Poll

Would you like to play this?

Yes
3 (75%)
No
1 (25%)

Total Members Voted: 4

Author Topic: Resource TDM Idea  (Read 632 times)

How does this work?

Two teams are tasked with capturing control points.
Capture all of them to win.

For each point captured your team will unlock something like a vehicle or some sentry guns to help defend.

However, if a point is lost so is the thing you just unlocked.

Ex: Team A is bombarding Team B with Artillery, luckily, a group of sneaky Team B members capture a point and Team A can't use their Artillery, giving Team B a chance to strike back. Team B would also gain something to aid them such as a tank or perhaps their own artillery cannons.


As you can see this would give players alot more to worry about than just someone killing them and would keep the pressure on objective rather than frags.

Players would also be equipped with the same weapons to ensure that they want something more powerful, ala a tank.

I chose to use CnS Firearms for this (http://forum.blockland.us/index.php?topic=124399.0)

Why?

The weapons in this pack have a special ammo system and don't let you hold alot in your reserve (about 3-4 mags) making every bullet count and gives another idea to this mode, Ammo Depots.

To refill ammo with these weapons you need to find some ammo box or something which will give you a complete refill of both your guns and a grenade.

Ammo Depots will be small buildings or areas on the map where players will go to refill ammo of course, however this means that both teams will be rushing to these in battle giving a sort of mini capture point.

Though Ammo Depots can't technically be captured, cutting them off from the enemy would be a great way to reduce them from expanding the battlefield.

I've though about using Gravity cat's fuel mod for vehicles so Ammo Depots will also serve as a "checkpoint" for travelling tanks and such.


Capturing points will also give players the ability to teleport to any captured area, although these will be great for storming the enemy and keeping pressure, control points will not have vehcile spawns, you'll have to get some backup.


What are the units?

Infantry Bulk of the game and unlucky plebs who are going to take alot of the punishment in this, they tend to do well in numbers, and can handle their own against vehicles if they work together. Infantry should try to use teamwork as much as they can to coordinate counter attacks and flanking maneuvers, squads or groups can easily out number any vehicle or lone enemy troopers.

VehiclesRanging from tiny humvees, to deadly tanks and bomber planes, they can wreak havoc on the battlefield. Vehicles are very useful in combat giving fast transport, firepower, bombing runs, shielding from bullets, and taking down pesky bombers. Although vehicles are going to make the fight alot easier they need fuel to keep going and can be taken down by a group of troops.

ArtilleryRaining death from above to everything Artillery is a very deadly presence among the battlefield bringing powerful long range attacks to any enemy. A well placed shell can take down the toughest of vehicles in one shot and with Napalm or Toxic shells they can serve as stopping troops or smoking them out of hiding places.
Despite being powerful artillery is very slow and needs to be very accurate to be effective, also when in close combat it's almost impossible to do anything. I recommended getting two or three people to use artillery cannons, one to reload shells, one to shoot and another to guard or lookout for intruders.

If someone does have a good idea for a Unit I'd love to add it if I can :D

What do players unlock?

I'm still having issues deciding on this and I hope you guys can help me out, if you are please suggest them in this sort of format:

Name of Unit (Infantry, Vehicle, Artillery, Etc.)

Level 1:(What you start with)

Level 2:(Something better but not too good)

Level 3:(Something to really work for)


So far I've made 3 different "units" and the upgrades or unlocks I've thought about giving them.

Infantry: "I didn't sign up for this stuff!"

Level 1: Assault Rifle, Pistol, Frag Grenade, Melee (Might be something thats not in your inventory)

Level 2: Armor (Added Health), Frag Changed to an HE grenade (Wider radius, effective against vehicles)

Level 3: Sentry Guns (Perhaps Rifle, not sure about a Welder to upgrade)

Vehicle: "Heavy armor coming through!"

Level 1: Armed Humvee, Light Tank (Default one?)

Level 2: Anti Air Humvee Added, Bomber Plane

Level 3: Heavy Tank (T-90?)

Artillery: "Scorched Earth"

Level 1: HE Shell

Level 2: Cluster Shell, Laser Guided Shell

Level 3: Napalm Shell (Good for stopping enemy tracks), Toxic Shell (Not sure about this but I'll keep it in mind)


Just as an added note, higher level stuff takes longer to respawn (Excluding infantry)

So far I have two unlock path ideas.

Infantry>Vehicle>Artillery

(Gain all levels of one unit to advance to the next)

Infantry 1, Vehicle 1, Artillery 1 > Infantry 2, Vehicle 2, Artillery 2 > Infantry 3, Vehicle 3, Artillery 3

(All units are leveled up at the same time)



So tell me what you guys think, I've had this idea for a very long time but figured since Im off school for two weeks I'd have some time to work on this.

I think Nekram did something like this. There was a lot...of spawnkilling though.

I think Nekram did something like this. There was a lot...of spawnkilling though.
How so? I want to try to make this as balanced as possible.

This can all be done with events fyi.

This can all be done with events fyi.
That's good to hear, I'm not really good at events though but I could learn I suppose.

What kind of map style would you go for?

What kind of map style would you go for?
For theme Im not quite sure, Im thinking some big and open, with some hills and whatnot.

How so? I want to try to make this as balanced as possible.
Make sure that there isn't a lot of open space, give some underground bunker/forestry type of feel to promote fair gameplay.
Hills work really well, but make sure the team's spawn isn't overlooked by them.

Make sure that there isn't a lot of open space, give some underground bunker/forestry type of feel to promote fair gameplay.
Hills work really well, but make sure the team's spawn isn't overlooked by them.
Im thinking of keeping the spawns away from the actual fighting, it also gives me a chance to add some other things like teleporters.

Pretty much you'd spawn in a room but there would be a map that would show any available deploy zones, the main HQ would have vehicles but players could teleport to anything captured.

Plus it also keeps the spawn killers at bay :P



Also a little bump for some progress, my friend is helping me do the basic layout then we're gonna make it all snazzy and add more terrainy bits.

That hill in the middle is the center of the entire map fyi :V

Im thinking of keeping the spawns away from the actual fighting, it also gives me a chance to add some other things like teleporters.

Pretty much you'd spawn in a room but there would be a map that would show any available deploy zones, the main HQ would have vehicles but players could teleport to anything captured.

Plus it also keeps the spawn killers at bay :P



Also a little bump for some progress, my friend is helping me do the basic layout then we're gonna make it all snazzy and add more terrainy bits.

That hill in the middle is the center of the entire map fyi :V
Pagestretch. Add width=1000 or something into the arguments for img to make it shrink (so it looks like {img width=1000}stuff{img}).

Maybe you could get together with SWAT One. He's been trying to make this too! This would be the fourth one he has worked on or so, he never completes them :(