Poll

Do you like the idea?

Yes
17 (85%)
No
3 (15%)

Total Members Voted: 20

Author Topic: Server idea: City Outpost Defense: Police Force vs. Mafia vs. Rebels  (Read 1112 times)

Imagine a city in perpetual chaos, riddled with constant gang wars. One day, the mafia for some reason decided to take over the city. The government decided to send in a special police force to combat the mafia before they take over the city and reign with an iron fist. During all of this, the civilians caught in crossfire take up arms to defend themselves and secure the neighborhood since the Police Force takes justice over safety.

The weapons pack will include starting weapons for each team, and certain weapons scattered out across the map. The weapon pack will be T+T, possibly the whole pack.

The server will use the capture the point system for slayer, and the point is that each team has to capture as many points as possible each round. These "points" are certain parts of the city that would give each team an advantage over the other. Say like a gunsmith's shop, a shopping mall or the fire station. Killing people on the other team will increase your points. There will be a few ingame shops across the city that you can spend points for temporary items, such as powerful guns, items that give advantages and things like that.

I would like it if people added to the idea, and post your opinion on the idea.

Discuss!
« Last Edit: March 26, 2012, 09:50:49 AM by IkeTheGeneric »

Good idea. I think it should use the Domination gamemode for Capture the Points.

I like the idea, but how about make it so that each round everyone's weapons are reseted to the default weapons that those teams used and the only way to get better ones are to buy them in the playing field. If you die then you lose the weapons you bought.

sounds pretty cool.  it would promote tactics like area denial and room sweeps

Havent had a tactical TDM build in a long time (or ever?); 100% support.

As an idea, when a person on say, team 1, picks up a weapon found on the street, the spawn room for team 1 gets the weapon.


Would promote actual exploration of build, supporting the idea for room sweeps.

Havent had a tactical TDM build in a long time (or ever?); 100% support.

As an idea, when a person on say, team 1, picks up a weapon found on the street, the spawn room for team 1 gets the weapon.


Would promote actual exploration of build, supporting the idea for room sweeps.

That would be kind of hard to script, but I could ask a few people if they have the time to help.

And the whole idea of exploration of the build would be to pick up health items to heal other players, or hunt down mafia members.


And just maybe, there could be a third team, like rebels or something. Civilians caught in the crossfire who eventually got tired of hiding every time a fight broke out, armed themselves and are out to take out the driving forces in the war.

The rebel team could be "unlocked" when a team triggers something (capturing a certain place, etc.)

Could we have some kind of c4 to blow up walls or doors.

I also would like that when the bricks are blown up then don't come back until next round

I also would like that when the bricks are blown up then don't come back until next round
If you are using Slayer this is possible by setting the brick respawn time to -1.

Also, I would recommend using either Territory/Domination or Search & Destroy for this.

If you are using Slayer this is possible by setting the brick respawn time to -1.

Sweet

Imagine a city in perpetual chaos, riddled with constant gang wars.
I thought that's why we had cityrps?

just kidding, nice ideas.

That would be kind of hard to script, but I could ask a few people if they have the time to help.
Scripting? It can easily be done with Slayer events.

onTeam1touch>namedbrick(team1weaponspawn)>setWeapon>pickedupweapon

Same with Team 2. On the "team1/2weaponspawn" brick just set it to have no item after minigame reset.

Idea sounds sweet.
+1 Internet for u.

OP updated. After brainstorming a bit, I concluded that there could be certain vehicles that spawn without gas, but you could find gas around the map to use the vehicles.

With the whole three teams idea, it would be something different. I mean, think of it like this:

You're on the Police Force, and you're being shot at by a bunch of Mafia members. All of a sudden some Rebels show up and start shooting at you and the Mafia. It becomes a three-way showdown between two mafia members, two rebels and two police force units. The point of the battle is to capture a Shopping Mall which can supply large amounts of health items, melee weapons and ammo.

Imagine the thick of battle, unloading clips into units, and having to actually use tactics.
« Last Edit: March 26, 2012, 09:54:48 AM by IkeTheGeneric »

It might be better as far as tactics go to only have 2 teams.