Author Topic: TDM "Campaign" Idea  (Read 817 times)

I've thrown around the idea of a "campaign" of TDMs, basically the results of one battle dictating the next map. The loss of a certain battle can cripple the war effort of one of the teams, so, if one of the teams looses a main tank plant, then they will only have three battles worth of tanks. A "battle" being a week or so of the server for the TDM being hosted. If you loose a port, weapons could be downgraded as your own weapons are terrible compared to those that are imported. The point being, each battle is important, and can dictate the "outcome" of the pseudo-war.

In edition to the two main belligerents' armies, there are also sub factions, such as militant and resistance groups, who have there own doctrines, such as no defined classes.

The current idea I have is this;

A socialist state with a entirely war based economy, is at odds with a theocratic empire of the north.

The socialist state, the Union of Socialist Democratic Republics, or USDR which has the mastered the (un)holy trinity of the Military-Political-Industrial complex, is at odds with the zealous theocratic Northern Empire. Both nations are vastly different in military doctrines and resources.

As of now, the current doctrine of the USRD calls for a professional army, and a firepower/armor focus, as such their soldiers have slightly more health but are slightly slower. Their tanks have more health, but if there tank plant is attacked, they do not have as many reserves as the NE have. They are slightly better armed than the NE, but get slightly less time in a battle in which they are required to capture objectives, as they do not have the reserves.

The Northern Empire doctrine calls of a quantity over quality sort of doctrine, with a main focus on speed and quantity. While they do have worse guns, they have masses of human waves to overrun their enemies with. Their tactics are somewhat outdated, believing that defensive lines still have a purpose in warfare. Their infantry has slightly less health but many reserves. The loss of tens of thousands does not concern them as long as the incompetent commander behind them doesn't let it happen again.

As for server add-ons, Gcat's vehicles and default weapons pack are going to be used.

I would appreciate feedback to I may develop this idea further.

neat, reminds me of planet side, particularly the nc vs teran, or brink with security vs resistance of the ark and how much they differed. insurrection / liberation movements sound cool too; set some urban riots that could take place in either of the nation`s terroritories that pose a threat to the economy...war propaganda and whatnot.

I don't like any competitive aspect of a game that punishes you even more, even after already taking a loss or being pushed back by another team. the double negative of losing the game.
the winning team can be decided very early on, and its a bummer to play against them for the remaining time.
= killing fun

it shouldn't be progressively harder for one team while becoming progressively easier for another at the same time.

someone succeeding, should be rewarded with only the thought that they are closer to the bigger end.

in fact, the further toward loss a team gets, bonuses should balance toward them to help them get back in. forcing the game to push back and forth and remain fun.

I don't like any competitive aspect of a game that punishes you even more, even after already taking a loss or being pushed back by another team. the double negative of losing the game.
the winning team can be decided very early on, and its a bummer to play against them for the remaining time.
= killing fun
Agreed.

The only reason this works in a game like Planetside is because the forces are spread out when winning. Upon loosing, the separate forces consolidate and offer more resistance, even if they have less ability.

that's like my gun idea I had while back.

it starts off instant kill. and does little less damage each time you kill.
forcing that higher kill streak to be very hard to keep up.
while stufftier players will get back into the game easier, and keep up in score at least with smaller faster kill streaks.

to many Blockland gamemmodes are centered around ultra rewarding players who are already ahead of the game, offer ring them the ability to completely overpower and dominate the fun out of the match.

That is what I was thinking, there is a third entity called the OTC in the mix that acts like a combat supplier.

On the subject of bonuses for loss, it's a good idea. I never really considered it before. Perhaps when re-taking onbjectives, the loosing team could have more time as they are more "desperate" and the faction is willing to put more resources forth to achieve the objective.

However, on the topic of destroying assets like factories, to eliminate the factory, I was thinking of a siege process. In addition to having to win a battle in front of the city, you then must siege the citadel, if you the attacker wins, then they move into the city, and must win a fight within the city, or maybe two withing the city, then the must actually siege the factory itself.

The battles themselves will have their outcomes concluded by data taken at different times. If a battle is going for three days, then tallies will be taken once or twice as day, the winner of the tallied decide who wins the day, if the day is one, then one team must win two days to move on

Tallies-> who wins more battle between time of taking tallies -> Day decided -> 2/3 days won -> Outcome

tried that once, it is extremely difficult to do without taking multiple days between fights to set things up

tried that once, it is extremely difficult to do without taking multiple days between fights to set things up
Ideally this would be scripted...

That would just be unnecessarily complicated. Far too much work, really, for what would presumably be a run or two through some scenarios before people move on. One use ideas like that tend to have that kind of problem.