| 04-20-2007, 04:29 AM | #1 |
Infrane, I know I talked to you about this already when I played with you not so long ago, but I seriously think this will be a good idea, and I'm not some random noob who screams "ROKKIT LAUNCHERZ FTW, GIVE ME JEEPZ AND LET ME TELL U WAI SO U ADDZ THEM! GIVEZ ME CREDIZ!" I hate those kinds of people. Anyways, here's an intro to UT2004's Assault. UT2004 Assault: Two teams. Attackers and defenders. The attackers have a series of objectives that link together to form some kind of main objective, such as steal and escape with an Ion Tank, and the defenders defend those objectives. The entire round will be timed, and if the attackers do not complete it within the timed limit, their last objective is saved. The teams switch (Attackers to Defenders, vice versa). Once the second round finishes, the results of the two different teams are compared. If they both complete the objectives before the timer runs out, their best times are compared. Otherwise, the last objective is compared, and an overrall winner is decided. UT2004 Objectives Example: Get to the release mechanism, steal the Ion Tank, protect the Ion Tank, destroy gate locks, escape with Ion Tank, etc. Defenders would simply try and prevent such things. ET Example: The above example isn't what I'm trying to convey for an ET approach. Here's an example of an ET port of this: Control outpost tower (No relation to that area in ET. Can be done by having all enemies dead at the tower and at least one person on your team inside of it), Disable Autoturrets (Done so by standing in a single relative spot, taking down the timer until you die or until it is finished), Destroy Main Gate (Kill it with C4 or grenades), Destroy Power Core (Shoot at it, nades, etc.), Exfiltrate Through Sewer (Making it past defenders into a hard-to-reach area). Something like that. Other Info: In Ut2004, when players are killed, they are respawned in a specific area that is unreachable to the other team. This was usually done by an impervious autoturret, which would basically instant kill any would-be spawn campers. The areas would also be able to provide easy access to hot routes to objectives you need to complete/defend by way of teleportation or simple movement. Camping Issue: It encourages camping, but only to a certain level, and by no means more than a regular CTF, because the defenders are the only ones who have reason to camp. If the attackers camp, they lost the game due to poor effort towards objectives, like poor efforts to capturing the flag. Does this sound good to anyone? I really do want to see this function in ET. Infrane already mentioned making a new map, and although that is for a completely different purpose, I don't think it should be exempt as an idea. It could also be included in the form of a new area in upcoming versions. I know it would add a huge workload, both to the mapper(s) and the file itself, but it seems like a great idea to me. Edit: Fixed up flow of the information. Sorry Pyrogasm. |
| 04-20-2007, 05:14 AM | #2 |
Erm, learn to format maybe? Really, that would make that about 10 times easier to read, and could possibly sound more appealing. I don't play ET very much, but I do like the sound of the idea. |
| 04-21-2007, 01:58 AM | #3 |
I, for some reason, don't like the "ion tank" idea. I would rather it be a data disk or something, so the attackers have to search for it in several different computers or something. |
| 04-21-2007, 03:31 AM | #4 | |
Quote:
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| 04-21-2007, 05:34 AM | #5 | |
Quote:
I'm one of those people, But I don't say it in "that" way. |
| 04-21-2007, 02:02 PM | #6 |
yes, you do actually. |
| 04-21-2007, 03:55 PM | #7 |
what comes will come, Inf is did a great work and brough us this map. I just missing flamtrower, not cus its strong, but cus im tired of looking at flying bullets. Fire will make game fore fun :) |
| 04-22-2007, 01:23 AM | #8 |
Theres also that Acid gun you know? |
| 04-22-2007, 05:00 PM | #9 |
Anyone other than Pyro and Trojan want to comment on the actual idea? =/ |
| 04-22-2007, 05:15 PM | #10 |
Gadden hates modes, and I hate making modes, its probably not gonna happen. |
| 04-22-2007, 06:11 PM | #11 |
flamethrowers probably might not happen anyways.....bit messy to my opinion, image everything camp the TT ramp with them, even if 2 hp per hit, 4 shots per second, 4 people shooting, 32 dmg per second, not including if people can miss, it's still a bit weak. Then 3 hp per hit, 48 dmg, he's not gonna die soon. In conclusion, flamethrowers are weak when only one or two person/people using, and the range would be dumb, really dumb. The damage would be such a hassle. |
| 04-22-2007, 06:41 PM | #12 |
Don't add a flamethrower. I know you already aren't going to add it, but don't add one. Here's why: 1. The above post brings a very good point with damage. at 8-16 damage per second in a cone of fire, it's too weak. If there's more damage per second, it's too easy to use (little aiming required and I thought the smg was bad enough with the aiming ease). 2. If it caught the enemies on fire, it would be worth using, but it would be almost a copy of the acid gun. If it caught the ground on fire, it might be worth using, but it would be rather unrealistic on most maps (metal floor). 3. As I said earlier, the flamethrower would be even more of a "noob" weapon than the minigun. It would be far too easy to use, and thus overused. If it wouldn't be easy to use (somehow), then it would be underused. |
| 04-22-2007, 07:31 PM | #13 |
like it is easy to kill with the minigun. Ha. I cant kill with minigun without using shock nade. |
| 04-22-2007, 08:16 PM | #14 |
"Noob" can mean many things. |
| 04-22-2007, 08:36 PM | #15 |
i can kill many with minigun without nades ^^ minigun is simple to use. Cus noobs that camp can get kills. and if ure skilled minigun is good to do a psychologic trick so enemy move the direction u want. but i dont see why flametrower isnt good... Just make it so every hit doesnt do dmg, but just updating the burning periode, so people inside range keep burning, and when outside range, they will burn in a short time. shorter than acid. And also fire doesnt need to slow enemy. So acid is still better for slowing |
