Jump to content

game modes


klote2314

Recommended Posts

i havent really played unreal tournament that moutch and never even played UT3 im guessing to buy it just for the mod but

a few questions

aow i seen the movie and thats for sure it will be there

ctf isnt that standart in UT3

now the harder one's

Crazy AoW

Crazy Ctf

co-op

ToS (test of survival)

mission maps

will this all be avalible in the new renegade 2007

this is the main reason i still like renegade difrent modes keep the fun into the game

i get bored verry quickly of playing the same game modes over and over again

are we able to create these mode's by our self ore do you have to implement them?

Link to comment
Share on other sites

QUOTE (klote2314 @ Sep 22 2008, 10:13 PM) <{POST_SNAPBACK}>
aow i seen the movie and thats for sure it will be there
ctf isnt that standart in UT3
now the harder one's

Crazy AoW
Crazy Ctf
co-op
ToS (test of survival)
mission maps
will this all be avalible in the new renegade 2007

this is the main reason i still like renegade difrent modes keep the fun into the game
i get bored verry quickly of playing the same game modes over and over again

are we able to create these mode's by our self ore do you have to implement them?[/b]

I would guess that even if they don't release ALL those different modes in the mod, someone else could do it...

tbh though, I'll be happy with just AOW :)
Link to comment
Share on other sites

QUOTE (F15pilotX @ Sep 28 2008, 04:17 AM) <{POST_SNAPBACK}>
Then your whole team would be arguing about "OMG I WANNA PLACE TEH BUILDINGS!!!1", and calling the placer a noob if he/she didn't do what they wanted...pandemonium :P[/b]


Hey I didn't know where to post this so im posting it over here: is it possible for you guys to make a gamemode out of this?.
I don't know if this mode is possible but it would be cool if you guys made a mode where there is one commander and the rest of the team will play on the battlefield its the same as C&C mode only it got a commander that builds the base so the people inside the base playing on the battlefield can use those buildings to attack the enemy and destroy their buildings, is this possible for you guys to make? because i think it would be a great gamemode for RenegadeX.

I have heard of a mod with this option but i don't know where i read it (it was on the renegadeX forums if anyone read it too please tell me)

PS: You guys are The best I've waited a long time for this mod keep it up, I'm looking forward to playing RenegadeX
Link to comment
Share on other sites

  • Totem Arts Staff

We probably won't be doing a "building the base" mode because we feel that building and rebuilding structures wasn't Renegade. C&C Renegade was all about defending every one of your structures, and your team being heavily crippled after losing one... if structures were rebuildable, then losing a structure wouldn't cripple your team, you'd just be able to rebuild it.

Then the concentration of the mod would just shift over to defending and attacking the Construction yards, which is pretty linear gameplay to me.

The game modes were doing are ones that are mingled with C&C mode. An example would be C&C mode mixed with UT 2004's "Assault" mode, where you had specific objectives other than simply killing the other team.

Link to comment
Share on other sites

QUOTE (NEFobbyGEN @ Sep 28 2008, 04:11 PM) <{POST_SNAPBACK}>
We probably won't be doing a "building the base" mode because we feel that building and rebuilding structures wasn't Renegade. C&C Renegade was all about defending every one of your structures, and your team being heavily crippled after losing one... if structures were rebuildable, then losing a structure wouldn't cripple your team, you'd just be able to rebuild it.

Then the concentration of the mod would just shift over to defending and attacking the Construction yards, which is pretty linear gameplay to me.

The game modes were doing are ones that are mingled with C&C mode. An example would be C&C mode mixed with UT 2004's "Assault" mode, where you had specific objectives other than simply killing the other team.[/b]


Although I don't think you should add a build base mode in this mod (Unless you really got too much spare time and the mod is done) it would be very cool to see it one day on a renegade concept.

Just think about this: every player can put money in a special team oriented money fund. Buildings will be expencive (7500 credits? 10.000 as long as power is gone?). Every time the harvester returns to the refinery, 300 credits are added to the team-fund. Silo's will add a continuous flow of 1 credit a second to the fund.
Now both teams start with a construction yard and perhaps one or two more buildings (refinery would be best). Then both teams have to use extreme teamwork to defeat the enemy. The construction yard would be able to replace the harvester. But as a penalty, it will take 2 minutes for the construction yard to rebuild the harvester after it's destroyed, instead of the instantanuous that the warfactory and airstrip will guarantee.
For each 1000 credits donated to the fund, you are allowed to order the build of one building. So not just any noob can just waste the teams money in building anything useless.
Team 1 targets the enemy's construction yard but fails in the first 10 minutes to destroy it. Team 2 has targeted team 1 their harvester, earning lots of points and being able to build a building a lot faster.
A player in team 2 has donated more then 1000 credits and decides to build a barracks. As there is no powerplant, all characters are double the price! But it's well worth it as the enemy still hasn't got any buildings except their construction yard.
After a while, Team 1 buys an airstrip. This allows them to build powerfull (and ofcourse incredible expencive) vehicles and replace their harvester a lot faster, giving them an edge over team 2 as long as they keep destroying the enemy harvester and protect their own with ferocity and anti-infantry vehicles.
Team 2, despite that their harvester takes so long to be rebuild, manages to get slowly on top of Nod, as they gain a lot of points and money by damaging and destroying Nod vehicles. But then Team 1, having saved more money for the team fund instead of buying expencive anti-tank infantry, buys a powerplant. Greatly increasing their money flow and reducing the cost of buildings and vehicles.

And so on, and so on. Buying guard towers (1000 credits?) can help GDI incredibly in defence during the beginning of the game, but will make it a lot harder later in the game to stay on top as Nod will probably spend their money differently. Multiple base defences can be erected ofcourse, but will cost a tremendous amount of money (first a powerplant then the base defence). But being able to build 3 obelisks, a refinery, HON and Airstrip on one powerplant would be too much. So having 1 powerplant power up to 3 buildings (construction yard excluded) would balance it out. That would mean that having a full base of refinery, infantry, vehicle AND base defence would need 2 powerplants. Leaving 2 spots open for things like silo's, repairbays and perhaps if implemented helipads.

Yours sincerely,
Demigan.
Link to comment
Share on other sites

QUOTE (Hyncharas @ Sep 27 2008, 03:38 PM) <{POST_SNAPBACK}>
It's a shame the old game didn't have a real mode where you could design your own base, as opposed to just working with a default layout. If you could do true-RTS with Renegade it would be a step forward.[/b]


you can see this in empires , a mod for HL2, and it only works part of the time that i have seen. Many times the people who were actually good at the role do not want to play it and the ones that are not good always would like to play it. Online gaming will always have idiots and it only takes one, in a major role such as those to ruin the game.

With a properly designed map, i do not really think there is much of the advantage.. That's my opinion/ observation at lest.....
Link to comment
Share on other sites

QUOTE (F15pilotX @ Sep 28 2008, 03:17 AM) <{POST_SNAPBACK}>
Then your whole team would be arguing about "OMG I WANNA PLACE TEH BUILDINGS!!!1", and calling the placer a noob if he/she didn't do what they wanted...pandemonium :P[/b]


I didn't mean it like that. Personally I think the layout of a base should be up to whoever leads the team, similar to the commander mode in NS.

I also agree with Demigan. An interesting thing would be to survey how much certain buildings cost in Tiberian Dawn to make them on par with the price of some vehicles in Renegade, and then leave structures for heavier weapons - like vehicle-prod. facilities and tech centres - like they were in the RTS. For example, the Power Plant and Barracks/Hand of Nod in TD is 300 points, so why not make those 600 points instead in the mod, then leave Comms Centre and War Factory/Airstrip at their respective points values. Anyway I apologise for the suggestion, as this is probably better if I write all this stuff down in a document for review...

I never said it had to be included right now, but examining it in more detail for a later release might be a good idea to separate it from other FPS mods out there.
Link to comment
Share on other sites

QUOTE (Demigan @ Sep 29 2008, 04:34 PM) <{POST_SNAPBACK}>
Although I don't think you should add a build base mode in this mod (Unless you really got too much spare time and the mod is done) it would be very cool to see it one day on a renegade concept.

Just think about this: every player can put money in a special team oriented money fund. Buildings will be expencive (7500 credits? 10.000 as long as power is gone?). Every time the harvester returns to the refinery, 300 credits are added to the team-fund. Silo's will add a continuous flow of 1 credit a second to the fund.
Now both teams start with a construction yard and perhaps one or two more buildings (refinery would be best). Then both teams have to use extreme teamwork to defeat the enemy. The construction yard would be able to replace the harvester. But as a penalty, it will take 2 minutes for the construction yard to rebuild the harvester after it's destroyed, instead of the instantanuous that the warfactory and airstrip will guarantee.
For each 1000 credits donated to the fund, you are allowed to order the build of one building. So not just any noob can just waste the teams money in building anything useless.
Team 1 targets the enemy's construction yard but fails in the first 10 minutes to destroy it. Team 2 has targeted team 1 their harvester, earning lots of points and being able to build a building a lot faster.
A player in team 2 has donated more then 1000 credits and decides to build a barracks. As there is no powerplant, all characters are double the price! But it's well worth it as the enemy still hasn't got any buildings except their construction yard.
After a while, Team 1 buys an airstrip. This allows them to build powerfull (and ofcourse incredible expencive) vehicles and replace their harvester a lot faster, giving them an edge over team 2 as long as they keep destroying the enemy harvester and protect their own with ferocity and anti-infantry vehicles.
Team 2, despite that their harvester takes so long to be rebuild, manages to get slowly on top of Nod, as they gain a lot of points and money by damaging and destroying Nod vehicles. But then Team 1, having saved more money for the team fund instead of buying expencive anti-tank infantry, buys a powerplant. Greatly increasing their money flow and reducing the cost of buildings and vehicles.

And so on, and so on. Buying guard towers (1000 credits?) can help GDI incredibly in defence during the beginning of the game, but will make it a lot harder later in the game to stay on top as Nod will probably spend their money differently. Multiple base defences can be erected ofcourse, but will cost a tremendous amount of money (first a powerplant then the base defence). But being able to build 3 obelisks, a refinery, HON and Airstrip on one powerplant would be too much. So having 1 powerplant power up to 3 buildings (construction yard excluded) would balance it out. That would mean that having a full base of refinery, infantry, vehicle AND base defence would need 2 powerplants. Leaving 2 spots open for things like silo's, repairbays and perhaps if implemented helipads.

Yours sincerely,
Demigan.[/b]


Do you intend for this mode to take place on very large, custom maps? Because the default C&C maps won't be large enough to host more than a few buildings at a time. Plus, I think there's too much micromanagement in this for a RPS; players have to choose where to place buildings (and even might place them over entrances, etc.), deciding which buildings the powerplants would cover, etc.

But then I understand this is a concept only, it would be awesome to see a streamlined version of this some day after RenX releases.
Link to comment
Share on other sites

QUOTE (Combine 108 @ Sep 30 2008, 03:06 AM) <{POST_SNAPBACK}>
Do you intend for this mode to take place on very large, custom maps? Because the default C&C maps won't be large enough to host more than a few buildings at a time. Plus, I think there's too much micromanagement in this for a RPS; players have to choose where to place buildings (and even might place them over entrances, etc.), deciding which buildings the powerplants would cover, etc.

But then I understand this is a concept only, it would be awesome to see a streamlined version of this some day after RenX releases.[/b]

hmm that could actually be a nice tactic placing a non-important building in an entrances... and then just outside the door that is in the base have the base defences, would be almost impossible to get into the base then, and well you could just do it like with like your seconds HoN or something so should they kill it it wont matter that much
Link to comment
Share on other sites

  • 4 months later...
QUOTE (Demigan @ Sep 29 2008, 04:34 PM) <{POST_SNAPBACK}>
Although I don't think you should add a build base mode in this mod (Unless you really got too much spare time and the mod is done) it would be very cool to see it one day on a renegade concept.

Just think about this: every player can put money in a special team oriented money fund. Buildings will be expencive (7500 credits? 10.000 as long as power is gone?). Every time the harvester returns to the refinery, 300 credits are added to the team-fund. Silo's will add a continuous flow of 1 credit a second to the fund.
Now both teams start with a construction yard and perhaps one or two more buildings (refinery would be best). Then both teams have to use extreme teamwork to defeat the enemy. The construction yard would be able to replace the harvester. But as a penalty, it will take 2 minutes for the construction yard to rebuild the harvester after it's destroyed, instead of the instantanuous that the warfactory and airstrip will guarantee.
For each 1000 credits donated to the fund, you are allowed to order the build of one building. So not just any noob can just waste the teams money in building anything useless.
Team 1 targets the enemy's construction yard but fails in the first 10 minutes to destroy it. Team 2 has targeted team 1 their harvester, earning lots of points and being able to build a building a lot faster.
A player in team 2 has donated more then 1000 credits and decides to build a barracks. As there is no powerplant, all characters are double the price! But it's well worth it as the enemy still hasn't got any buildings except their construction yard.
After a while, Team 1 buys an airstrip. This allows them to build powerfull (and ofcourse incredible expencive) vehicles and replace their harvester a lot faster, giving them an edge over team 2 as long as they keep destroying the enemy harvester and protect their own with ferocity and anti-infantry vehicles.
Team 2, despite that their harvester takes so long to be rebuild, manages to get slowly on top of Nod, as they gain a lot of points and money by damaging and destroying Nod vehicles. But then Team 1, having saved more money for the team fund instead of buying expencive anti-tank infantry, buys a powerplant. Greatly increasing their money flow and reducing the cost of buildings and vehicles.

And so on, and so on. Buying guard towers (1000 credits?) can help GDI incredibly in defence during the beginning of the game, but will make it a lot harder later in the game to stay on top as Nod will probably spend their money differently. Multiple base defences can be erected ofcourse, but will cost a tremendous amount of money (first a powerplant then the base defence). But being able to build 3 obelisks, a refinery, HON and Airstrip on one powerplant would be too much. So having 1 powerplant power up to 3 buildings (construction yard excluded) would balance it out. That would mean that having a full base of refinery, infantry, vehicle AND base defence would need 2 powerplants. Leaving 2 spots open for things like silo's, repairbays and perhaps if implemented helipads.

Yours sincerely,
Demigan.[/b]


Ah I can understand this. So you start out with a con yard, and then build up your base. A max of buildings can be build, and its quite expencive. Also a limited space prevents that you build just build everything haphazard.
It all revolves around using the strengths you have at that moment (quick infantry, or go for tanks? tanks for camping harv so they cant build quickly etc...)

But you could also give them the buildings they have on that map normally, or let the server choose them beforehand, and then let one player place it. So the build option will only be available in the beginning.

Enough about building, there are enough other interesting modes.
You can do deathmatch ofc. Or deathmatch with only vehicles (no infantry, you spawn as a tank, and if your tank dies you die)
Protect the beacon (a beacon of your team in your base, same for theirs. You have to disarm the beacon of the opponent)
traitors (nod vs nod, gdi vs gdi)

Ofcourse, you can just add more side options like
-vehicle bombers: die when you are in a vehicle and the vehicle blows up
-reinforcement: you get (a) free vehicle(s) every xx minutes at your base
-showdown: you both start with high level characters and big tanks start in your base
*last minute showdown: you only have 5 minutes to take the opponent down, rest is like showdown
-invisible mayham: all guys have invisible suits
*all vehicles are invisible too
*if turned off for one team, the other team has more costly units.
*default that 0 credit guys dont have the suits
*turn off for just the inf
-real tanks: explosions do an awefull lot of extra damage

just spamming ideas, good or bad :rolleyes:
Ban4life
Link to comment
Share on other sites

More game modes:

What I always thought would be a very fun gamemode alongside the normal renegade base vs base concept. Is an assault oriënted gameplay.

Say that you add some trucks (or just a few harvesters) to the game, and add an 'escort' mode. the team that will escort will start with a set amount of tanks and money. The trucks will start moving through some terrain. Team 2 will start with anything they can buy.

Both team will have a few spawnpoints, designated by a reïnforcement pad. At these pads you can buy new equipment and tanks, which are brought with helicopters.

Team 1 will have to simply defend the trucks untill they reach the destination, while team 2 will have to destroy them in time. The trucks could be automated, or human controlled. It would be fun if there would be several routes to reach the destination. With some supply bases for the escorting team where they can respawn and buy things after the trucks reach the supply base, and a few assault bases for the attacking team that will be activated according to the progress of the trucks.

Another gamemode is real assault: Team 1 has a small base that is very good to defend due to its position. However, they are restricted to what they can buy. While team 2 won't have a base, but an staging area where they will be able to buy tanks and equipment and then assault the base. In essence a pure teammode as only teamwork would achieve actual success. Kill/pointwhoring would not help in any way. As an addition to just having to stay in base and shoot anything that enters, you could have the attacking team start way back from the base. The base itself would be so open that it would be impossible to defend, but the road towards the base contains several places to hold the enemy back. With sometimes alternate routes for the enemy to take when they breach through a defence point. Once the time limit runs out, the critical reïnforcements will arrive and teh assaulting team will have to withdraw.

Hell if I know how possible this is for you. But It's there to consider it for you :)

Yours sincerely,

Demigan.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...