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    Acquisition

    Acquisition is a concept for a CTF variant where you can carry any team's flag and weapons give you special movement abilities. Scroll down to this post for a more detailed description.

    At the moment I think most parts of this game type can be done but only in a weird hacky way that breaks stuff. So it's probably best to wait until UT's mod support is more complete before trying to implement it.

    Original post:

    Here is how I wish flag bases worked:
    • In the map editor you can set which team a flag base is on and if it has a flag or is empty. It can be on the team "neutral".
    • You can only score with an enemy flag by bringing it to a friendly base.
    • You can only score with a neutral flag by bringing it to an enemy base.
    • You can not score while there are carried or dropped friendly flags on the map.
    • If all flag bases on the map are on the same team so it's impossible to score, then the team with the most flag time wins instead.


    This would not affect standard CTF maps in any way but it would be enough to build maps with these variations (not sure about the names)...
    • Standard, a flag for each team.
    • War, an empty base for each team plus a neutral flag. Carry the flag to the enemy base to score.
    • Siege, an empty base for one team plus a neutral flag. Only one team can attack, the other team has to defend.
    • Heist, an empty base for one team, a flag for the other. Only one team can steal the enemy flag, the other team has to guard it.
    • Hunt, only a neutral flag. No way to score so the team with the most flag time wins, run away with the flag and don't let them catch you.
    Last edited by MegaLokey; 12-07-2016, 11:23 AM.

    #2
    This is a brilliant idea, make it live!

    I like almost all variations except the war as described - I would rather have 2 or 3 neutral flags to start a real war

    Comment


      #3
      Originally posted by JM3 View Post
      I would rather have 2 or 3 neutral flags to start a real war
      Then you'd just place 2 or 3 neutral flag bases on a map. I didn't even consider the possible variations with multiple flags but if the implementation was general enough those would work too.
      Last edited by MegaLokey; 11-02-2015, 01:21 PM.

      Comment


        #4
        The primary motivation for this thread was that I wanted the option of pushing an objective into the enemy base in addition to pulling an objective home to your own base. Another way to achieve that would be to make the flags themselves more versatile so I made a prototype of that approach. It was a pleasant surprise how easy it was to change flag behavior.

        I'd like to customize respawning too to try counterbalanced respawns but changing that stuff doesn't seem to be supported.

        Counterbalanced respawns idea:
        • Everyone can spawn at the start of a match or round.
        • Everyone can respawn when either team scores a point.
        • The rest of the time you can only respawn if that is counterbalanced by an enemy respawning at the same time.
        • If you die when no enemies are waiting to respawn you are placed in a queue until your teammates frag some enemies.
        • If there are enemies waiting to respawn when you die then you and the first enemy in the queue get to respawn.
        • If you place the entire enemy team in the respawn queue you score a point (which allows everyone to respawn).

        This way deaths matter more. If both teams die equally often then there will be 0-1 dead players most of the time. However, if one team dies more often than the other they will end up having fewer and fewer players alive. Imagine the clutch plays when a team's last player alive manages to get a frag to get a teammate back into the game and start a comeback, or even unite the flags to get the whole team back at once.
        Last edited by MegaLokey; 04-24-2016, 09:11 AM.

        Comment


          #5
          Updated the prototype, though I still don't know of any way to make progress on the counterbalanced respawn system.

          Here's an idea that could add a theme of economy and loadouts to the game type without going all out with currency, weapon shop and classes...

          Spare Weapons
          When you pick up a weapon you already have it's marked on your weapon bar to indicate you now have a spare. You can throw the spare and half your ammo while still keeping the weapon and other half of your ammo. When respawning you can choose to spawn with any number of your spare weapons.

          For example to spawn with link gun, rocket launcher and sniper type 589 or click them in a list of the spares you currently have, then click to spawn. This process would feel similar to buying weapons or spawning with a loadout but you would still have to collect the weapons on the map first.

          Comment


            #6
            Originally posted by Masur View Post
            [*]Hunt, only a neutral flag. No way to score so the team with the most flag time wins, run away with the flag and don't let them catch you.[/LIST]
            This sound exactly like the game mod Hold-the-Friggin-Burger (HFB) we had planned for Food Fight.
            But ours was a mix of King of the Hill and Bombing Run but also like yours without a goal/flag base.
            Technically ...the carrier got disarmed as long as he carried the Burger... And you only got points if your team was in a fixed radius around the carrier. What made them an easier target.
            ,,|,.............................................................................................coffee addicted !!!

            Comment


              #7
              I was thinking about making a simple instagib game in UE4 and implementing this game type in that to show exactly what I'm so far failing to make in UT4. On second thought I figured it's best to keep UT related projects in UT land by learning to mod UT3 and implementing the game type there instead. That version is already looking more promising than the one in this thread. However since it's not an example of what happens when a noob tries to mod UT4 there's no point in posting a download until it's complete and seems bug free.

              Originally posted by papercoffee View Post
              This sound exactly like the game mod Hold-the-Friggin-Burger (HFB) we had planned for Food Fight.
              toBut ours was a mix of King of the Hill and Bombing Run but also like yours without a goal/flag base.
              Technically ...the carrier got disarmed as long as he carried the Burger... And you only got points if your team was in a fixed radius around the carrier. What made them an easier target.
              That sounds fun when combined with silly weapons to ambush the objective carrying team with. Though if the carrier can't fight maybe they could help out in some other way, like by adding hot sauce to their teammates' food weapons or something.
              This is the sort of stuff that would be cool to have in UT4 for LAN parties some day.
              Last edited by MegaLokey; 10-23-2016, 06:41 AM.

              Comment


                #8
                Originally posted by Masur View Post
                That sounds fun when combined with silly weapons to ambush the objective carrying team with. Though if the carrier can't fight maybe they could help out in some other way, like by adding hot sauce to their teammates' food weapons or something.
                This is the sort of stuff that would be cool to have in UT4 for LAN parties some day.
                In HFB the carrier was more or less buffed with a little extra armour which regenerated slowly as long as he was in possession of the Device (Burger). He could pass the Burger to his team mates or throw it away (which resulted in a cancelled score zone) or he could throw it at enemies which got disarmed instantly. The more team mates entered the carrier zone the more points could be collected.
                But as I said ...this mode was planned but never finished. If "someone" want to make something like that for UT4 ...do it, I can provide some more details. This mode can be played on nearly any map, even CTF maps.
                ,,|,.............................................................................................coffee addicted !!!

                Comment


                  #9
                  Most of the progress thus far has been with fleshing out the concept in theory so here's an updated version of the concept.

                  Disclaimer
                  The purpose of this mod is not to be a good competitive game type or even something that works on existing maps. It's just a bunch of ideas I personally think it would be cool to try some day.

                  I only describe this concept in present tense because it's easier than to constantly point out all of this is hypothetical, unlikely and in any case not going to happen any time soon.

                  Flags
                  You can carry any flag, the enemy's or your own. Carry either flag to the other one anywhere on the map to score a point. If an enemy is carrying the other flag you cancel each other out so neither scores until the other drops the flag.

                  Maps
                  These types of maps are supported:
                  • Side switching maps where the teams switch sides but keep their colors after half the time. This means the bases have to switch color instead.
                  • Single-flag maps where one flag is replaced by a stationary banner and the teams switch sides. Either team can score by bringing the flag to the banner. There can be heist maps designed so the banner side is more likely to steal the flag and score, as well as siege maps designed so the flag side is more likely to reach the banner and score.
                  • Balanced maps where the teams don't switch sides so each base can be themed for a static team color.

                  Instead of a mercy rule a team can vote to surrender the map win.

                  If the scheduled time ends with a draw there's overtime and the first team to get a 2 point lead wins the map. During overtime on maps with side switching teams switch sides after each point scored.

                  Weapon Bases
                  After you use a weapon base it's team locked so only your team can use it for say 15s.

                  You can use a weapon base as often as you want, even stand on it to have effectively infinite ammo. As a result weapons start out with maxed ammo.

                  Respawning
                  You can choose where to spawn on a map and also choose a weapon to spawn with in addition to the Enforcer. You can only choose starting weapons your team controls a weapon base for.

                  There is a respawn timer of say 15s but any time both teams would have players waiting to respawn the timers cancel out until only one team has players waiting. For example if 3 red players die and then 2 blue players die as well, then the 2 blue players get to respawn instantly and in return the 3 red players only have to wait 5s.

                  If you wipe out the entire enemy team so they’re all waiting to respawn your team scores a point. Any time a point is scored everyone gets to respawn and both flags return home.

                  Armor
                  You spawn with 100 health and all health pickups heal you up to max 100 health. Armor pickups heal you up to max 200 health. Weapon damage is scaled to fit this.

                  HUD
                  Your HUD marks both friends and foes by displaying their current weapon's icon drawn with their team color above their head. If they're carrying a flag then the flag icon is displayed instead.

                  Around the weapon/flag icon is a thin circular health bar: 50 health = the 9 to 12 o clock part of the circle is visible, 100 health = 9-3 o clock, 150 health = 9-6 o clock, 200 health = full circle.

                  Movement
                  By default you only have the movement features common to previous UT games: Run, jump, dodge, and crouch.

                  Your current weapon gives you a buffed version of one of the other movement abilities. All of these movement abilities cost a small amount of ammo to use.

                  Weapons
                  The weapons are tweaked to fit into the range categories short, mid, and long as well as these roles:
                  • Tactical weapons are suitable for harassing the enemy while evading their return fire. However, if you end up trading shots or get caught in a sustained firefight other weapons have stronger damage output.
                  • Rapid fire weapons are fun to be aggressive and shoot a lot with. However, you have to actually hit most of your shots to do a good amount of damage.
                  • Heavy weapons are satisfying when you manage to hit something with them. They require you to be both aggressive to get a good shot at the enemy and evasive to survive until you can get another shot in.

                  1. Tool: None
                  A map or mutator might give you a tool such as an impact hammer or translocator.

                  2. Sidearm: Enforcer
                  Enables you to climb on walls using your free hand and a spike at the bottom of the Enforcer's grip. On contact with a wall the spike uses the explosive charge of a bullet to drive itself into the wall.

                  3. Tactical short range: Bio Rifle
                  Replaces crouch with a slimy slide. Using momentum and slides efficiently makes you faster on the ground.

                  4. Tactical mid range: Shock Rifle
                  Realigns the local gravity so you can run on walls and from there pull off ninja moves.

                  5. Rapid fire short range: Link Gun
                  Damage escalates the more you keep hitting the same target without interruption. So if you spray randomly and hit a few stray shots you'll do very little damage. On the other hand if you keep hitting an enemy with every shot the damage will increase and their health will evaporate quickly.

                  While running straight forwards you pick up more and more speed and start to leave more and more of a visible plasma trail. Turning sharply or any movement other than running forwards resets this speed buildup.

                  6. Rapid fire mid range: Minigun
                  Pressing down secondary fire launches a tarydium shard attached to a wire. Releasing secondary fire releases the wire. So by shooting terrain and holding on to the wire you can swing in it.

                  Pressing primary fire while holding on to a wire reels in so you can use it as a grappling hook. Reeling in another player pulls them a short bit (replacing link pull) but also pulls the shard out of them.

                  7. Heavy short range: Flak Cannon
                  While in the air the recoil from primary fire is equal to a dodge. Dodging/jumping in the air while the Flak Cannon is ready to fire blind fires so the recoil causes you to air dodge/jump.

                  8. Heavy mid range: Rocket Launcher
                  Secondary fire instantly shoots a grenade launcher grenade. While you're not shooting the rocket launcher automatically loads up to 3 projectiles that can then be fired at a more rapid rate.

                  Pressing jump while in the air uses the rocket launcher like a jetpack by pointing it downwards and using the barrels as rocket engines. This replaces rocket jump.

                  9. Long range: Sniper Rifle
                  Pressing drop weapon while scoped deploys the scope as a remote camera. After that you can run around and shoot with primary fire as usual but secondary fire looks through the remote camera.

                  Pressing primary fire while looking through the remote camera teleports to it. Teleporting to the remote camera or walking over it picks it up so you can use it as a scope again.

                  0. One shot weapon: None
                  There might be a Redeemer or some other crazy stuff on some maps.

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