- Aug 30, 2008
- 17
- 0
If anyone's ever played a Half-Life mod called http://si.planethalflife.gamespy.com/ Science and Industry before, this concept may sound familiar to you...
I've had this idea knocking around my head for a couple of weeks. Unfortunately due to having a job and working on another map at the time, I've not been able to do any testing to see how feasible it would be with the TF2 engine and rules system.
So here's the basic description of the game mode:
Startup
Both teams have a base in which they can have up to 6 pieces of intelligence at a time. The round starts with each team having 3 pieces of intelligence.
Objective
The teams must assault the enemy base and attempt to steal an enemy briefcase, and then bring it back to their own base to add to their own total.
Each briefcase held by a team contributes to a total "research" score.
The first team to a certain score wins the round... -or-... The team with the highest score after X duration wins the round.
Notes
At first glance, this may seem like an uneccessary adjustment to the simple, elegant, most basic form of CTF, but there are a variety of gameplay aspects that cause the two styles to differ:
Questions and Possible Issues
I'd love to see about implementing this in an actual map, but as I said before, time is against me and my hobbies these days.
Feel free to post your comments, criticisms or suggestions on how this concept can be improved.
I've had this idea knocking around my head for a couple of weeks. Unfortunately due to having a job and working on another map at the time, I've not been able to do any testing to see how feasible it would be with the TF2 engine and rules system.
So here's the basic description of the game mode:
Startup
Both teams have a base in which they can have up to 6 pieces of intelligence at a time. The round starts with each team having 3 pieces of intelligence.
Objective
The teams must assault the enemy base and attempt to steal an enemy briefcase, and then bring it back to their own base to add to their own total.
Each briefcase held by a team contributes to a total "research" score.
The first team to a certain score wins the round... -or-... The team with the highest score after X duration wins the round.
Notes
At first glance, this may seem like an uneccessary adjustment to the simple, elegant, most basic form of CTF, but there are a variety of gameplay aspects that cause the two styles to differ:
- As a team gains more intelligence, the opposition can afford to become more aggressive, as they have less to defend in their own base, creating a very dynamic feel for the players.
- When a team reaches a certain score, it could trigger an "expansion" event, unlocking further areas of their base, giving the losing team extra infiltration options and a better chance of retaking lost intel. (Subject to level design)
- Intelligence could be dropped off and spread across a set of locations in the base, so as to keep attackers guessing - although this could thin out the defenses at the same time.
Questions and Possible Issues
- I've read that multiple briefcases can be placed in a map, but bugs occur if a player takes more than one at a time. To counter this, the map could have a delay on releasing each briefcase, either enabling the next briefcase upon capture of the current one, or after a certain amount of time after the first case is taken (although this may still cause problems if the current carrier takes a second case). The problem is, with only one briefcase in play at a time, it may seem a little too much like traditional CTF.
- Keeping track of the scores without a GUI reference may be tricky. I've seen morganimal has created a scoreboard example which could be of use in this style of map, but this would only be viewable at certain points of the map.
- Somewhat related to the gameplay, but more of a personal curiosity: Is if possible to trigger a player to be unable to use their weapons, like what happens when a team loses a game round? This could apply to the intelligence carrier to give teammates more incentive to protect him (or it could just be annoying).
I'd love to see about implementing this in an actual map, but as I said before, time is against me and my hobbies these days.
Feel free to post your comments, criticisms or suggestions on how this concept can be improved.
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