[GAME TYPE CONCEPT] Control

My idea would be to have certain dead zones on larger maps rotate so that parts of the map become accessible or inaccessible on a timer. For instance if we take Zikurat:

 

 

Each of the coloured zones could be enabled/disabled on a rotation, say Blue+Red Disabled, then after 1 minute Blue+Red enable, and Green+Orange disable.

 

Such a configuration could be permanent (so a game can be set up with Blue+Orange permanently disabled and act like existing game modes) or dynamic, which would function as a new game mode. The flags are only capturable when those zones are enabled. This places a large focus on capturing flags within the time they are enabled, so the flag bonus is still provided when the flag area is disabled.

 

I think this would tackle the problem of low amounts of existing map assets (which are pretty expensive) to be used for lower player numbers. 

 

I personally enjoy games with 2/3 players per team more (maybe I just need more friends) but this basically leaves us with only 3 maps. I think this gamemode would serve to give alot more choice with relatively little work to Demigod as well, and add a few more bullet points to the games portfolio.

 

EDIT: Also, for the purposes of what happens to a demigod when they are in a zone when it is disabled, obviously the flag should be locked, however and increasing health degredation the longer they are in the zone could also be used, perhaps even without flag locking. So if a demigod feels it is necessary, they could remain in a disabled zone with pretty heavy health loss in order to finish off a capture. 

 

Infact, simply just basing the entire gamemode around health loss areas really reduces the amount of coding involved (at least in my head) and the possibility for exploiting and having to design code around blocking players access to disabled areas. If a demigod in a disabled area just gets health degen, then they can enter and leave it freely, and then learn the hard way. Perhaps the areas could be shrouded with a red mist, using already existing assets in terms of the fog of war.

2,027 views 6 replies
Reply #1 Top

Hi,

 

Its a nice idea, and i am currently looking at how to modify the accessible terrain at sim time, if this can be done then this type of game and many more are quite possible.

 

Jjoin us on irc, details at www.dgmod.com

 

 

Reply #2 Top

I think the more I think about it, I prefer the health degen area idea, rather than simply making terrain inaccessible. This simply removes alot of question marks and coding limitations about certain situations and removes the chance for more bugs and exploits to creep in. One thing that this might be a pain in the ass with though could be getting the AI to deal with these areas.

Reply #3 Top

its all just how much effort do you want to put into these things, i am no AI coder by any stretch of the imagination, but i can make the map idea a reality

Reply #4 Top

Quoting carn1x, reply 2
I think the more I think about it, I prefer the health degen area idea, rather than simply making terrain inaccessible. This simply removes alot of question marks and coding limitations about certain situations and removes the chance for more bugs and exploits to creep in. One thing that this might be a pain in the ass with though could be getting the AI to deal with these areas.
End of carn1x's quote

Most simple solution would be to simply let them spawn and die right away because of the degen. Might be a bit of a performance hit though, as all creeps wave would spawn 24/7 on the map. Alternate way would be to simply let them through without harm, which could work if numbers aren't too big and the waves are balanced. I'm not sure but I think demigods are affected but creeps are not affected by the health shrine? If they are not then you could make a reversed health shrine, decreasing health, etc. This would sort of automagically (no typo) sort things out, although this is only theoretical and the coding could actually be quite complex on this.

Reply #5 Top

Well I'm sure the game has a pretty simple method for distinguishing between demigod/minion/creep (I don't know of course, but it would be ridiculous if this wasn't the case). Creeps would really need to be immune to the degen, so as to maintain the benefit of a team managing to capture/hold a flag during the enabled zone stage.

 

Also, for some reason, I would like to propose such degen regions are now referred to as the "gloom" which I'm plagiarising from the Night Watch movie (no idea if the term is consistent with the novels, sorry purists).

 

I'm sure as a mod this concept wouldn't be that difficult at all. Perhaps the graphical effect might take a bit of maneuvering, and supporting the game mode within the GUI could really affect the flexibility of the mode. I really want to get into LUA modding myself, but I need to find the damn time!

Reply #6 Top

i thin kthis might be a good idea.

shifting the focus on diff parts of a map would be good coz then ud have to fight for those particular points for a certain time until the focus is shifted elsewhere.