adding quake wars objective modes on pr?
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noir-colombia-
- Posts: 589
- Joined: 2006-11-18 19:29
adding quake wars objective modes on pr?
everybody check out the last article of quake wars on gamespot, theres a little explanation of how the maps can be done,
maybe it can addapt to pr for a more inmmersive plays (and a hell of fun)
the idea is basically that u have to, for example, repair a bridge for making pass for vehicles that have especiall charges to destroy a very important objective asset (lets say communications) so the enemys cant contact other team members , and finally make a cordinate assault on the enemys base or something like that (im not pretty good making maps lol)
we can combine the flag capturing and this objectives for a more more realistic game (and fun again), besides , capturing flags is like playing some board game, not so realistic
thanks for understanding and im running toward the anti-whining shelter lol
peace
maybe it can addapt to pr for a more inmmersive plays (and a hell of fun)
the idea is basically that u have to, for example, repair a bridge for making pass for vehicles that have especiall charges to destroy a very important objective asset (lets say communications) so the enemys cant contact other team members , and finally make a cordinate assault on the enemys base or something like that (im not pretty good making maps lol)
we can combine the flag capturing and this objectives for a more more realistic game (and fun again), besides , capturing flags is like playing some board game, not so realistic
thanks for understanding and im running toward the anti-whining shelter lol
peace
El_Vikingo said: I only like 100% colombian. Leo said:colombian goodness
please visit:
industrial music inside.
http://www.myspace.com/manonthelivingroad
please visit:
industrial music inside.
http://www.myspace.com/manonthelivingroad
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system
- Posts: 231
- Joined: 2007-03-17 01:24
If you can set fixing bridges as objectives, then theoretically it should work. But how would rounds work? As soon as you've fixed a bridge it's basically over, right?
EDIT: If you had flag capture mixed with this, there would always be a way to cheat. I.E. not using the bridge to get back to your flag.
EDIT: If you had flag capture mixed with this, there would always be a way to cheat. I.E. not using the bridge to get back to your flag.
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noir-colombia-
- Posts: 589
- Joined: 2006-11-18 19:29
right, the objective is done, and u have to advance to the next objective.system wrote:If you can set fixing bridges as objectives, then theoretically it should work. But how would rounds work? As soon as you've fixed a bridge it's basically over, right?
EDIT: If you had flag capture mixed with this, there would always be a way to cheat. I.E. not using the bridge to get back to your flag.
annd the issue about the flag can be fixed, if the bridge can be made a vital thing for the acomplishment of the task, for example, u cant pass a humvee that has the charges for destroy a comunnication asset , if there is a damaged bridge), (and theres a big fall , below that bridge). and this charges will be only avalaible, when the humvee is near the comunnication asset (lets say 25 meters).
th opposite tea, has to gain information, and defend their objectives, heres the full article on gamespot. check it out.
http://www.gamespot.com/pc/action/enemy ... ed;title;1
El_Vikingo said: I only like 100% colombian. Leo said:colombian goodness
please visit:
industrial music inside.
http://www.myspace.com/manonthelivingroad
please visit:
industrial music inside.
http://www.myspace.com/manonthelivingroad
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Nickbond592
- Retired PR Developer
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Crunchieman
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l|Bubba|l
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cyberzomby
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Daedal-Rogue
- Posts: 69
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Personally I'd say step away from having a ticket limit and set a timer for when the game ends, if team A doesn't complete the objectives Team B was successful in defense and wins. If Team A completes Team B fails and loses.
I think having complete scenario setups would be better, then its just a matter of figuring whats a good amount of time for one of these scenarios...10 minutes? 15? 30?
I think having complete scenario setups would be better, then its just a matter of figuring whats a good amount of time for one of these scenarios...10 minutes? 15? 30?
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DJJ-Terror
- Posts: 671
- Joined: 2006-06-14 21:51
Daedal-Rogue wrote:Personally I'd say step away from having a ticket limit and set a timer for when the game ends, if team A doesn't complete the objectives Team B was successful in defense and wins. If Team A completes Team B fails and loses.
I think having complete scenario setups would be better, then its just a matter of figuring whats a good amount of time for one of these scenarios...10 minutes? 15? 30?
That has ben discussed and i think is in the works, but don't quote me on that....
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acadiancrusader
- Posts: 140
- Joined: 2005-06-14 00:30
personally, i hate time limits. keep the ticket count. it's far more intuitive then a time limit. time limits were usefull back when multiplayer fps games didn't have join in progress.
but i do agree that conquest is incredibly boring. scenarios/objectives would trully bring this game to a whole new level of awesomeness!
but i do agree that conquest is incredibly boring. scenarios/objectives would trully bring this game to a whole new level of awesomeness!
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danthemanbuddy
- Posts: 842
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