Attack / Defend Missions
Mop
Join Date: 2003-06-26 Member: 17707Members
Just an idea will NS2 have attack and defend missions where you are either the attacking team or the defending team. There is a time limit so the attackers must destroy an objective before the time runs out and the defenders must defend and hold of the attackers.
Obviously to make it fair there must be some sort of shield protecting the marines (or have it disabled) where they cannot build siege cannons to nuke alien structures.
Obviously to make it fair there must be some sort of shield protecting the marines (or have it disabled) where they cannot build siege cannons to nuke alien structures.
Comments
A different game mode, Attack & Defend, could be nuts. Each map would be a 'set piece battle', where one side is absolutely on the offensive and the other is on the defensive. Right now, I'd think that it could not be flipped; each map would be set to 'aliens on the offensive', etc, but not support the reverse. Perhaps it could be done though.
Anyways, these kinds of maps can be pretty awesome. Tons of games support these modes, and for an example of how you can make such a map out of a game that officially doesn't support it, you can check out my de_cover, an attack & defend for Counter-Strike Source.
www.spraynpray.net/cover.html
Lots of ways it could be done. It also doesn't need to be set-piece; it could actually incorporate res, or even use the Combat system.
You couldn't have mirror maps where one team attacks then switches side on the same map and defends like TF2 though.
What about zombiemod(last man standing) for NS2? start out as a marine then everyone becomes skulks/lerks with bite or something like that.
Obviously to make it fair there must be some sort of shield protecting the marines (or have it disabled) where they cannot build siege cannons to nuke alien structures.<!--QuoteEnd--></div><!--QuoteEEnd-->
I guess it would be an option for the mappers with lua scripting and all, but we don't know yet how far lua scripting will go in modifying the NS gameplay...
looking forward to "capture the egg", "defend the gorge" etc. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> (ok those already would have been possible in NS1 to some degree)
If you took a regular siege map and added in some marine-specific buttons that opened up PGs in alien-inaccessible rooms, you would create a constant push.
I was thinking on this, and I think I have it. The objective for humans would be to weld a heavily defended welding spot in the middle of a structure. If it is completely welded and pressed, the humans 'conquer' for that time. The aliens then get a chance to assault the humans in the exact same structure only with human defenses, except their job is not to weld but to destroy all three human spawn points in the same vicinity as the weld spot.
Some structures will have to be made undestroyable such as resource nodes (and granted at the start of the map without having to build them). All structures for the 'attacking' team will be made undestroyable, and perhaps even add a hurt trigger for any of the opposing team which gets in proximity to avoid turret farming or battle gorging.
Both teams can gorge / comm build however they like, siege included (though again, consider that there will be a heck of a lot of offense chambers, so they'll have to do that at least 5 times to clear all defense before reaching welder spot).
The time limit will be visible on the screen and count down from 15 minutes. If the team fails to achieve the objective in that time, the opposing team starts and must achieve the objective under 15 minutes. If the team achieves victory sooner, the opposing team must beat that time to win.
I really like this idea. Doesn't seem like a lot of work by the part of the programmer. All they have to do is allow for predefined objects (already existing when the map starts), undestroyable objects (set by mapper). I think Lua can do the rest, right?