[Gameplay] Game modes

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R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

Re: [Gameplay] Game modes

Post by R.J.Travis »

Nice, good job!
rough77
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Joined: 2007-06-02 17:26

Re: [Gameplay] Game modes

Post by rough77 »

THX for the training - thx thx thx!!!!
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greenfire07
Posts: 40
Joined: 2007-07-31 01:24

Re: [Gameplay] Game modes

Post by greenfire07 »

so wil the last gamemode have objectives like "destroy the radio tower" and "capture enemy intel?" because that would be pretty cool
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Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Re: [Gameplay] Game modes

Post by Maxfragg »

something like that, or for example, destroy a gate, get a truck, repair the bridge and escape ;-)
lSurfer
Posts: 32
Joined: 2008-08-14 20:11

Re: [Gameplay] Game modes

Post by lSurfer »

nice, good job :wink:
OkitaMakoto
Retired PR Developer
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Re: [Gameplay] Game modes

Post by OkitaMakoto »

lSurfer wrote:nice, good job :wink:
lol @ the fastropes in your sig, it could have landed anywhere by about 1:10 :mrgreen:


Scenario mode is gonna be great, lets hope its working to its fullest. id love to see its inclusion because it would add a bit more structure to PR rounds. :)
agentscar
Posts: 1266
Joined: 2007-06-25 04:26

Re: [Gameplay] Game modes

Post by agentscar »

AWESOME!!!!

I really,really can't wait for PR v0.8!!!! :D
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Scot
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Joined: 2008-01-20 19:45

Re: [Gameplay] Game modes

Post by Scot »

'[R-DEV wrote:dbzao;763757']Command and Control (CnC)

This is a game mode still on the early stages and it's focused on the hardcore players that want complete strategy freedom and command structure. Consists of the main base, a set of vehicles and that's it. The players decide which path to take and must deploy all four Forward Outposts before being allowed to capture the enemy main base.

At later stages we have plans of adding random main bases and some type of economy that will allow the commander complete control over his forces and what equipment they will use. For now it will be defined by the mapper and will be more focused on strategy, recon and tactical movement.

OH MY GOD.
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HolmstN
Posts: 36
Joined: 2006-06-06 16:28

Re: [Gameplay] Game modes

Post by HolmstN »

...

*cough*

Well... if only I could display my excitement in simple type format. Unfortunately, I'll just have to hole it all up inside and explode inwardly.

And, uh... CnC.... awesome. I... can't... wait.
HolmstN
Posts: 36
Joined: 2006-06-06 16:28

Re: [Gameplay] Game modes

Post by HolmstN »

Command and Control (CnC)

This is a game mode still on the early stages and it's focused on the hardcore players that want complete strategy freedom and command structure. Consists of the main base, a set of vehicles and that's it. The players decide which path to take and must deploy all four Forward Outposts before being allowed to capture the enemy main base.

At later stages we have plans of adding random main bases and some type of economy that will allow the commander complete control over his forces and what equipment they will use. For now it will be defined by the mapper and will be more focused on strategy, recon and tactical movement.
(Sorry about the double post, but it's not really related to what I originally posted... entirely... so I figured a new post would be beneficial).

An idea popped into my head regarsding this CnC gametype. What if each Forward Command post had a 'tier level.' This tier level would determine size/ defenses/ etc of the post. In addition, it would determine the order in which a point would be captured (so similar to AAS).

There could be three tier levels. First tier is the main base (which wouldn't be placeable, at least not until the game mode is completely ironed out). This is the last point to be captured, but has the heaviest defenses. It also houses the vehicles and such.

Next, you could have the second tier, a Forward Command post. You can place up to two of these. They require more tickets to place than the third tier, but are easier to defend. They are the second slot to be captured, after the third tier.

Finally, of course, is the final tier, Forward Outposts. These lightly defended positions follow suit with the forward outposts in current PR.
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Re: [Gameplay] Game modes

Post by OkitaMakoto »

HolmstN wrote:(Sorry about the double post, but it's not really related to what I originally posted... entirely... so I figured a new post would be beneficial).

An idea popped into my head regarsding this CnC gametype. What if each Forward Command post had a 'tier level.' This tier level would determine size/ defenses/ etc of the post. In addition, it would determine the order in which a point would be captured (so similar to AAS).

There could be three tier levels. First tier is the main base (which wouldn't be placeable, at least not until the game mode is completely ironed out). This is the last point to be captured, but has the heaviest defenses. It also houses the vehicles and such.

Next, you could have the second tier, a Forward Command post. You can place up to two of these. They require more tickets to place than the third tier, but are easier to defend. They are the second slot to be captured, after the third tier.

Finally, of course, is the final tier, Forward Outposts. These lightly defended positions follow suit with the forward outposts in current PR.
Heh, now that's REALLY like an RTS. I think that's definitely something PR should aim for. That sounds really cool if it was ironed out. Maybe for 1.0 :)
Michael_Denmark
Posts: 2196
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Re: [Gameplay] Game modes

Post by Michael_Denmark »

Command and Control (CnC) will revolutionize this game.

looking forward.
Define irony. A bunch of guys playing PR year after year. A game teaching initiative as the prime mover.
However, in regard to EA, these guys never took the initiative.

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M.Warren
Posts: 633
Joined: 2007-12-24 13:37

Re: [Gameplay] Game modes

Post by M.Warren »

Good stuff guys.

I especially approve of the AAS V3 idea with random flag capture points. It's alot better to see games won by skill and tact rather than by repetition.

Then again, what can I say? All of the game modes and the new approach on Insurgency is certainly a welcome change. Well done, well done indeed.
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TJ-XRL
Posts: 110
Joined: 2008-08-16 23:39

Re: [Gameplay] Game modes

Post by TJ-XRL »

ithink it look fun but do u get shovels now on insegents or dont u have too bild iy
TF6049
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Joined: 2007-03-29 03:24

Re: [Gameplay] Game modes

Post by TF6049 »

Summons Kane to own you all at CnC
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motherdear
Retired PR Developer
Posts: 2637
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Re: [Gameplay] Game modes

Post by motherdear »

doesn't that blackhawk on page one have a new skin ???
Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Re: [Gameplay] Game modes

Post by Maxfragg »

wasn't that skin already shown some time ago?
btw, yes CnC sounds cool, but keep in mind that it will never work on public servers, its a gamemode vor campains only!
X1 Spriggan
Retired PR Developer
Posts: 427
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Re: [Gameplay] Game modes

Post by X1 Spriggan »

This just in :C&C is too awesome: Over and out.
Outlawz7
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Re: [Gameplay] Game modes

Post by Outlawz7 »

I just noticed, that Spriggan's avatar and the Insurgent hideout match. All this time he was giving it away :O
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