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New gametype idea: Trackforce

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    New gametype idea: Trackforce

    Gametype name: Trackforce

    Introduction
    =========================

    Before i start explaining what this gametype is I want to let you know i'm inspired by a battleground from World of Warcraft called Silvershard Mines. In this battleground you have to escort a minecart to a center node, but you must keep the cart under your control to score points when the cart reaches the center node. The more players around this cart escorting, the more points you score.

    For UT i changed the idea of the battleground a bit to let it work for UT and which doesn't slow players down.

    The concept
    =========================

    The concept is a team vs team gameplay. Each team has a vessel on their base, which is the spawning location during the whole game. This vessel has a core which needs to be powered up. The power is needed, cause with power this vessel moves automatically at slow speed along tracks, which leads to a certain point in the map (can be other teams base as well - depends how the mapbuilder build the map). This certain point, or center node, is where you score points when the vessel has reached it. Take note that this vessel needs constant power. So during the game it's meant to charge this Vessel up and increase it's powerlevel. This powerlevel determines how much points you get when you reach the center node. More is better.

    The vessel has another feature. When the vessel is powered up, it creates a forcefield around it. The higher it's powerlevel gets, the bigger the forcefield gets. Your team is won't be harmed by this forcefield for 10 seconds before you get a knock out of the forcefield removing all your armor at once, but the other team will be damage you when they get to close. A maxed powerlevel is 300 points. A vessel consumes 1 power each second until 0, then it stops moving and then it has no forcefield.

    Another thing that you need to keep in mind. The vesseltracks of each team comes close to each other (or even cross) at one or more point(s) in the map. This is a requirement that mapbuilders must keep in mind. The reason for this is that when vessels comes to close to each other their forcefields will interfere each other leading to an explosion. Here applies that the biggest (strongest) forcefield wins. The weakest core gets destroyed (all points lost). The biggest core gets damaged (powerlevel decreases by 150 points), but can continue.

    You get a new vessel in your base when you reach the center core successfully or when your vessel is destroyed by the other team or during an explosion.

    A new weapon
    =========================

    Like i told before the vessel needs to be powered up to let it move along the tracks. To power this vessel up you need a special weapon. Luckily for you you get this weapon from the start of the game. BUT... you got no ammo yet. So, when you get this ammo, you get two options:

    1. Get ASAP to your teams vessel and shoot on the vessels core to power it up so it can reach the center node.
    2. Go to other teams vessel and shoot it's vessels core to damage it.


    This ammo needs to gathered along the map, like health or armor. It respawns each couple of seconds. One clip gives 4 shots. Your gun can have max 12 shots (3 clips). One shot powers up your core by 1. Your shot will be multiplied by the amount of players inside the forcefield.
    One shot damages the other teams core by 9.

    Victory
    =========================

    When the vessel reaches the Center Node the powerlevel gets converted to points to add up on the scoreboard. The first team that reaches a score of 500 (bring at least 2 vessels to the center node) wins the game.
    Last edited by Zeror; 03-10-2015, 03:40 PM.

    #2
    It's very nice idea! I really don't know if this gametype would be funny or not for most players, but the only way to discover it is on the battlefield.

    In my opinion it would be great, but it depends so much by map designers: the vesseltracks must often cross each other to grant some competition and fun.
    And what about a single vessel (starting from a central position) that both teams must control, convoy and "push" to enemy base?
    It would be very nice and electrifying in my opinion

    A question: which properties does your new weapon have?
    Long range weapon? Something like rocket launcher?

    Comment


      #3
      Thanks!
      Originally posted by Sgob View Post
      A question: which properties does your new weapon have?
      Long range weapon? Something like rocket launcher?
      I think mid range. So can charge your vessel from a little distance. This speeds up the gameplay as well. it also can give some surprising moments. You might found out that someone is acting for you or against from somehere around a corner for example/

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