Payload gameplay idea.

Discussion in 'Mapping Questions & Discussion' started by NovaSilisko, Feb 7, 2009.

  1. NovaSilisko

    aa NovaSilisko L42: Life, the Universe and Everything

    Messages:
    502
    Positive Ratings:
    129
    Had this idea earlier today:

    Blue team has a bomb cart and a main point at their base.
    Red can cap the main point to disable the cart, and blue can push the cart to red's base.

    This would make both teams use attacking and defending classes, plus some various new strategies.

    Thoughts?
     
  2. Acegikmo

    aa Acegikmo

    Messages:
    555
    Positive Ratings:
    493
    I believe the point would be ignored by red the further blue progress.
    When the blue spawn move to a location closer to red, red spies will go back and ninja cap the point.
    I think it would just confuse new players, and be ignored by experienced players.
     
  3. zornor

    zornor L4: Comfortable Member

    Messages:
    195
    Positive Ratings:
    23
    I don't think he means permanently disable it (as in, Red Caps => Wins Round). Like, BLU can cap it back.
     
  4. Acegikmo

    aa Acegikmo

    Messages:
    555
    Positive Ratings:
    493
    I wasn't thinking that red would win instantly
     
  5. NovaSilisko

    aa NovaSilisko L42: Life, the Universe and Everything

    Messages:
    502
    Positive Ratings:
    129
    I was thinking that it actually would permanently disable it, but the overall distance between the blue base and red base would be small(Bit larger then 2fort maybe)

    I might make a prototype map soon.
     
  6. Jive Turkey

    Jive Turkey L3: Member

    Messages:
    120
    Positive Ratings:
    32
    You could also just move this bomb-disarming cp when blu switched to their forward spawn.
     
  7. Ezekel

    Ezekel L11: Posh Member

    Messages:
    818
    Positive Ratings:
    244
    a similar system could be to have certain doors on the bombs path, immediately after each cap point be locked shut by capping the disarming-point.
    although there would be alternative routes for players, the bomb cannot progress until the CP is owned by blu (thus opening doors)
    (and on passing adoor, the bomb will not roll back behind it, even if open)
     
  8. GrimGriz

    GrimGriz L10: Glamorous Member

    Messages:
    774
    Positive Ratings:
    133
    what about
    - a cart that moves at a set speed
    - CPs that open doors blocking the track
    - if the cart hits an unopen door it explodes prematurely and blu loses
    - if blu opens all the doors they win

    You could even texture the sections with the doors in blu, as if they're trying to get a live bomb out of their own factory and red has set up roadblocks. (which would be why they lose if it detonates early).
     
  9. Nineaxis

    aa Nineaxis Quack Doctor

    Messages:
    1,767
    Positive Ratings:
    1,404
    An idea I had a long time ago was a (very) long PL track, and instead of PL cp's, there would be normal CP's to control forward spawns.