Author Topic: Gamemode_Hunt  (Read 1159 times)

Not sure how many times this has been requested, but I'm gonna request it anyway.

Title: Gamemode_Hunt
Story Building: With all odds stacked against a single player, his/her one or two significant advantages can turn the tide of the battle.
Description: Simple.  A 1 vs. all situation where the hunted can be given a significant advantage over the hunters.  The thing that keeps this from being done with regular TDM is that lack of what I like to call, the sorter.  It's a script that randomly swaps the teams on opposite sides.  Ex: On a round end, the server has a 1:x chance to select any given player on the hunter team, with x=number of players on hunters.  Kinda like the selection of the tank in Iban's ZAPT mod.  The selected player would become the new hunted, and the old hunted would become a hunter.
Why: 2 reasons:
1.  I'm lazy, and don't want to do it manually.
2.  Doing it manually may add some form of bias.  I want an unbiased machine to do the selections.
--------------------------------------------------------------------------------------------------------------------------------------------------
tl:dr; Read the description, it's the most important part.

V<Questions, comments and/or concerns go there.>V
« Last Edit: December 24, 2009, 03:03:40 AM by pocketrocket300 »

Woah man... look at my hands, dude... they are all... like groovy... dude, I am so hungry right now...

hurr.  I better remove the hallucination part.

I tried doing this ages ago, where the "Hunter" gained special weapons and a faster player and others had to kill him to gain the bonus. Even though you could only gain points with the status, players couldn't easily find who he was and just deathmatched against each other. I didn't want to disable friendly fire for players as that makes it a team game - I wanted it to be a competition, you can work together to take him down but overall you want to deal the last blow even if that means killing the others who helped you.

I tried doing this ages ago, where the "Hunter" gained special weapons and a faster player and others had to kill him to gain the bonus. Even though you could only gain points with the status, players couldn't easily find who he was and just deathmatched against each other. I didn't want to disable friendly fire for players as that makes it a team game - I wanted it to be a competition, you can work together to take him down but overall you want to deal the last blow even if that means killing the others who helped you.

Why not set the Hunter with a brown shirt or it has a bigger size or something. And you can have different teams of hunters.

Hunter: Bright red clothing

Hunted: Almost completely black

This is a cool idea.

@Space, did you try making it a lives match where the ultimate goal wasn't earning the points, but instead surviving the hunter?  The hunter selection should be random anyway IMO.

@Space, did you try making it a lives match where the ultimate goal wasn't earning the points, but instead surviving the hunter?  The hunter selection should be random anyway IMO.
The game I played that had it was Metroid Prime on the DS (not actually very good but had some kind of online play)
The special status gave extra effects on all weapons (wider damage radius on one, homing missiles, etc.) and a health boost but it continually drained and couldn't be picked up health from the ground. Anyone who killed him or the first kill after he died got the status. The goal there was to be the first to keep the status for two minutes, not evading one enemy.

I think the problem was identifying who the Hunter was (In mine I'd given them the admin teleport glow but it didn't work very well) and me using a very cramped build where he wasn't easily visible.

In blockland, customizable avatars are simple to distinguish between the hunter and the hunted.  Plus, a bigger map is no problem.  That solves those problems.

Placing everyone except the Hunter in identical uniforms wasn't a very good solution since I didn't want it to be a team game.

A different build might solve it for you but I'm not very good at building...!

Maybe have only the hunter have a specific uniform?

Placing everyone except the Hunter in identical uniforms wasn't a very good solution since I didn't want it to be a team game.
Thing is, I want it to be the team game that you don't want it to be.  I want something where no one player can take him down by himself, they need to strategize, have a plan, and trap him.
A different build might solve it for you but I'm not very good at building...!
I'm not a good builder myself, I'm primarily an eventer, but that doesn't stop me from building functional things.

I have an idea. There could be an escape route for the hunted and the hunters have a certain amount of time to kill the hunted before he reaches the escape.


Maybe the hunter should have something mounted to him that makes him look different from the others..
I remember a game in which the hunter would appear to have 'Death' himself at his side.