Author Topic: Overload mode  (Read 7940 times)

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Offline Clawbug

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Overload mode
« on: November 04, 2006, 04:47:03 pm »
What about a mode where there are 2 Objects in both bases. (Like in CTF there are flags..)

The idea is to destroy the opposing teams object as many times as possible within given timelimit (Just like in CTF, Cap as many times as possible)

Object should be "repairing" itself all the time, until it has 100% health.
After ohject is destroyed, it Spawns with 100% health (and MAYBE some kind of pulse to kill all nearby enemies, to prevent spam-destroying)

About maps:
Maps should be a bit different than in CTF, to prevent spraying from mid-map to another base.

There should be 2-4 routes to object.

Maps should be fairly big, since 3v3 game is pretty small on this kind of a gamemode(usually 1 defending)

Players should respawn far behind the flag, to make sure they are not able to just run and rescue the Object.


I think I suggested this like 2 years ago, but to be honest.. I dont really remember the feedback it got.

Another variant/mode would be to have 1 object in center of the map, and both teams try to destroy it.
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Offline Eagles_Arrows

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Re: Overload mode
« Reply #1 on: November 04, 2006, 04:58:30 pm »
A simpler version of UT2004's Onslaught mode?  Seems like a fine idea to me.

For maps, how about place these objects in an enclosed area?  That way, soldatens can't spray those objects.

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Offline Mistercharles

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Re: Overload mode
« Reply #2 on: November 04, 2006, 05:03:36 pm »
^that's up to the mappers.

I think this sounds great, so long as the object is very simple, ie. a big block with the team title on it. It's like UT's onslaught, but far simpler. Simple is good.
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Offline 1010011010

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Re: Overload mode
« Reply #3 on: November 04, 2006, 05:04:49 pm »
The 'object' should be a crate of vital medical supplies or guns or something. I don't know, makes a little more sense.

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Re: Overload mode
« Reply #4 on: November 04, 2006, 05:08:45 pm »
Sounds good too me, blowing stuff up is always fun, but instead of a pulse and killing everyone, giving them deaths, just have everyone respawn and it say like 3...2....1... GOO!! and you go and kill it again. As for the thing your blowing up, maybe just a box and let the user use its imagination :) Like i said, sounds good.

Offline Mistercharles

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Re: Overload mode
« Reply #5 on: November 04, 2006, 05:32:54 pm »

Whipped those up in Photoshop. A big crate of god knows what. Has the medikit physics, but takes a sh?tload of force to move. Players can stand of top of it. When it's finally destroyed, it sends shrapnel everywhere, killing nearly everyone in range. The point limit is how many times the crate is blown. Suggestions?
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Offline Eagles_Arrows

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Re: Overload mode
« Reply #6 on: November 04, 2006, 05:35:31 pm »
The first thing that came to my mind upon reading this suggestion was that the objects could be like UT's "power cores" except a bit smaller.



Also, when a player moves his cursor over his team's object it should tell him how much health it has left, like telling how much health a teammate has.

Power Core (75%)
« Last Edit: November 04, 2006, 05:42:32 pm by Eagles_Arrows »

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Offline 1010011010

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Re: Overload mode
« Reply #7 on: November 04, 2006, 05:42:47 pm »
Yeah, but a large power core really doesn't look good in some maps.

Offline Eagles_Arrows

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Re: Overload mode
« Reply #8 on: November 04, 2006, 05:45:09 pm »
Well, I said "smaller."  Objects could be, like, twice as big as a soldaten, and no larger.
« Last Edit: November 04, 2006, 05:46:49 pm by Eagles_Arrows »

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Offline 1010011010

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Re: Overload mode
« Reply #9 on: November 04, 2006, 05:46:28 pm »
No, I mean something metal and glowing doesn't look that good in a rural-type map like Laos or Maya. It would look good in CS and DE type maps, though.

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Re: Overload mode
« Reply #10 on: November 04, 2006, 05:48:50 pm »
I say don't have it kill everyone, people don't like deaths, especially if they are inevitable.

Offline Mistercharles

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Re: Overload mode
« Reply #11 on: November 04, 2006, 06:13:13 pm »
No, I mean something metal and glowing doesn't look that good in a rural-type map like Laos or Maya. It would look good in CS and DE type maps, though.
Which is why and would look fine. Metal, but not glowing and scifiey.  just a big ol' crate.
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Offline 1010011010

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Re: Overload mode
« Reply #12 on: November 04, 2006, 06:15:30 pm »
No, I mean something metal and glowing doesn't look that good in a rural-type map like Laos or Maya. It would look good in CS and DE type maps, though.
Which is why and would look fine. Metal, but not glowing and scifiey.  just a big ol' crate.

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Offline F3nyx

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Re: Overload mode
« Reply #13 on: November 04, 2006, 07:19:30 pm »
Reminds of Tribes' Defend and Destroy gametype.

This could be a very fun and different new gametype.  Maps would need to be designed such that teams couldn't just spam across the map to damage the objective -- objectives would have be semi-protected.

But come on, a CRATE?  No offense, but a big square block of nothing seems like a placeholder.  What about a tree, or a "generator," or a small building?

Offline Dascoo

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Re: Overload mode
« Reply #14 on: November 04, 2006, 07:26:09 pm »
Yes'm I like it!

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Offline Eagles_Arrows

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Re: Overload mode
« Reply #15 on: November 04, 2006, 07:48:58 pm »
Reminds of Tribes' Defend and Destroy gametype.

This could be a very fun and different new gametype.  Maps would need to be designed such that teams couldn't just spam across the map to damage the objective -- objectives would have be semi-protected.

But come on, a CRATE?  No offense, but a big square block of nothing seems like a placeholder.  What about a tree, or a "generator," or a small building?

Who would want to defend a tree? :P
But yes, I agree that a big black crate doesn't really fit as an objective... let's think of some ideas, you guys.

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Offline Clawbug

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Re: Overload mode
« Reply #16 on: November 04, 2006, 08:24:49 pm »
Well, who runs around with enemy flag just to put enemies flag to their own? :P

The object could be just for example some kind of a structure mounted to ground or something :P
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Offline Mistercharles

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Re: Overload mode
« Reply #17 on: November 04, 2006, 08:45:44 pm »
But yes, I agree that a big black crate doesn't really fit as an objective... let's think of some ideas, you guys.
I can't think of anything that could work in any theme of map, besides a giant box filled with explosives.
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Offline Eagles_Arrows

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Re: Overload mode
« Reply #18 on: November 04, 2006, 08:56:41 pm »
Statues depicting soldatens would work.  Ya?  No?

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Offline Mistercharles

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Re: Overload mode
« Reply #19 on: November 04, 2006, 09:44:57 pm »
^But they need to have some physics in them, otherwise they would look very static compared to everything else going on, and we wouldn't want a statue to spawn, then just fall over lamely. It needs to be something that can deal with physics easily (plus all objects with skeletons look and act awesomely, thanks to the physics engine).
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Offline Pyroguy

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Re: Overload mode
« Reply #20 on: November 04, 2006, 09:50:17 pm »
Make it statue of a Soldat holding the flag of the team! Explode it to win the game. Make it's health a multiple of 1000 (10 soldat's healtbars; setting it to 1 means 10 soldat healthbars, setting it to 100 means 1000 soldat healthbars) and set by a server variable, just like capture limit. Count them down in the box with the flag score. You might have a problem with chainsaws, knives, and explosives, though... perhaps call it dts; destroy the statue/soldat. Make the flag blow in the wind or move somehow.

Offline Eagles_Arrows

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Re: Overload mode
« Reply #21 on: November 04, 2006, 09:53:06 pm »
A round jewel, perhaps?

Augh, I'm tired of brainstorming.
« Last Edit: November 04, 2006, 09:54:52 pm by Eagles_Arrows »

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Offline jettlarue

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Re: Overload mode
« Reply #22 on: November 04, 2006, 09:54:14 pm »
I have it...A civilian :D

Offline 1010011010

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Re: Overload mode
« Reply #23 on: November 04, 2006, 10:08:10 pm »
It could be a bot with no weapons and a lot of health. I don't know.

Offline Clawbug

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Re: Overload mode
« Reply #24 on: November 04, 2006, 10:28:43 pm »
Hehe. A Bot. The back guy, the dummy. :P Leader/king of the team. Kill the King mode. :D
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Re: Overload mode
« Reply #25 on: November 05, 2006, 11:04:24 am »
Regicide mode lol, I'm thinking a statue of MM lol, or maybe a giant crate of wine, that's worth protecting. It could be a big satelite thing you had to blow up. A crate would be fine too, it wouldn't have to be fancy. I would play it, lets implement it FTW.

Offline Clawbug

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Re: Overload mode
« Reply #26 on: November 05, 2006, 12:58:37 pm »
Well, it does not really need to be anything special. Like I said, who does run around with flags from base to base, while having something like jet boots on his feet? :P
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Offline jettlarue

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Re: Overload mode
« Reply #27 on: November 05, 2006, 01:03:06 pm »
You guys...couldnt the box be modded? So it really wouldnt matter what it was.

Offline Avarax

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Re: Overload mode
« Reply #28 on: November 05, 2006, 01:11:47 pm »
there should simply be a polytype "overloader: alpha" and another "overloader: bravo" and an option in Map Settings to set the overloader health. then you could model the overloader however you wanted. you could also make an "in Front" scenery overlapping it.

A great thing about this gamemode: it would make the saw VERY usable since it does the most damage per second if you get close to the objects. so this would actually allow pseudo-classes, guys with saws would be the attackers of a team and the ones with a different secondary would be supportives / defenders.
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Offline jettlarue

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Re: Overload mode
« Reply #29 on: November 05, 2006, 01:21:13 pm »
Avarax than the map format would have to change. Since there are already 8 types the next would be 16. I suggest we start a new map type called like .pms2 and have it have all recent changes. And make it so soldat can choose either.

Offline Clawbug

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Re: Overload mode
« Reply #30 on: November 05, 2006, 01:24:22 pm »
I wouldn't hesitate with new map type, if it was open, it would take like 30minutes for someone to write a convertor between two formats. (Anna, ramirez, enesce, MM, rainrider, Keydon, Im calling you.. ;))
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Offline Tallacaps

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Re: Overload mode
« Reply #31 on: November 05, 2006, 02:14:16 pm »
Make it statue of a Soldat holding the flag of the team! Explode it to win the game. Make it's health a multiple of 1000 (10 soldat's healtbars; setting it to 1 means 10 soldat healthbars, setting it to 100 means 1000 soldat healthbars) and set by a server variable, just like capture limit. Count them down in the box with the flag score. You might have a problem with chainsaws, knives, and explosives, though... perhaps call it dts; destroy the statue/soldat. Make the flag blow in the wind or move somehow.

A classy idea!

Offline Clawbug

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Re: Overload mode
« Reply #32 on: November 07, 2006, 11:02:41 am »
Hmm, would it be possible to have the object as single .bmp file? And then damage it.

Then it would be easier for people to make mods and such. :)

Im not that familar with Soldat modding or stuff how it works, so thats why im wondering..
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Offline zexus

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Re: Overload mode
« Reply #33 on: November 08, 2006, 02:01:09 am »
I think some type of adjustable sized statue would work best and have it crumble and or pieces far off and maybe have a adjustable dmg for each weapon for the exmaple =  knife stab dose more dmg then m79 so players would have to get close
« Last Edit: November 08, 2006, 02:07:37 am by zexus »
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Offline Clawbug

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Re: Overload mode
« Reply #34 on: November 08, 2006, 11:08:55 am »
I think some type of adjustable sized statue would work best and have it crumble and or pieces far off and maybe have a adjustable dmg for each weapon for the exmaple =  knife stab dose more dmg then m79 so players would have to get close
Well, I think Chainsawing deals the most damage anyway.
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Offline M.rSnow

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Re: Overload mode
« Reply #35 on: November 20, 2006, 12:52:41 pm »
Well if ur coming any were whit this i can meak and nice sockwave...
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Offline xtishereb

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Re: Overload mode
« Reply #36 on: November 20, 2006, 07:20:14 pm »
I got an idea about how to make this work without changing map types:

Use the red and blue flag spawns to place the object, just like how the red and blue flag spawns are used as the white and black flag spawns in Infiltration.

In survival mode, the box should go back to full health after each round.


Mistercharles' mock-up boxes look fine to me, but I think they should be a little smaller.

This game mode would be fun; I support it.
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Offline 1010011010

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Re: Overload mode
« Reply #37 on: November 20, 2006, 07:41:33 pm »
Only explosives, punching and chainsawing should break whatever object.

Offline The Red Guy

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Re: Overload mode
« Reply #38 on: November 20, 2006, 08:07:52 pm »

Whipped those up in Photoshop. A big crate of god knows what. Has the medikit physics, but takes a sh?tload of force to move. Players can stand of top of it. When it's finally destroyed, it sends shrapnel everywhere, killing nearly everyone in range. The point limit is how many times the crate is blown. Suggestions?
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Offline popsofctown

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Re: Overload mode
« Reply #39 on: November 20, 2006, 09:12:23 pm »
I like the plain metal boxes best, maybe they should come in different colors tho, like brown or green to match levels that look sort of like bigfalls. 

You could get some really interesting maps with this, if you think about it.. the high route could become most important, if it has a good overlook at the object at the end. for obvious reasons, plus the ability to through grenades down at it.  You could make a level focus totally on defending the path to a turret that can smash the tar out of the object, and the people around it.  The object MUST be very small, otherwise weapons that deal out lots of damage inaccurately *coughHKcough* would become far too popular for their ability to wear down the object.
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Offline Death MachineX350

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Re: Overload mode
« Reply #40 on: November 21, 2006, 09:26:08 am »
No, I mean something metal and glowing doesn't look that good in a rural-type map like Laos or Maya. It would look good in CS and DE type maps, though.
Which is why and would look fine. Metal, but not glowing and scifiey.  just a big ol' crate.
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Offline popsofctown

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Re: Overload mode
« Reply #41 on: November 22, 2006, 03:08:44 pm »
The simplest way to program this is probably important.  This idea may be stupid, but if it isn't it wouldn't require too much coding i dont think...  could u make the object a bot?  one that stands where the flag usually is, doesnt move, has much more health than usual, and is changed to look like a box?
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Offline Cato269

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Re: Overload mode
« Reply #42 on: November 23, 2006, 04:07:32 pm »
no it can't be a bot, otherwise more gosteks will need to be added. and then, you would still need to code it as if this bot dies, whole team loses.

Offline Clawbug

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Re: Overload mode
« Reply #43 on: May 24, 2007, 01:42:33 pm »
Now, did any betatesters ever read the topic? :O
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Offline Magic Odd Effect

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Re: Overload mode
« Reply #44 on: May 24, 2007, 11:02:31 pm »
Hmm....another objective-based gamemode....

I like it.

I say it should be an "object of importance". Depending on the map, it could be a radio, generator, maybe even a car or a statue. The object should vary by map.

Although those crates do look nice. Could work in a map somewhat like Factory or the CS maps.
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Offline chazzer_

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Re: Overload mode
« Reply #45 on: May 26, 2007, 09:39:45 am »
F12 Good idea simple

A box is too boring a generator would be a good idea but the maps would have to be redesigned to stop spray

Offline Will

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Re: Overload mode
« Reply #46 on: May 26, 2007, 10:06:36 am »
I think this "object" should be a collider or something. So you could set it's size and make it look like a radio or a big generator...

Offline Sytrus

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Re: Overload mode
« Reply #47 on: May 26, 2007, 11:48:22 am »
F12 or die with fire.

Offline Clawbug

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Re: Overload mode
« Reply #48 on: May 26, 2007, 12:01:22 pm »
I think that CTF maps COULD be played, but if Overload mode, the flag would be replaced with "object". There could also be spesific maps for Overload mode aswell.

I just loved to play this in Quake 3 Tem arena. :|
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Offline mxyzptlk

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Re: Overload mode
« Reply #49 on: May 26, 2007, 04:14:04 pm »
Maybe, instead of being a normal object, it could be assigned as a scenery type, so if you wanted it to be a crate for the map, it could be. If you wanted it to be a statue for the map, it could be. Hell, it could even be a tank or a car.

As mentioned before, the damage could be set by the server, like the score decreasing until one team loses with a score of 0, and the other team wins with a score above zero.

Also, when it "dies", it wouldn't hurt for there to be an explosion ^_^


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Offline Clawbug

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Re: Overload mode
« Reply #50 on: May 26, 2007, 05:09:36 pm »
Well, the "Final pulse" should kill everything in the set radius. The radius could be set from soldat.ini, and this is to prevent mass-destroying it. Also, 2-5 seconds "build up" for the objective could be done, to prevent mass-destroying. So, the pbject should be blinking like Soldat is when spawning.

Also, the damage caused by "Final pulse" could reduce over distance.

Just some brainstorming. :o
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Offline The Owls

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Re: Overload mode
« Reply #51 on: May 27, 2007, 01:56:56 pm »
The only problem with this is the damage delt to it.  I like the idea, but in the weapons ini. m79 deals a crap load of damage, and one shot from one of those would take it out.  But if you gave it enough health to survive a shot from one of those, then the other weapons would be worthless.  Just something to take into consideration.

Offline mxyzptlk

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Re: Overload mode
« Reply #52 on: May 27, 2007, 01:59:55 pm »
maybe add a statement: If damage dealt equals more than 1000 points, deal 1000 points.

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Offline Memxio

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Re: Overload mode
« Reply #53 on: May 27, 2007, 03:06:07 pm »
This does sound like an interesting idea that I would definitely check out but I can already tell you that the only gun that's going to be used for this game mode will be the M79 as Owls had said. Any ideas as to how to avoid that?

Offline Clawbug

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Re: Overload mode
« Reply #54 on: May 27, 2007, 03:22:13 pm »
This does sound like an interesting idea that I would definitely check out but I can already tell you that the only gun that's going to be used for this game mode will be the M79 as Owls had said. Any ideas as to how to avoid that?

Server side scripting could be easy to implement.

If samage dealt is over 250, then the damage dealt is 250. This means that max. possible damage to deal is 250.

There could be soldat.ini option for this. max_overload_damage = 250 or something.
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Offline Magic Odd Effect

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Re: Overload mode
« Reply #55 on: May 27, 2007, 03:27:42 pm »
That's a good idea. Adjusting the max damage done to it would be cool.

Another idea would be to add a variable into a special weapons.ini (like the realistic balance one) for this mode. For each weapon, it would say "maxdamage=(amount)" to say the max damage the weapon can do to the object. And the anti-spray is in effect, so spraying is useless.
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Offline Dev1200

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Re: Overload mode
« Reply #56 on: May 29, 2007, 12:06:05 am »
f12 ;]

Offline Sytrus

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Re: Overload mode
« Reply #57 on: May 29, 2007, 03:16:33 am »
Thsi would be a good idea for that 4-Team CTF, because it would be easier to balance.

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Re: Overload mode
« Reply #58 on: May 29, 2007, 11:07:59 pm »
Umm . . . I have an idea for an object. The boxes and statues sound like a good idea, believe me, but how about something more up to the mapmaker? There should be at least five different objects to choose from, the boxes and statues included. Then there could be the Generator, a Satelite, and a Vault. These three objects are not only cool, but they all hold some sort of importance, unlike statues and boxes. Also, the M79 problem could be solved easily, if the host would simply deactivate the weapon. Or, as all said before, you could set a max. damage. And I believe the object should be enclosed in a small room, where it is only accessible from below. The object could be placed next to the hole, this way people have to actually get inside to attack it. Comments?




Offline NinjaGimp369

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Re: Overload mode
« Reply #59 on: May 30, 2007, 03:24:02 am »
^But they need to have some physics in them, otherwise they would look very static compared to everything else going on, and we wouldn't want a statue to spawn, then just fall over lamely. It needs to be something that can deal with physics easily (plus all objects with skeletons look and act awesomely, thanks to the physics engine).

Very true, love the idea.
"You should've used the pythagoras theorum, b*tch."
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