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Re: Alternate game modes?

Posted: Fri Apr 06, 2012 5:48 pm UTC
by Paradox

Capture the builders.

Each team has a certain number of builders, say, 2 (we could cvar it). The goals of the team are to capture every builder, and then demolish the other team's base.

Builders in this have no build timer, so they can very quickly keep a base up. Furthermore, if a team's builder is alive, structures will automatically heal, based on the percentage of builders they have left (both builders = 100% heal rate, 1 builder = 50%)

When a team kills the other team's builder, they get another builder. Effectively one team could go to 4 builders, while the other has none.


Re: Alternate game modes?

Posted: Fri Apr 06, 2012 10:58 pm UTC
by ViruS

What if those builders decided to evolve /buy guns? :O


Re: Alternate game modes?

Posted: Sat Apr 07, 2012 3:44 am UTC
by KenuR
Paradox wrote:

Capture the builders.

Each team has a certain number of builders, say, 2 (we could cvar it). The goals of the team are to capture every builder, and then demolish the other team's base.

Builders in this have no build timer, so they can very quickly keep a base up. Furthermore, if a team's builder is alive, structures will automatically heal, based on the percentage of builders they have left (both builders = 100% heal rate, 1 builder = 50%)

When a team kills the other team's builder, they get another builder. Effectively one team could go to 4 builders, while the other has none.

I like it, although rewarding a team with another builder for killing the other team's builder is a bit overkill. Also I'm not sure about the automatic regeneration thing. But all in all the core idea is not bad.

ViruS wrote:

What if those builders decided to evolve /buy guns? :O

facepalm.jpg

Re: Alternate game modes?

Posted: Sat Apr 07, 2012 4:33 am UTC
by Paradox
ViruS wrote:

What if those builders decided to evolve /buy guns? :O

They wouldn't be able to, without having another player be appointed as the builder.

At the start of the game, builders would be randomly selected. Admins could force a builder swap, a vote could be called to swap builders to some other player (they are free to /rejectbuilder or something similar), or a person could /resign (similar to designated builder) at which point the game would ask the team who wanted to be a builder. First come first serve


Re: Alternate game modes?

Posted: Mon Apr 09, 2012 3:34 pm UTC
by JOURNEYMAN

Capture The Granger.

The Granger will have to be different colored to distinguish from regular grangers.
Each team tries to capture The Granger (somewhere in neutral ground) and brings it to their base for a point.
Alien team brings The Granger to a hovel.
Human team brings The Granger to a granger dispenser or possibly a milking machine.
The Granger carrier gets some movement penalty but The Granger provides some protection from any attacks.


Re: Alternate game modes?

Posted: Thu Apr 12, 2012 5:37 pm UTC
by Erwin Rommel

GRANGER IS NOT FOR CAPTURE! NO! NOT EVEN ONCE!


Re: Alternate game modes?

Posted: Thu Apr 12, 2012 11:18 pm UTC
by ViruS

I guess they could just suicide though
Here's my idea: Maybe get a bot to spawn as one and just idle would be o.k.
The 'real' builders are actual players, and the building rate (how fast the bp is replenished/how fast buildables are built/how much bp available) depends on how many captured builders you have.


Re: Alternate game modes?

Posted: Sat Jun 01, 2013 3:47 am UTC
by RedGuff

L.O.
In order to avoid camping:
With the time, the reactor produce less direct-energy around it's location, and more for the repeaters.
Then, the humans have to build secondary bases.
Idem for aliens.