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[DISCUSSION] New Game Modes (post ideas using form)

Discussion in 'General Discussion' started by bilbs, Jun 27, 2011.

  1. bilbs

    bilbs Guest

    Alright so there's been a lot of talk about different game modes people would like to see.
    Let's make this easy for the Devs and make a nicely formatted thread.

    - When responding to this thread to suggest a new game mode please copy paste the form below and fill out all of the following fields.
    - If replying to another game mode this form isn't needed.
    - If you make changes to your game mode please edit your original post instead of making another.




    1. Game Name
    Not a whole lot of thought needs to be put into this. Just a simple name to identify your mode by.

    2. Goal
    What is the goal of the game mode? How do you end a round?
    If each team has a different objective, lay them out here.

    3. Teams
    How many? Where are they located? Why?

    4. Map/Generator
    Most game types will require either a custom built map or a custom generator to function properly.
    Explain the ideal map for your game type here.

    5. Other Rules and Features
    What features would need to be added to make this game mode possible? Explain in detail.
    Are there any other rules not yet presented? (Ex. No FF, no attacking in general, building period, etc)




    Remember, the more features that need to be added, the less inclined someone might be to make it. Make use of the tools already in place by the game and do something creative.
     
  2. Monsteri

    Monsteri Slower Than Light Tester

    Messages:
    1,916
    1. King of the hill

    2. To steal the flag of the team who holds the hill. Teams at edges are different, and they are fighting over the flag of the hill - this should turn out as an epic survival battle which continues even when the 'king' of the hill is defeated. The team at the mountain has some resources in the beginning, so that they can fastly build a good cover. One score for victory needed, winner of each round controls the hill next. Team who controls the hill wins, if they reach the score limit which increases when the flag is in base/tent (this would be more than 1 :P). Sorta inf at this one

    3. Three teams, one at middle, two at edges

    4. Big, but not very steep mountain at the middle, lots of bedrock there and not so steep valleys at the edges.

    5. Well, at least a new team =) Then beginning resources.
     
  3. Neat

    Neat King of the Dead Donator Tester

    Messages:
    1,958
    1. Game Name
    Kill the King.

    2. Goal
    1 king mode:
    Defenders: Have to defend the castle but more importantly defend the King (NPC or Player) and make sure he doesn't die within the time limit.
    Attackers: Siege the castle and Kill the enemy king

    Round ends when either the time limit is up or the king is killed.

    2 king mode:

    Both teams have a king and have to defend their king while trying to kill the other teams king. Round ends when one team kills the other teams king (Possibly have a time limit in this as well to end the round for long stalemates)

    3. Teams
    Two teams, either a defending team and attacking team or two attacking teams. Located opposite ends of the map.

    4. Map/Generator
    1 king mode:
    A large hill on the side of the defending team with a prebuilt construction, not a castle but simply a framework in order to build one, the other side of the map is downhill.
    2 king mode:
    Two large hills on opposite sides of the map with a non-steep valley in the middle.
    Possibly 2 frameworks for castles.

    5. Other Rules and Features
    Features: A buildable throne for the king to sit in
    A king sprite

    Rules:
    Building/collecting phase at the start of the map. Attackers collect materials and defenders build a castle
    In both modes building phase attackers are not allowed in the defenders half of the map and vis versa

    In normal phase only attacking teams can venture on the entire map. In 1 king mode defenders must stay on their half of the map.

    If the King is player controlled he:
    Cannot move a certain distance from the built throne.
    Cannot commit suicide.
    Cannot destroy terrain or buildings.
    Has a special feature allowing him to spectate his defenders (follow player x)

    If the King is an NPC he can:
    Only move to sit in his throne once it is built.
    Sits in his throne the entire match.
    Can attack other units somewhat if he is directly confronted, but does not attempt to follow retreating players.
     
  4. Aquillion

    Aquillion Guest

    1. Attack/defend CTF

    2. One side is on attack and needs to steal the flag from the other a certain number of times before time runs out. If time runs out, the defenders win. This would encourage a gameplay with more focus on building interesting defenses.

    3 & 4. I don't think any changes to either would be necessary, though it could be interesting.


    5. Possibly, outposts would cost more for the defending team, to ensure that it's really possible for the attackers to push.
     
  5. Neat

    Neat King of the Dead Donator Tester

    Messages:
    1,958
    *sighs* pretty annoying that these game modes are almost entirely the same.
     
  6. Garciat

    Garciat Bison Rider Global Moderator

    Messages:
    0
    1. Hold the ruins

    2. Ruins will be randomly placed around the map (including underground) and teams must capture and hold them for a predefined time period.

    3. [2; +Infinity[

    4. Current map generator should be fine. Just need to make sure underground ruins have big enough empty area around them.

    5. I don't think so.
     
  7. Shadlington

    Shadlington THD Team THD Team Administrator Global Moderator

    Messages:
    1,562
    Game Name
    Four Elements

    Goal
    Be the last team standing.
    Each team has an elemental totem/altar/appropriate item of significance in their base that, when destroyed, stops them from spawning.
    By destroying all the opposing teams' totems you win.

    Teams
    4 teams. Each team is element themed (wind, water, fire, earth).
    Each team is extra effective in combat against one team, weak against another and equal against the third.

    Map/Generator
    This will require that the map be circular (see this thread).
    The teams should be positioned at equal distances away from each other, distributed so that the teams that are equal are opposite to each other - so each team is next to the teams that they are strong/weak against.
    Any obstacles between bases should be equally distributed (i.e. if there's mountains between any bases, there should be mountains between all bases).

    Other Rules and Features
    It may or may not be necessary to have a building period at the beginning, to prevent rushing. I don't know if this would be a problem though, we'd have to see.
    When the first two teams are defeated, players in the defeated teams should be evenly distributed amongst the remaining teams.
     
  8. Shadlington

    Shadlington THD Team THD Team Administrator Global Moderator

    Messages:
    1,562
    Game Name
    Land Grab

    Goal
    Score X points by holding areas of land (well, really, it'll be flags or some other designated structure that needs to be 'claimed').

    Teams
    Ideally 3 teams, though 2 teams could work too.

    Map/Generator
    For 3 teams, this will require that the map be circular (see this thread).
    Obstacles between teams should be symmetrical.

    For 2 teams, a standard map will do.

    Other Rules and Features
    The map will have a number of flags dotted around it.
    By standing in front of it for 5 seconds, these flags will be claimed for your team.
    Every 10 seconds or so, points will be dished out. Each team will get 1 point for every flag they currently own at that time.
    The team that owns the most flags will gain points the fastest.

    I am particularly keen on seeing this with 3 teams as things will get interesting as temporary alliances rise and fall.
     
  9. Contrary

    Contrary The Audacious Paramount of Explosive Flight Donator Tester

    Messages:
    2,196
    1. Game Name
    Rugby

    2. Goal
    A ball placed at the center of the map must be delivered to an endzone at the enemy's side of the map.

    3. Teams
    2. The usual.

    4. Map/Generator
    Flattish ground.

    5. Other Rules and Features
    It's basically like normal rugby except you can kill people. Wait that's still rugby. So basically no rules.
     
  10. FinDude

    FinDude KAG Guard Tester

    Messages:
    123
    Hah, that would be hilarious with a bunch of knights without bombs. Or with bombs.
     
  11. HA1TER

    HA1TER Shopkeep Stealer

    Messages:
    172
    1.Game Name
    Get the Bag

    2.Goal
    Bag is randomly placed on one of couple of catles on map.You need to enter,take the bag and carry it back to your base,but...All towers have bags and only one is the one whit gold!Others will start to flash,and you will have some limited time to bring it back to tower,or your spawn will go underground and you will need to dig your way out,loosing time!

    3.Teams
    2 teams,usual

    4.Map,pre-made castles,random ground.

    5.Other Rules and Features
    Towers also have explosive blocks,if you destroy it,it will explode :D Also,same for the ground!
     
  12. DarkDobe

    DarkDobe Guest

    SIEGE MODE

    But this is already what we do!
    Not quite...

    PHASE 1
    All players start on team Red
    Red team has X amount of time (say, 5 minutes) to build a crazy fortified megabase, and to protect the flag on spawn.
    After the time runs out - the Red team is RANDOMLY split in half. Team swapping is DISABLED (except massive player imbalance/quitting)
    One half becomes team Blue.

    PHASE 2
    Blue team's job is to assault the megabase - using ALL classes - in an attempt to secure the flag (from Red spawn)
    Red team's job is to defend the megabase - NO BUILDERS ALLOWED - for as long as possible.
    When Blue team captures the flag (wins):

    PHASE 3
    The megabase from the end of Phase 1 is RESET to its original condition. This part is important - the state of the megabase is rebuilt to its initial glory!
    The split teams are reversed - Red and Blue trade places
    Red attacks Blue's megabase.

    The team with the fastest capture time wins!

    The defenders might not even need to have their builders removed, considering that a constant 'siege' would inevitably lead to resources running dry for the defensive side. The defenders are -meant- to lose after some time, afterall.

    Why put everyone on team Red at start? Well, the goal here is twofold:
    More people on team Red during the initial construction = a bigger, cooler base.
    By being a part of the construction, you KNOW you will, in phase 2 or 3, be a part of the offense! This means players will more than likely find ways to introduce 'hidden' weaknesses into the design, for their attacking team to exploit. It's like everyone on your team could potentially be a defector... BUT the weaknesses can be exploited by both sides! Mind games and lots of layers of consideration!
    If it was two separate teams building two separate bases, this sort of metagaming wouldn't be present.

    This could be made even more interesting with THREE teams!
    All players start in MIDDLE team, build a fortress.
    Teams are split into 3 at build-end.
    One team to each side of the megabase - BOTH teams fighting for the same goal, with the middle defenders fending off attacks from both sides.
    When a team captures, teams rotate.
    3 rounds, fastest capture wins.

    Fortress would then have to defend from BOTH sides.
    By pitting the outsiders against each other, as well as the defenders, things get doubly interesting! Betrayals and alliances abound! Especially if both attackers decide to tunnel below the megabase and then meet in the middle... oh my!

    Also - This could easily be adapted for the Kill the King mode above - one king that the attackers try to kill. Personally I'm in favour of making it a capture objective, as it gives the defenders a -little- more recourse than just a one-way assault. Getting in AND out for the attackers is more interesting.
     
  13. Neat

    Neat King of the Dead Donator Tester

    Messages:
    1,958

    Just before time limit ends a builder puts spikes in the base. He knows that when its his turn to defend the spikes would have been removed by knights = profit. Honestly for people who understand this game mode I don't understand why they have an incentive to build a strong building at all.
     
  14. Shadlington

    Shadlington THD Team THD Team Administrator Global Moderator

    Messages:
    1,562
    Neat, one point he made was that when starting the second round of sieging the map would reset to the state it was in at the end of the build phase, so that issue would be avoided.
    I quite like the idea actually.
     
  15. Contrary

    Contrary The Audacious Paramount of Explosive Flight Donator Tester

    Messages:
    2,196
    1. Game Name
    Tower of God

    2. Goal
    Stay at the top of the tower the longest

    3. Teams
    Free For All, placed randomly

    4. Map/Generator
    Ok this is the complicated part and I don't know if it's even reasonable to dream about. Tiles and large chunks of tiles land randomly around the map and don't shatter, but simply add on to existing parts. They begin to pile up into tower which everyone tries to ascend.

    5. Other Rules and Features
    Everyone would need to be worker, I think. And the physics would need to be changed slightly. Taking out the support of a section doesn't make it crumble but instead makes it plop down like a chunk of Tetris blocks. Maybe there could be a slowly rising lava at the bottom, even. Everyone would start would with 50 wood, and you would have no more unless you killed some fools with your pick axe.

    You get points for the time you've spent at the highest altitude, most points when everyone dies wins.
     
  16. HODOR

    HODOR Guest

    1. Deathmatch!

    2. Everybody just spawn to a tiny map and try to kill eachother, last man standing wins.

    3. Free for all

    4. Very tiny map

    5. Free for all-team option, lives
     
  17. DarkDobe

    DarkDobe Guest

    Reason being that you will have to attack the building as well as defend it - you can go one way or another. You can make super good defenses and hope your attacking team will be able to bypass them - or make it intentionally weak, bearing in mind it will make your own defensive phase that much more difficult. There's a lot of ways you can twist it - and you won't be the only builder either!
     
  18. Fellere825

    Fellere825 KAG Guard Tester

    Messages:
    890
    1. Game Name
    Super-fun Terrorist *cough* I mean Bomber mode... (Or pretty much any other mode. My game was pretty much about the features. The features pretty much would make the old KAG into a whole separate game-mode)

    *5. Other Rules and Features (as said these features pretty much make the old KAG into a new game-mode)*
    -All character movement is enhanced a little but character movement is not equal. It will still be (Archer > Builder > Knight) for the movement speed.
    -Night and day cycle will be implemented. Daytime line of sight is normal as it is now but unable to see inside of enemy designated areas(These areas will be designated by the use of torches). At night line of sight is greatly reduced. Torches will be implemented and be crafted from about the same required resources as a ladder maybe more(Possible use some stone as well idk). Torches which will light up a certain radius around them yet will not light past walls. To allow player to view an area and to designate a torch as friendly there will be a capture system implemented for the torches. This system would make it so that there will be time for the defenders to block the line of sight of the attackers from expanding. Tents and spawn points will also light up a certain radius around them; maybe a larger radius then torches.
    -Weather system: like rain (make players unable to build on dirt unless they want their resources to crumble {weakens builders}), wind(changes the vectors of the arrows{weakens archers}), snow(makes players even slower and the cold makes players unable to light fuses on bombs{weakens knights}) to completely eliminate a certain class for short periods of time.
    - Inclusion of trapdoors(like gates but opposite).
    -Item limit is multiplied by either 1.5x or 2x
    -Inclusion of economy: Ability to sell resources for gold (stone, wood, arrows, bombs, etc). Players are rewarded for kills and thus gain money. Money can be used to purchase resources, health, or even faster re-spawns.
    - Re-spawn time is greatly lengthened{after three day/night cycles so that any uh-oh deaths aren't too bad early game}: to allow attacking teams to set up bombs on the enemy tent. This is mitigated with the introduction of the economy where players can pay to re-spawn faster{just like the old school arcade games where you have to insert a quarter to continue}
    -Ability to select spawn location. (Upon death the player is taken to a larger view of the map. The only things visible will be all things within his teams line of sight. The player can then select with either the touch of the mouse all available spawn-points created)2. Goal
    Set up bomb within enemy base{the bomb placement will be on the enemy tents} and protect until it explodes. You as the attacker (if you succeed) will be able to gratifyingly see the destruction of the enemy base.

    3. Teams
    -Two teams
    -location is on each end of the map

    4. Map/Generator
    -Will have a sun in the background which will move showing the day and night cycle. The moon will replace the sun when it is night time.
    -Weather queues beforehand about the weather with either light drizzles(rain) or small snow falling(snow) or clouds moving(wind). The map will preferably have a deep chasm in the middle or a large mountain which will impede players from early rushing.
    -Possible inclusion of a forest in the middle instead. This forest will not be a background and thus players will have to chop through it to reach the enemy. Forest trees when chopped down give players to receive double wood.
     
  19. Fellere825

    Fellere825 KAG Guard Tester

    Messages:
    890
    sorry for not using BBCode I tried.