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Renegade X Game modes Suggestions


Generalcamo

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I understand you are planning game modes? I have a few ideas for some. Some of these are based on old beta renegade modes. Some are based on more popular game modes.

Deathmatch

You are put in a small arena, and you need to fight to the kill. Whoever has the most kills wins.

Team Deathmatch

Same as deathmatch, only with teams. Sometimes a barracks may be present as well.

Last Man Standing

Same as deathmatch, except, players get a limited amount of lives. Whoever is the last man standing wins.

There are no 1 hit kill weapons in this mode.

These are small modes that allow players to have a little fun in between big matches. They last a maximum of 10 minutes.

Capture the Flag:

You need to capture the opposing team's flag. That flag will be on the pedestal. Getting an enemy flag to your own pedestal, will give you points. You must also protect your own flag. Whoever has the flag will only be able to use a pistol, and will not be able to drive vehicles, but may use transports.

King of the Hill

There is an area of strategic significance to the sides. Perhaps a crashed alien mothership, a store of ore, or a chemical lab. Whatever it is, the teams must control the area for a set amount of time. If that team controls the area for that set amount of time, they will win. However, you are also going to need to protect your own base, as the comm centers, war factorys, Super Weapon Facilties, and more are important to your victory.

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Hot Potato

free for all or teamed, players collect a ball at the centre of the map. He who has the ball scores a point every time they keep the ball for a certain amount of time. However a clock counts down to there death, they can only add time to the clock if they kill an enemy. Most points at end of round wins.

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Rabbit, kill the man with the Nuke ASAP, grab his nuke hold it as long as possible... repeat

Basically the skull mode form halo ;)

Juggernaut mode. You have a crap load of health... everyone has to kill you. You have to survive. Then when you die... the next person goes.

Beacon mode... first to plant beacon wins.

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- Defend sydney!

the Dead-6 (and mcfarland) must defend sydney at all costs and are defending her in a large, fortified building.

this building is surrounded by neutral outposts ( with one PT, gun emplacement but NO spawn point), and the map are full with paths leading to the large open area where the building is. the nod troops spawn at those paths.

at every path there is a nod PT where they can buy infantry and moblie artillery's, nut no nukes.

once the outposts are captured by nod, they can be destroyed and it iwll take 1 minute before those will be able to be captured again.

survive for 15 minutes, or the nod troops manage to kill sydney (= AI).

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Conquest renegade mode?

Basically.. remove the harvester or make it collect less, put capture points like tiberium spikes in the field. Would make for some interesting gameplay as you'd also have to worry more about your income than in the original renegade

A mode I've always wanted and would fit with C&C style

Base building mode, you start with a barracks and a refinery... the base building parts are placed around the middle of the map (of course the enemy team will also be fighting for these). After bring them back to a point in your base.. (say a construction yard) a part of the base will be built giving you access to tanks or base defences.. walls.. etc . If both teams bases have been fully built it goes back to normal mode.. but that's if nobodies lost by then. :P

You could even make it interesting, if a team has fully built there base, place a timer for a nuke or ion cannon strike on the enemy base, If the time runs out and the enemy hasn't stopped the countdown by killing your powerplant you win the game.

If both teams have fully upgraded and their powerplants are both destroyed. Then the only thing left is to slug it out until the end.

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a list of all game modes posted so far:

Deathmatch

everyone kills everyone, and the person with the most kills wins.

durations: 10 minutes

buildings: no

Team Deathmatch

team vs team, with sometimes a barracks.

duration: 10 minutes

buildings: maybe a barracks

Last Man Standing

deathmatch with limited amount of lives. last man standing wins.

duration: 10 minutes max

buildings: no

Capture the Flag:

capture the opposing team's flag on their pedestral, and bring it to your pedestral without getting shot. when holding the flag, you get points, but may not use any vehicles and and can only use a pistol. you may be a passenger in a vehicle. right?

duration: X minutes or X amount of flags captured by a team

buildings: yes

King of the Hill

try to get hold long enough of neutral strategic positions which have certain advantages, until it is captured, while defending yor own base.

duration: not sure

buildings: yes

Conquest renegade mode

C&C mode with less money-earning capabilities, but with capturable points that give you extra money.

duration: x minutes, or until a base is destroyed

buildings: yes

Base building mode.

you start your unfinished base with a barracks and a refinery, and you can complete it by collecting parts scattered throughout the map, which can be picked up by both teams, and they must return it to a certain point in their base.

maybe add a function if your base is completed, a timer will be set, and within that time limit the enemy must have destroyed your power plant, or they will lose.

duration: X minutes, until timer runs out or until a base is destroyed

buildings: obvious

Defend sydney!

the Dead-6 (and mcfarland) must defend sydney in a certain building, surrounded by neutral outposts (with one PT, gun emplacement but NO spawn point). Nod spawns in certain paths at random, leading to the large open area where the building is.

at every path there is a nod PT where they can buy infantry and moblie artillery's, nut no nukes.

once the outposts are captured by nod, they can be destroyed and it iwll take 1 minute before those will be able to be captured again.

P.S. Nod can enter the building. sydney also wears a prototype assault suit which gives her more lives, but only wears a pistol, and can only be healed by a hotwire.

there can only be 1 of the dead-6 at the same time in the map, but they all cost nothing.

duration: 15 minutes or until sydney is killed (=AI)

buildings: outposts only

Juggernaut mode.

You have a crap load of health. everyone has to kill you. You have to survive. Then when you die, the person that killed you becomes the juggernaut. the person with the most amount of kills wins.

duration: X minutes

buildings: unknown

Beacon mode.

= C&C mode, but the timer stops when the pedestral is ion'ed or nuked.

duration: already told :)

hot potato

free for all or teamed, players collect a ball at the centre of the map. the person holding the ball gets more points the longer he manages to hold it. though he will die after a certain amount of time, but the time limit will be extended everytime he kills someone or a building. the person with the most amount of points wins.

duration: X minutes

buildings: unknown.

Zombie mode

KILL TEH ZOMBIES!!!1!11!! :cool:

duration: not sure

buildings: probably yes

Territories

capture areas of land and defend with a small team.

duration: X minutes

buildings: unknown

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Hot Potato

free for all or teamed, players collect a ball at the centre of the map. He who has the ball scores a point every time they keep the ball for a certain amount of time. However a clock counts down to there death, they can only add time to the clock if they kill an enemy. Most points at end of round wins.

How about adding a penalty for dieing by suicide or the timer, so that people won't just run into the farthest reaches of their base and camp their until they win? The penalty should be bigger then the amount of points you get when you just capture the ball and kill no-one.

If you get killed by someone else, you get no penalty.

Yours sincerely,

Demigan

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Basically the skull mode form halo ;)

Juggernaut mode. You have a crap load of health... everyone has to kill you. You have to survive. Then when you die... the next person goes.

Beacon mode... first to plant beacon wins.

First time I tried this game mode It was in a server mod for Tribes something like 10 years ago, it was quite fun.

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How about adding a penalty for dieing by suicide or the timer, so that people won't just run into the farthest reaches of their base and camp their until they win? The penalty should be bigger then the amount of points you get when you just capture the ball and kill no-one.

If you get killed by someone else, you get no penalty.

Yours sincerely,

Demigan

If the score time is greater than the death clock players must kill foes to score a point or penalty's can be added it's the hosts decision.

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Convoy - One team starts the match with a convoy of vehicles, They have to get to the end point with at least 1 person left. The other team has to kill them.

Alternate versions could be "Protect the MCV" or "Protect the VIP". The VIP would only have a pistol and could just ride inside an APC.

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  • 2 weeks later...
  • 5 months later...

I understand that this is a large bump, but these forums are pretty dead, with only a spike of revival during the update, so I think it might be alright to post this here.

I would love to see the dev team's response to all of this, but I have some more gamemodes.

Co-Op: Play through Black Dawn with a friend.

Classic C&C Mode: Forget Renegade. Go back to the age of Tiberian Dawn! Graphics resembling their Tiberian Dawn counterparts, all classic units, few modifications to the original gritty game. Time to Rock n' Roll!

Classic Assault Mode: Same as above, but you need to build your base.

Classic C&C Mode is pretty much a must-have. Any diehard C&C fan would go crazy over it.

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  • 6 months later...

These are less of a "gamemode" and more of a map design.. but they would play like their own modes.

Assault:

One team (Defender Team) has an established base with little or limited resources. There would be no power-defense structures (like the AGT or Ob) but there would be defensible points in the base as well as mountable turrets and stationary guns. The other team (Attacker Team) has no base but a large sum of starting credits and the ability to purchase units (to be flown in or otherwise created on the spot).

The game has one main objective for each team. Attackers: Destroy the enemy base before the final timer expires, Defenders: Defend your base through all 3 waves of attack.

During the match, there would be 3 checkpoints or "waves" in the game, each with their own timer attached. At each checkpoint, the attackers will be granted more credits to use (since they only have starting credits and otherwise no means of income). If the attackers can manage to destroy the defender's base before they finish their 3rd wave, they win. If they cannot, the defenders win.

The team that attacks or defends will be decided on a per-map basis and will not be playable the other way around.

---

Vehicle Deathmatch:

This would take place on a large (long) map with only vehicle production capabilities per each team. Each team would be given a large sum of starting credits and a few light vehicle spawners as well as small defense structures to defend their spawn area. The object of the game is to destroy the enemy's vehicle production structure using only your limited funds and vehicle access.

The reason I say it should take place on "long" maps is because it would have a much larger impact on gameplay if players needed to travel a distance to get to the enemy's base. The map should be a single path from one base to the other, without many means of deviation or alternate travel. This will force combat in at at least one point on the map and will then continue to be a tug-of-war struggle for the duration of the match. The kicker is that you have only a set amount of starting credits, so if you are wasteful with your vehicles, you will soon find yourself unable to purchase anything and be forced to use the free vehicle spawns (Buggies/Humm-vees).

There would be no advanced infantry allowed in this mode.

ALTERNATIVELY; Instead of a vehicle production structure, the objective could be to destroy some other (otherwise useless) structure, like a Conyard. In this case, all vehicles would be single-spawned on the map already in each base with a limited selection to choose from. Once they are destroyed, they do not come back. The only vehicles that would respawn would be buggies/humm-vees.

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If anyone has played Team Fortress 2, there is a mode on there called Man Vs Machine.

Its when bots keep coming out of a spawn and their mission is to deliver a bomb to a drop spot back at your base, So its your job to stop them from doing so till the round is done.

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These are less of a "gamemode" and more of a map design.. but they would play like their own modes.

Assault:

One team (Defender Team) has an established base with little or limited resources. There would be no power-defense structures (like the AGT or Ob) but there would be defensible points in the base as well as mountable turrets and stationary guns. The other team (Attacker Team) has no base but a large sum of starting credits and the ability to purchase units (to be flown in or otherwise created on the spot).

The game has one main objective for each team. Attackers: Destroy the enemy base before the final timer expires, Defenders: Defend your base through all 3 waves of attack.

During the match, there would be 3 checkpoints or "waves" in the game, each with their own timer attached. At each checkpoint, the attackers will be granted more credits to use (since they only have starting credits and otherwise no means of income). If the attackers can manage to destroy the defender's base before they finish their 3rd wave, they win. If they cannot, the defenders win.

The team that attacks or defends will be decided on a per-map basis and will not be playable the other way around.

i've played something like this before at Red Alert: A Path Beyond. the soviets had a base with lots of buildings and heavy base defences, and the allies had limited defences and no war factory. the allies had to endure the soviet attack for 20 minutes long until naval reinforces arrive and then they won the match. the soviets only had to destroy the allied Radar Dome, so communications with the allied fleet would be terminated.

Vehicle Deathmatch:

This would take place on a large (long) map with only vehicle production capabilities per each team. Each team would be given a large sum of starting credits and a few light vehicle spawners as well as small defense structures to defend their spawn area. The object of the game is to destroy the enemy's vehicle production structure using only your limited funds and vehicle access.

The reason I say it should take place on "long" maps is because it would have a much larger impact on gameplay if players needed to travel a distance to get to the enemy's base. The map should be a single path from one base to the other, without many means of deviation or alternate travel. This will force combat in at at least one point on the map and will then continue to be a tug-of-war struggle for the duration of the match. The kicker is that you have only a set amount of starting credits, so if you are wasteful with your vehicles, you will soon find yourself unable to purchase anything and be forced to use the free vehicle spawns (Buggies/Humm-vees).

This sounds exactly like World of Tanks with 2 buildings in it. :P

still, could be a possibility.

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While I will not comment on the specifics on game modes listed here, I will just give general feedback to the whole idea as it pertains to us.

First of all, the main goal / mode of this is C&C mode, without, we have not "Renegade". So that is most import.

Every gamemode we look to at will only delay the final product. This would be due to asset/content creation, balance, and making sure all the modes / maps play properly.

Due to the nature of Unreal / UDK, we have already discussed modes like DM and TM for example, since they are really just simple off shoots of the main game. But other require that much more work.

Finally, with the plans Havoc has, RenX should be moddable, thus allowing the community to expand and create these extra modes.

*edit*

For example, we have looked into the idea of turning the Black Dawn map into an Assault type gameplay mode.

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I'm really digging the Mutation mode.

Survivors are either Nod or GDI players and the "zombies" (visceroids) kill each and every survivor, ending the minigame. The map will consist of a relatively small playing field, complete with houses and other structures to use for cover as well as a tiberium field where the visceroids will spawn. Everyone spawns as a survivor except one unfortunate soul who has to be the lone visceroid and commence killing survivors, turning them into visceroids until no survivor is left standing. Each survivor will spawn with the same weapon (can be altered in the game settings, possibly?). The visceroids will move at a much faster pace than the survivors and will simply have to run them over to complete the transformation into a tiberium blob. Survivors have limited ammunition and are able to pick up scrap clips from fallen comrades. The game will have maybe a fifteen minute time limit that will end either when the clock is up or the last survivor is dead. I'm envisioning this more of a minigame, used in between marathon C&C mode matches, just like the OP stated.

I'm no game developer, so take this opinion with a grain of salt, but it doesn't seem like this would be too hard to code. ;)

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While I will not comment on the specifics on game modes listed here, I will just give general feedback to the whole idea as it pertains to us.

First of all, the main goal / mode of this is C&C mode, without, we have not "Renegade". So that is most import.

Every gamemode we look to at will only delay the final product. This would be due to asset/content creation, balance, and making sure all the modes / maps play properly.

Due to the nature of Unreal / UDK, we have already discussed modes like DM and TM for example, since they are really just simple off shoots of the main game. But other require that much more work.

Finally, with the plans Havoc has, RenX should be moddable, thus allowing the community to expand and create these extra modes.

*edit*

For example, we have looked into the idea of turning the Black Dawn map into an Assault type gameplay mode.

C&C mode alone already kept people playing for 11 years already. and that sounds like more then enough time to make other game modes as well ^_^

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  • 2 months later...

C&C Mode+

Basically this mode is exactly the same as normal C&C mode. The only difference is that it features staged objectives to meet an ends.

For example, each base might be defended by large walls and a gate. While this gate is up, it's impossible for enemy vehicles to attack the base. So, therefore it's required that if a vehicle attack is necessary, an infantry team must first infiltrate the enemy base and sabotage the gate to force it open.

Another example, there could be multiple external structures that need to be captured/destroyed before an assault on the enemy base is allowed or considered practical. (I'll leave it up to your imaginations as to why that might be so.)

Yet another example, multiple powerplants in one base that must both be destroyed for a base to lose power.

Things like this that keep the same C&C mode formula but simply add extra twists that encourage teamwork and make the gameplay more dynamic.

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  • Totem Arts Staff
C&C Mode+

Basically this mode is exactly the same as normal C&C mode. The only difference is that it features staged objectives to meet an ends.

For example, each base might be defended by large walls and a gate. While this gate is up, it's impossible for enemy vehicles to attack the base. So, therefore it's required that if a vehicle attack is necessary, an infantry team must first infiltrate the enemy base and sabotage the gate to force it open.

Another example, there could be multiple external structures that need to be captured/destroyed before an assault on the enemy base is allowed or considered practical. (I'll leave it up to your imaginations as to why that might be so.)

Yet another example, multiple powerplants in one base that must both be destroyed for a base to lose power.

Things like this that keep the same C&C mode formula but simply add extra twists that encourage teamwork and make the gameplay more dynamic.

I like this.

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  • 1 month later...
I'm really digging the Mutation mode.

Survivors are either Nod or GDI players and the "zombies" (visceroids) kill each and every survivor, ending the minigame. The map will consist of a relatively small playing field, complete with houses and other structures to use for cover as well as a tiberium field where the visceroids will spawn. Everyone spawns as a survivor except one unfortunate soul who has to be the lone visceroid and commence killing survivors, turning them into visceroids until no survivor is left standing. Each survivor will spawn with the same weapon (can be altered in the game settings, possibly?). The visceroids will move at a much faster pace than the survivors and will simply have to run them over to complete the transformation into a tiberium blob. Survivors have limited ammunition and are able to pick up scrap clips from fallen comrades. The game will have maybe a fifteen minute time limit that will end either when the clock is up or the last survivor is dead. I'm envisioning this more of a minigame, used in between marathon C&C mode matches, just like the OP stated.

I'm no game developer, so take this opinion with a grain of salt, but it doesn't seem like this would be too hard to code. ;)

This exact game mode exists already in Call of Duty made by the players it's called "Quarantine Chaos Zombies". To be honest it's fun for a little while but it gets so old so fast.

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