33:58 pm »

The defenders could just simply build a doomfort around one of the victory points, making the game quite boring..

That argument could be said for the current game mode on certain maps. Did you hear about the AmPm doomforts on RTC?
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BeRzErKeR Offline
EIR Veteran
Posts: 266


« Reply #4 on: May 01, 2010, 09:39:57 pm »

Well what I'm trying to say is that if the game mode required the attackers to take/destroy victory points in order from A, then B, then C, then the defenders can just block off point B and prevent any further progression of the game. It would be worse then doomforts that are in regular game modes since this requires the attackers to take points in a certain order.
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #5 on: May 01, 2010, 09:45:22 pm »

You do realize that we could give specific buffs to the attackers, right? like no call in timers, etc.
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wildsolus Offline
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« Reply #6 on: May 01, 2010, 09:54:07 pm »

Less pop for defending players...
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EIRRMod Offline
Administrator / Lead Developer
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« Reply #7 on: May 01, 2010, 11:32:37 pm »

The defenders could just simply build a doomfort around one of the victory points, making the game quite boring..
I think this is the reason fldash changed the way pop gain works in the first place - it was VP to begin with I believe.

I think a combination version would work best - however I believe there would be a better way to do it:
Victory points, that are dynamic - in otherwords, provide a bonus for a set amount of time, then move.
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #8 on: May 02, 2010, 12:15:44 am »

make one of the targets the Tiger Ace Commander Schultz who comes to shoot ppl if enough havoc is caused
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Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #9 on: May 02, 2010, 02:02:59 am »

Nice i love this rush idea.

i got some questions how you would do it though.

Will the defenders have forward spawning or will they have to spawn from all way back from the map.

Will the attack be able to move more than 50% further than the A-D or will that occur a Arty offmap barrage. same goes for defenders?

Will the victory points be placed (assuming attacking is closer) 25% map - 50% map - 75% map?

Will attackers after capturing a victory point be able to forward spawn on that victory spawn?
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EIRRMod Offline
Administrator / Lead Developer
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« Reply #10 on: May 02, 2010, 02:12:55 am »

Dont know till we get some people onto it - atm, thats not me =p
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slyguy7447 Offline
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« Reply #11 on: May 02, 2010, 02:20:32 am »

Going off the BC2 model, plus some IMO:

Will the defenders have forward spawning or will they have to spawn from all way back from the map.

In BC2 defenders spawn at the objective.  In EiR i think they should spawn at the 2nd objective, i.e. at the start they will spawn at obj B, then once A gets taken they will spawn at C, once B gets taken they spawn at map edge.  I'd assume it wouldn't be easy to code tho.

Will the attack be able to move more than 50% further than the A-D or will that occur a Arty offmap barrage. same goes for defenders?

Arty barrage for both IMO.  The objectives need to be taken in the proper order.  Having said that, it will need a fairly wide map to allow for flanking.

Will the victory points be placed (assuming attacking is closer) 25% map - 50% map - 75% map?

Sounds good.

Will attackers after capturing a victory point be able to forward spawn on that victory spawn?

Yes.  Once again coding difficulties maybe?

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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #12 on: May 02, 2010, 03:02:23 am »

buildings is better coz adding VPs will mean that every map needs to be modified and redownloaded.

just steal the code from OMGMod, they already have it ^^
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Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #13 on: May 02, 2010, 04:25:29 am »

And what if the building is destroyed? Doh!

Rather make it a small sector to be capped, that takes 2x as long as usual.


I pwn in BFBC2 btw.
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Smokaz Offline
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Posts: 11418



« Reply #14 on: May 02, 2010, 04:52:17 am »

Love this idea, 100% sure it will be possible to balance the role of attacker/defender.
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DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #15 on: May 02, 2010, 08:18:31 am »

Yeah. Steal our code, Leo. It works real well. Thats why we play it so much over there.
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EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #16 on: May 02, 2010, 08:25:31 am »

Yeah. Steal our code, Leo. It works real well. Thats why we play it so much over there.
Excuse me?

Is this an indirect dig at something?
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Tymathee Offline
Donator
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Posts: 9741



« Reply #17 on: May 02, 2010, 08:26:15 am »

Yeah. Steal our code, Leo. It works real well. Thats why we play it so much over there.
\

love how you guys just troll the forums and pop up out of no where anytime OMG is mentioned yet never say anything else otherwise.
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deadbolt Offline
Probably Banned
EIR Veteran
Posts: 4410



« Reply #18 on: May 02, 2010, 08:32:38 am »

buildings is better coz adding VPs will mean that every map needs to be modified and redownloaded.

just steal the code from OMGMod, they already have it ^^

and u have a dig at me for stealing shit? :O
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DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #19 on: May 02, 2010, 08:33:45 am »

Heh.  Grin

Miss you, Tym.
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