Seperation?
the_x5
the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
<div class="IPBDescription">LazerMane's idea</div> <!--QuoteBegin-LazerMane in a postscript reply to Chem+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LazerMane in a postscript reply to Chem)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I personally think there should be TWO gameplay modes for NS: one more in the Non-RFK Lifeform-chained 1.04 style, and one in the 3.0 style as it is right now. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
That's a wonderful idea. I don't see any reason why NS can't have more than two gameplay modes. For instance I think there are like abotu 6 or so for TFC and another ever so many different types of CS gameplay.
I say give the power of flexibility to the mappers and the server admins.
That's a wonderful idea. I don't see any reason why NS can't have more than two gameplay modes. For instance I think there are like abotu 6 or so for TFC and another ever so many different types of CS gameplay.
I say give the power of flexibility to the mappers and the server admins.
Comments
1. Capture the flag
2. Assasination
3. Domination type, cap all flag areas and hold them
4. Push (football)
5. Attack + Defend (this wouldn't work for NS as TFC is totally balanced team/class wise)
In a way we have all of this <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
1. Capture the flag (capture the hives)
2. Assasination (kill the commander chair)
3. Domination type, cap all flag areas and hold them (get hold of all hives)
4. Push (football) (well this is a constant thing with RTs, push up for more RTs
5. Attack + Defend (is what we always do, defend the hive, then attack later)
Because if we had the choice, no-one would play 3.0. I for one know I would be on 1.04 like a shot. And the devs would be thinking, "damn, all those months and months and years and years of work, and they like the fecking earlier version better!"
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
But in reality, sure sounds good. Didn't someone make a server with the 1.04 version on recently? In the last few months anyway? Maybe I imagined it.
Gameplay Types and Objectives
These are your objectives for each type of game listed in order of priority. It should be noted that wiping out the entire enemy team is never a primary objective. You will earn more money by completing the primary objectives.
Bomb Planting/Defusal (de_ maps)
Hostage Taking/Rescue (cs_ maps)
VIP Assasination/Protection (as_ maps)
You forgot one for TFC:
<b>hunted</b> (there are multiple ones, example my first multiplayer map: hunted_alt.bsp)
BryNS.
ns_
?
Anyway, a different gameplay mode isn't just figures changed, it's (as the name suggests) a whole new type of gameplay.
...wait...wait what were we talking about
I know damnit but it's not my idea to post and it something that is a more of an open topic discussion rather than a set idea or suggestion to be presented to the developers. It's too generic to be in the I&S. So no I think I made the right choice to put it here. If a moderatorator wants to move it that's fine but it's not your call mate.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Anyway, a different gameplay mode isn't just figures changed, it's (as the name suggests) a whole new type of gameplay. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Um yes. But you'll remember that TFC map gameplay types were contolled entirely by the teamplay group of entities.
personally:
gameplay contol in mappers hands > gameplay contol in servers hands
NS already has the trend where it like to give more control the mappers. (which has also spurred the production of many beautiful maps and draws in a large ammount of atristic talent)
fy_ & fun_, small maps, goal: eliminate opposing team
aim_ & awp_, sniping maps
We don't need to go back in time to play our comfortable old stuff, just get used to the new one and push forward, instead of stepping back.
<!--QuoteBegin-VampMaster+Oct 7 2004, 05:55 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (VampMaster @ Oct 7 2004, 05:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't think there is a need to cleave even more the community as it is.
We don't need to go back in time to play our comfortable old stuff, just get used to the new one and push forward, instead of stepping back. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
On the contrary. This is a step forward.
We are already encountering numerous conflicts between ns_ and co_ maps, and every day there are more and more new gameplay types suggested.
High entropy in games is never bad. (you can have sucky options, but the fact that you have more choice is never ever bad)
You sir are 100% incorrect.
PS: You already had your chance to protest Vamp, you were in the minority.
[/offtopic]
I suggest adding a set of gameplay point enities similar to those seen in TFC to allow the mappers to have customization over the teamplay. Coding will require some ingenuity but a little will go a loooong way.
In and of itself, that's, sorry, wrong.
Look at UT2K3. It had an enormous amount of customization options, allowing people to play the game in radically different ways. Many argue that this was what killed its playernumbers relatively early (we, a low-budget production with little marketing going for it, did in fact surpass it in popularity six months after its release). The community fractured so far that it was impossible to find a server playing the game in the way you wanted to play in any decent amount of time.
Complete monolithical immobility is, of course, just as dangerous. The trick is to strike a balance, and I'm sorry to be so blunt, but implementing a gamemode that will re-introduce a number of glaring gameplay faults (and I'm not talking about the JP bug here) to satisfy our nostalgia is in that light not a good idea.