Poll

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Author Topic: {K} Krypt  (Read 107881 times)

*** HUGE WALL OF TEXT INCOMING ***

Okay, so here's how the TDM will work.

Players will spawn in their team's armory. From here, they can choose to either stick around for a minute to view and read info about all of the weapons displayed in the armory, and see their cost, in score points, or leave the armory and begin fighting. Or both, obviously.

Now, here is how each system of the TDM will operate:

Weapon system:

There are 4 weapon tiers (3, really, because the first tier consists of nothing more than the standard laser pistol). Weapons in each tier become more powerful and more costly with each tier. Each tier will have three ranged weapons and a melee weapon, except for the 4th tier, which will only have 2 ranged weapons for each team (I will explain this tier later). Every player starts with the standard laser pistol, colored specifically for their team. After gaining 5 points, players may choose to return to the armory and purchase the first Tier 2 weapon, an upgraded version of the laser pistol, which is just a dual-wield. Once 15 points have been acquired, players will have access to Tier 3 weaponry. Once 30 points have been earned, players will have access to Tier 4 weaponry.

Now, you may be thinking, "Wow Kyzor, don't you think those cost values are a bit much? It'll basically become a 'survival of the fittest' match, and those aren't fun for everyone involved because some players will be stuck with less powerful weapons because they can't get any kills, and the players will the higher-power weapons will just dominate the forget out of them." You couldn't be more correct in thinking that. Which is exactly why I want our scripters to create a small modification to the score-keeping script. Instead of having the score cleared upon death, it remains. This way, players who aren't faring so well against stronger weapons will still have a chance to level up their own equipment, and hopefully turn the tables in their favor. However, there will still be two instances where the score will be completely cleared: at the end of each round, and when a player uses a Tier 4 weapon (again, I'll explain later).

And now for the actual weapons themselves:

Tier 1:
    Standard Laser Pistol
    • DPS: 20
    • Rate of fire: 4 shots/second (semi-automatic)
    • Standard-issue laser pistol; all players spawn with this weapon
    • Cost: no cost

    Tier 2:
      Dual Laser Pistols
      • DPS: 20
      • Rate of fire: 4 × 2 shots/second (semi-automatic)
      • Dual-wield version of the Standard Laser Pistol
      • Cost: 5 points

        Plasma Assault Rifle
        • DPS: 2
        • Rate of fire: 10 shots/second (automatic)
        • Somewhat inaccurate but rapidly-firing all-purpose assault rifle
        • Cost: 6 points

          Antimatter Shotgun
          • DPS: 5-30 (fires six projectiles, each deals 5 damage)
          • Rate of fire: 1 shot/second (pump-action)
          • Fires shards of solidified antimatter
          • Cost: 8 points

            Tesla Baton
            • DPS: 15 (slows target's movement speed by 25% for 2 seconds upon being hit)
            • Rate of fire: 1 swing/second (melee)
            • Electrically-charged baton that doesn't deal a whole lot of damage but has massive knockback
            • Cost: 10 points

            Tier 3:
              Shock Concussor
              • DPS: 20-30 (depends on distance from center of explosion)
              • Rate of fire: 1 shot/second (pump-action)
              • Grenade launcher that fires a ball of supercharged antimatter which explodes on contact with either players or the ground
              • Cost: 15 points

                Cryo Repeater
                • DPS: 10
                • Rate of fire: 10 shots/second (automatic)
                • Upgraded version of the Plasma Assault Rifle, fires shards of supercooled liquid nitrogen
                • Cost: 20 points

                  Shock Cannon
                  • DPS: 5-60 (fires 12 projectiles, each deals 5 damage)
                  • Rate of fire: 2 shots/second (semi-automatic)
                  • You may remember this weapon if you've played "Ratchet and Clank: Up Your Arsenal"; this weapon fires a very wide-spread burst of electrically-charged bullet fragments
                  • Cost: 25 points

                    Omniwrench 1337
                    • DPS: 40
                    • Rate of fire: 1 swing/second (melee)
                    • Again, you may remember this if you've played any "Ratchet and Clank" game; Makanix made an extremely well-modeled version of this quite some time ago. I'm bringing it back as a force to be reckoned with. This melee weapon will send pure plasma energy coursing through the bodies of its victims as they're sent flying backwards at very high speeds. If the hit of the weapon doesn't kill you, the impact of your Blockhead's body slamming into the wall behind it, will. (Just kidding, it's not nearly as OP as it sounds, I just wanted to make it sound badass.)
                    • Cost: 25 points

                    Tier 4:
                    THESE WEAPONS ARE OP AS forget FOR A REASON.

                    Blue Team Tier 4 Weapons:
                      Hyperion Lancer
                      • DPS: over 9000 (literally) (small area of effect)
                      • Rate of fire: single-use
                      • Originally created with the purpose of being powerful enough to remove the head from the Statue of Liberty, the Hyperion Lancer is a very accurate, extremely powerful sniper rifle, capable of eradicating any Blockhead unfortunate enough to be in its crosshairs, as well as doing damage to any Blockheads who happen to be near their friend when he is killed.
                      • Cost: 30 points

                        Zen Grenade
                        • DPS: instant kill (area of effect)
                        • Rate of fire: single-use (thrown)
                        • The most powerful weapon the Blue Team possesses, the Zen Grenade is essentially a close-quarters nuke, utilizing advanced methods of quantum entanglement to vaporize any enemies within its 30-stud-radius explosion.
                        • Cost: 40 points

                        Red Team Tier 4 Weapons:
                          Plasmite Rocket-Propelled Grenade Launcher (Plasmite RPG)
                          • DPS: instant kill (area of effect)
                          • Rate of fire: single-use
                          • If you've played the game Jak 3, you'll remember this weapon. The grenade launched by this weapon is not something you want to see coming towards you. Equipped with the most advanced proximity detection systems, the grenade will detonate itself when it comes within 3 studs of an enemy. Perfect for crowd control.
                          • Cost: 30 points

                            Raze Machine
                            • DPS: instant kill (medium area of effect)
                            • Rate of fire: single-use
                            • The Raze Machine can best be described as a sniper rifle. It fires a projectile that moves faster than the speed of sound, embedding itself silently and invisibly into whatever surface it hits. Then, when an enemy Blockhead wanders by, it detonates, killing the Blockhead and any of his nearby teammates. "And what happens if it hits a player?", you may be wondering? Heh, well, that's for you to discover on your own. :)
                            • Cost: 40 points (this weapon is far more deadly than it sounds, trust me)

                            If you haven't already figured it out, I have decided that every weapon used in this TDM will be custom-made. This might sound like a lot of work, but really, when you look at the big picture, it isn't that difficult.

                            Gameplay system:

                            Players will be auto-sorted into Red and Blue Teams upon joining the mini-game. Each round will last 30 minutes; this will give ample time for at least one player of each team to reach Tier 4 weapons. Here's what I haven't yet told you: the round ends when one player from either team makes at least one kill with a Tier 4 weapon. This is not a final decision and is open for debate; obviously there are some modifications to the TDM script that will need to be done, or that call for entire scripts of their own. I don't know enough about scripting to make a final decision about this, so I'll talk to someone who does before I make said final decision.

                            (This is Makanix' idea.) Halfway through each round, a player from one of the teams will be randomly chosen to become the Juggernaut. This player's avatar will be mostly green, so as to easily distinguish them from the other players; however, they will still be on the team into which they were originally sorted. Their datablock will change to one that moves faster, jumps higher, and has more health. By default, they will have the Antimatter Shotgun, the Cryo Repeater, and the Omniwrench 1337 in weapon slots 1, 2, and 3, respectively. They will have quadruple the health of a normal player.

                            So yeah. That's basically all I've got for now. All of the above is open to debate and suggestions, so feel free to pitch in your 20 cents. However, no ideas are final until approved by both Makanix and myself.

                            How did you measure the DPS? I don't think you intended the assault rifle to have 2 DPS.

                            Some secondary objectives could make things more interesting. "Flag" captures, hacking, building/sabotaging/repairing, area control, traps. Completing objectives could award points. Unlock spawn points?

                            Greatly restrict jump height, air control and crouch movement speed. The build itself should have multiple height levels, some open areas, some close/tight areas. If we end up with a map comprised of a bunch of open hallways and/or everyone's bouncing around like a hyperactive rubber bitch leaving every other shot to luck, I will have to abandon.

                            Balanced asymmetry is your friend.

                            What is the setting of the build?

                            Perhaps players could change their attributes. Quickness at completing objectives, movement speed, health. Give to one, take from another. Convert an amount of points into attribute points instead of weapon upgrades.

                            Is weapon ownership sustained through death?

                            Medical stations to restore health, requires that you're out of combat.

                            I think there should be a final objective to end the round. Possibly with a cutscene. Getting one kill with a T4 to end the game seems anticlimactic and not very fun for the user.

                            If you decide to include the juggernaut, I wouldn't use green. Perhaps orange for the red team, purple for blue.

                            There should be a variety of avatar options, so we don't have a bunch of clones. It doesn't have to indicate anything.

                            And do we REALLY have to use red and blue as the teams? It's been done a million times over, why can't some other colors get in a fight for once? Perhaps could we have a tiny semblance of character development and not strictly color-code them?

                            I would abolish tier 4 and juggernauts. I'm against ridiculous advantages to individual players. Deciding to buy a T3 you like shouldn't set you back halfway from winning (or at least horribly overpowering) the match.

                            Objectives award credits, kills give points which can be converted to credits. Points, from kills, grant 10 credits. That way, smaller amounts of credits (1-9) can be awarded for completing smaller objectives or working toward an objective.
                            « Last Edit: December 20, 2011, 08:58:51 AM by Eksi »

                            I wake up and check this topic... O_o 2 posts are the length of a normal page!!!

                            Going by Eksi's idea to remove T4, maybe Juggernaut will only activate for the losing team to catch them up. It makes it more balanced. It's like when you're playing Mario Kart and you're so far behind that you get the bullet powerup.

                            Also to reduce lag, I've always wanted to make an organic bomb. It does no damage to bricks, but kills players within the radius. I was thinking of a Static bomb. It electrocutes players, dropping them to half health, but they can be thrown multiple times. Since its electricity, it doesn't have knockback on the player, but freezes them in place for a second. The bomb can only be thrown once every 5 seconds.
                            « Last Edit: December 20, 2011, 09:55:38 AM by Xinakam »

                            Make the teams Green v.s Blue instead


                            loving ringworm, got it on the side of my face too.

                            I put tiger balm on it earlier, and HOLY forget DGSDRGRHG BURRRRRRNSS AAAAAAa

                            I'm almost done the script for the Plasmite rpg.
                            Its surprisingly easier to make a projectile explode than i thought.

                            offtopic:
                            PORTAL 2 IS DONE DOWNLOADING FTWFTWFTWFTW
                            will try when I get home! :D

                            http://forum.blockland.us/index.php?topic=179628.0

                            would kyrpt still enjoy being meteors ally when and if it comes back? (not like you ever took us off the ally list anyway lol)

                            I definitely want to help with the music video project. I haven't done a video project before, but I promise I listen to anybody who gives me advice.

                            Also, may I suggest that the buildings and scenery have a Nitronic Rush style to them?

                            How did you measure the DPS? I don't think you intended the assault rifle to have 2 DPS.

                            -- I measured the DPS based on an attempt to not make things too incredibly powerful for how fast they fire, but yeah you're right, I'll increase the DPS on the assault rifle to 5.

                            Some secondary objectives could make things more interesting. "Flag" captures, hacking, building/sabotaging/repairing, area control, traps. Completing objectives could award points. Unlock spawn points?

                            -- Yes, I was considering this, especially area control and traps.

                            Greatly restrict jump height, air control and crouch movement speed. The build itself should have multiple height levels, some open areas, some close/tight areas. If we end up with a map comprised of a bunch of open hallways and/or everyone's bouncing around like a hyperactive rubber bitch leaving every other shot to luck, I will have to abandon.

                            -- I would like to include you in the build planning process. All of what you said is what I've been considering, but I'm having a bit of trouble visualizing how it would actually play out.

                            Balanced asymmetry is your friend.

                            -- Indeed it is.

                            What is the setting of the build?

                            -- Setting, as in, time period? Or setting as in physical location in the server?

                            Perhaps players could change their attributes. Quickness at completing objectives, movement speed, health. Give to one, take from another. Convert an amount of points into attribute points instead of weapon upgrades.

                            -- This is an excellent idea and I'd love to include it, but I don't quite know how it would work. I suppose events would be a great way to do it, that way we can save on scripts.

                            Is weapon ownership sustained through death?

                            -- No.

                            Medical stations to restore health, requires that you're out of combat.

                            -- Oh yes, this is a good idea.

                            I think there should be a final objective to end the round. Possibly with a cutscene. Getting one kill with a T4 to end the game seems anticlimactic and not very fun for the user.

                            -- All right, but I'm not sure what a final objective would be. My idea for a final objective was obtaining and getting a kill with a Tier 4 weapon, but I can see where you're coming from when you say that that would be anticlimactic. Please, throw some suggestions around.

                            If you decide to include the juggernaut, I wouldn't use green. Perhaps orange for the red team, purple for blue.

                            -- Yeah, the green color was really just Mak's excuse to get the color green into the TDM somewhere. :P Sorry Mak, green's out.

                            There should be a variety of avatar options, so we don't have a bunch of clones. It doesn't have to indicate anything.

                            -- This is a great idea, but it would require the use of Bot Events, and last time I checked, those break the TDM gamemode. I could be wrong, it could've been fixed, do correct me if I am wrong.

                            And do we REALLY have to use red and blue as the teams? It's been done a million times over, why can't some other colors get in a fight for once? Perhaps could we have a tiny semblance of character development and not strictly color-code them?

                            -- No, we don't really have to use red and blue as the team colors. Again, throw around some alternatives for consideration.

                            I would abolish tier 4 and juggernauts. I'm against ridiculous advantages to individual players. Deciding to buy a T3 you like shouldn't set you back halfway from winning (or at least horribly overpowering) the match.

                            -- This is a tentative area. I want there to be some sort of ultimatum. I'm open to changes here, but not many.

                            Objectives award credits, kills give points which can be converted to credits. Points, from kills, grant 10 credits. That way, smaller amounts of credits (1-9) can be awarded for completing smaller objectives or working toward an objective.

                            -- Would require either a forgetload of events or more scripting. More events = more lag (at least for me, anyway, with my stuffputer). I'm all for using events wherever we can, but at some point we need to switch to scripts when possible.

                            I wake up and check this topic... O_o 2 posts are the length of a normal page!!!

                            Going by Eksi's idea to remove T4, maybe Juggernaut will only activate for the losing team to catch them up. It makes it more balanced. It's like when you're playing Mario Kart and you're so far behind that you get the bullet powerup.

                            -- I like this idea, partially. I don't want to remove Tier 4 weapons. Again, things to think about.

                            Also to reduce lag, I've always wanted to make an organic bomb. It does no damage to bricks, but kills players within the radius. I was thinking of a Static bomb. It electrocutes players, dropping them to half health, but they can be thrown multiple times. Since its electricity, it doesn't have knockback on the player, but freezes them in place for a second. The bomb can only be thrown once every 5 seconds.

                            -- I really like this idea. I wasn't planning on having weapons destroy bricks anyway, just to further reduce lag, but this is still a great idea.

                            Make the teams Green v.s Blue instead

                            Maybe.

                            I'm almost done the script for the Plasmite rpg.
                            Its surprisingly easier to make a projectile explode than i thought.

                            Awesome bro, can't wait to see what it does when the whole thing is complete.

                            http://forum.blockland.us/index.php?topic=179628.0

                            would kyrpt still enjoy being meteors ally when and if it comes back? (not like you ever took us off the ally list anyway lol)

                            Of course.

                            I definitely want to help with the music video project. I haven't done a video project before, but I promise I listen to anybody who gives me advice.

                            Also, may I suggest that the buildings and scenery have a Nitronic Rush style to them?

                            Thank you for the offer and the suggestion, but we're not doing the music video project anymore. If you'd like to help with the TDM project, go ahead and apply for whichever section of the clan you'd like. We need all the help we can get with this.

                            Good news: my Windows OS died again.
                            Apparently my computer has some vendetta against Windows. ;-;

                            make it sign a peace treaty

                            Also Kyzor I'd appreciate if you got on Skype if possible.

                            Okay, the (untested, but most likely working) script is done, and ready to be tested. - I'm going to test it myself first. It's still in the dropbox though.
                            Kyzor, i'm putting it in the dropbox.
                            « Last Edit: December 20, 2011, 06:32:34 PM by Ipquarx »

                            THIS is how you render an image!