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New Gametype: Capture the Flag and new Rage System


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#1 Arktur

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Posted 06 September 2010 - 12:03 AM

Capture the Flag

I have no clue if my idea would fit into a MMO's PVP, but i guess it could be really interesting. But i actually want
real: Capture the Flag (CTF). If you are looking to tiny Battle-Fields like TBF where you play max 15 vs 15, the Capture
Trigger Flag System does not properly fit in to the gameplay. In the actual Gameplay of TBF is at the moment very less movement.
The Key goal by now is just to, Click The Flag Trigger, Camp the Flags, Camp at the Enemy Base make em not come out and frag (kill)


In the kinda "Old-Scool-Way" of Capture the Flag you actually only had 2 Flags on the Map! 1 Flag in the Red Base and 1 Flag in the Blue
Base. Now imagine you are on Blue. The Key goal of the CTF Gameplay is to invade the Red Team's Base and grab (steal) their flag and
return the Reg Flag into your Base. Once you get fragged (killed) with the flag in the hand the flag will drop on that position where
you died. If the Enemy Team Grabs there own flag the Flag Returns automaticly to there base. If a mate of your Team grabs it he/she can
try to return the enemy flag to your base. Once you brought the enemies Flag to your base you Score!


To bring that to a mmo-style gameplay, you cant attack when you have the Enemies-Flag in your hands! Which means you need to be defended by your
Team Mates, defending your mate will be the ultimate solution to win the game. A CTF Match will take 15min, once the time is over the Team with most frags (kills) will win. If you are able to Capture the Enemies Flags the match will be instantly over and you have WON!


To make it even harder and even much more challenging the Flag in both Bases will be located at the far end of the Safe Zone (SZ) in the Base. SZ Range should be not to huge, it should be hard to invade but not me the ultimate killer looking dream goal to reach. Imaging this on the TBF Map with the Waterfall. In fact the Flag from each team would be in that Room where the Gate opens when the match is about to start.

Posted Image
Posted Image
(Screenshots from: Quake Live)


Rage-System Change

With that new Gameplay i would also change, the Rage-System, to make it fit to the Gametype: Capture the Flag and to have a unique Gametype which is totally different from each other. I have posted this on a other Thread but i am going to repeat:

I thought about that one since a longer time ...

why not put in the middle of the Map of item (Power-Up) which is called: RAGE, once one person of your Team pics Rage up (with walk over it) your full Team will get for 30sec Rage. The Rage Status for each player is getting up by each 5 kills you do without dying. Once RAGE is wearing off. RAGE will have than a respawn time of 2min, until it pops up again in the middle of the TBF Map.


Give it a good placed location in the Center of the Map, so that you can be killed of the enemy force once you try to pick it up.


Posted Image


So goal of TBF would be, take control of the Flags, and Rage. So you have Defend the one who is about to collect Rage for your team. With that solution RAGE would be still in game and it would extend the gameplay of the current TBF.

For each time you picked up Rage for the team you get half of the Contribution has if you have fragged (killed) a enemy.

Seriously i would like to have a Test-Map for it and test it out. :p_omg:



Once you pick that Power-Up up, you and your Team will get Rage! But only for 30sec. Rage will
have a respawn time of 120sec
once someone has picked it up. The Rage System would be totally changed with this, cause Rage-Status will only go up by each
5 or 10 frags (kills) you do
. But that would be Player-Side, which means you have unlocked Rage for your Team, while walking over the Power-Up, than you unleash: Rage 2.
You get killed you fall back to: Rage 1. So with that some people will have high Rage some not and you might defend the people who have High Rage.


Imagine a aura around the people who have RAGE:
Posted Image
As higher the Rage-Status as brighter or darker the aura is. With that the enemy is tactical warned who has high rage and who not.
(Brightness and Color of rage are depending on what looks better for Requiem, of course)



With that, the Teams would be forced: to work more together. The key goal of TBF would be to time the Rage Power-Up and get the Flags. Rage will least just for
30sec. So the other Team could also go hide somewhere during the 30sec of Rage, with that the Team would have picked up Rage for nothing. :D

Example for a 15min TBF Match

1 min
2 min - Rage (1st Rage spawn)
3 min
4 min - Rage
5 min
6 min - Rage
7 min
8 min - Rage
9 min
10 min - Rage
11 min
12 min - Rage
13 min
14 min - Rage (Last Chance)
15 min

The 1st Rage will Spawn at the 2min mark, Rage will be placed at the Center of the map. Imagine, hard fights around the area
where rage is. It's location, will be hard to reach because of that, and the Location where it is, i am thinking it on a
location where you can be fragged from each side: Side / Front / Back / Top. Imagine it in a kinda Tunnel or a cool looking
destructed factory (which has be run be evil scientist before) or what ever.


But there should be a hint like a Center System Message: "The Enemy Team is on Rage" for your Team if you have Rage: "You are on Rage"
and a general warning 3sec before RAGE is gone: "Rage is wearing OFF". Would be cool to find in Scoreboard after match what was there
players max Rage. =) . But that all must be testified also at what number of frags (kills) in ROW without dying, RAGE should go up.
5 frags in row or 10 frags in row. (Keep in mind for some classes it would be harder to get RAGE and for some easier, so it must be a value
of frags, where each class feels comfy with and it should not be to hard and to easy to get!)


Quick example from top view of a CTF-MAP
Posted Image
Flags in the Base of each Team in SZ and Rage Power-Up in the Middle at a location
where its hard to unlock Rage (walking over it), cause you can be attacked from each side
A perfect CFT map should be so designed that you can play 15 vs 15 but keep in mind the map
should be not to small and not to big. (Not bigger than the Waterfall Map of TBF!)


Some Final Words


Some Positive Stuff about that Rage-System and CTF Gameplay:
- You know, when Rage Comes (2min Mark form than on each 120sec)
- You know, how long you or your enemy will have Rage
- You know, who has high Rage or not
- You know, who you have to be aware of
- Everyone of the Team has the ability to unlock Rage, while walking over the Power-Up
- You have the ability to weaken the raging team cause rage drops back to "Rage 1" if killed.
- Your Personal Rage-Status goes only up every 5 or 10 kills, you do.*
- No more full enemy force with Rage 10.
- Rage-Status is spread around by players!
- People will try to unlock rage cause it gives a bit contribution for you, if you unlock it for your team
- In the Time-Frame where Rage respawns you take care about Flags
- In the Time-Frame where Rage is about to spawn you will take care about rage and try to push forwards to unlock rage.
- TBF would be a different Gametype from all and would have a new, fresh Gameplay Style
- Gametactic for that gameplay would vary form others which are build in
- With that there would be more Movement on that Map than before.


Some Stuff that should be fixed:
- Team HUD Colors during Battlefields. Your in Blue Team = Blue HUD Color. Your in Red Team = Red HUD Color
- Disable the usage of any Self-AEDs on BattleFields.
- In the "Death Menu" (the menue what opens when you are killed) should be only 2 Options! CALL HELP ** / RETURN TO BASE
- Make the usage of Possession Beasts not more available than maximum 2 Times!


* Both values must be testified for a week and than discussed in the Forum, to find out what is better
** If you click CALL HELP your caracter Shouts in its own Voice: "Medic!" and you wait 10sec than menus pops up again (could be fun :sob:)

Edited by Arktur, 06 September 2010 - 12:44 AM.

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#2 Nadesh

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Posted 07 September 2010 - 06:05 AM

I like the idea, +10

A few things, that maybe could be added:

As you said, the one that carry the flag, cant attack. But maybe it shouldnt be able to mount neither, and maybe should get a speed reduction of xx%, that way the people that protect it, must scrot it. In compensation it could get a hp, defense and resistances bonus while it carry the flag.
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#3 CarpD

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Posted 07 September 2010 - 06:15 AM

The rage system fails.
By 1 thing, people with high level will spawn camp the rage spot.

The current rage system works.

Edited by CarpD, 07 September 2010 - 06:15 AM.

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#4 Nadesh

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Posted 07 September 2010 - 06:25 AM

Maybe a bg like the one suggested here, should be divided in brakets.
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#5 CarpD

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Posted 07 September 2010 - 12:15 PM

The only thing that hurts brackets is that there don't seem to be enough players of lv65+ that enters.

True, maybe more will show with this.
But as we can see, not that many show for lv65+ FoC.

So if we add brackets, lv50-65 will always run, while lv1-49 & lv65+ will run occasionally.
Especially if the rewards sucks.

And the lowest bracket has to cut off at lv49, because people at lv50 has the next job change which gives them an advantage over lv49 by a long mile.
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#6 Arktur

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Posted 08 September 2010 - 06:23 AM

@ Rage-Systems

I am not sure about the Rage-System if it may works and i also wrote it must be tested and find out if this works ...
The thing which is better with that is: Rage wont stay for ages like in nowadays, also 120sec respawn time is kinda long
but that Rage System as i mentioned will only work for small Battlefields with max amount of players from : 15 vs 15

How do you wanne camp if the Rage-Power-Up is in the center of the map and you are fast food if you stay there.
And in the Time you stay there, the other Team may invades your base and Returns the Flag and wins. Camping is not
an answer at this GameType.


@ Gameplay of Capture the Flag
The one who has the flag can't do anything except Mind run for his life and try to return the enemy flag to your base
If you have the Flag these abilities wont work as long as you have the flag or will go off if you used those before:


+ Stealth / Shadow Runner
+ Fixed Firing / Sniping (would be not positive if you slow your self move speed)
+ Adamant Mind
+ Mounts

So the Key Goal is stick together and escort the Flag Carrier!

Holysh1t.net - CTF-Tutorial
Based on the old school-yard game, two teams compete to steal or â??captureâ?? the opponentâ??s flag, while protecting their own.
If a flag has been stolen, the Enemy Flag Carrier, or EFC, needs to be fragged before he/she reaches his/her own flag.
Once the flag is on the floor, a player only has to touch it in order to return it to their base.The game is usually played
on maps that consist of two large, symmetrical bases facing each other, with a bridge or courtyard (called the mid-field)
connecting them.


I like your idea, Nadesh. But how much Defense/Resistance/Should the: Flag Carrier get?

Edited by Arktur, 08 September 2010 - 06:40 AM.

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#7 Nadesh

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Posted 08 September 2010 - 06:58 AM

Well, it should get some, but not enough to make it indestructible. The defense should be a fixed amount, since not all the classes have enough to benefit from a %, but the resistances should be high enough to dont make it an easy kill.

The ideal would be that were always a tank to carry the flag, but we know that not always will be one available.

Edited: maybe make a buff that give fixed stats to the carrier, that way even a weak character can take that roll.

Edited by Nadesh, 08 September 2010 - 06:59 AM.

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#8 Arktur

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Posted 10 September 2010 - 04:46 AM

I'd say The Flag Carrier Should get if he/she picks up the Flag while walking over it

+10% HP/Defense and 10% Resistance
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