T[h]E Dis[as]teR
Member
arena it is
Duel: Yes. Fun in the way a game of chess is fun. There's so much you can learn from other players. Energy conservation, aiming, dodging, situational awareness, tracking, behavioral prediction, terrain navigation, etc... In other words this isn't fun in a "guns blazing" sort of way, but in a more academic sort of way. Current maps are inadequate for this game type as there needs to be a large selection of varying terrain and sparse prefab placement. These sorts of maps would also work well for Arena if it were a subtype of Duel. Although this will work just fine with only two people!.
I agree with these game-types that Astrum posted. These seem very interesting to me and the ones that I didn't mention I haven't played before.
- Arena: Yes conditionally.
- Duel: Yes.
- Rabbit: Yes.
- Team Rabbit: Yes.
- Hunters: Yes.
- Team Hunters: Yes.
- Single Flag: Yes.
- 1-Way: Yes.
Capture the Flag Variants:
- n-Way: Maybe. Multiple teams each with their own flag. Probably wouldn't work over 3-Way with 16 players and 4-Way with 32. This would definitely be a chaotic game type that would focus on situational awareness, flanking defense, and timing. It would be fun to get lost in the madness of it all though. Unfortunately it would require all new maps and the server would need a high player count to be fun.
I'm a HUGE fan of the Duel gametype; it's the "sparse prefab placement" that makes we wince a bit. No matter how varied you get your terrain, you limit your gameplay possibilities rather severely by not making use of buildings. Granted, seeing the same tower over and over and over again doesn't count as "varied" either, but if the mapper does it right, creates new prefabs for use in the map, and thinks a little laterally, the results can be one hell of a lot more fun and varied than hills and valleys ever could be. I mean, come on -- who wouldn't want to try dueling on a half-pipe at the top of a skyscraper, or in a gladiatorial arena?
How would this work, as in the scoring mechanic? Is it the first team to reach X caps, or elimination; where a team starts with X points losing points when their flag is successfully capped. At zero points they are eliminated and the game becomes an (n-1)way. An interesting alternative would be to have the points that go up when that team caps successfully and down when their flag is capped. Also I think that simple fve man teams would be sufficient for this, and a high player would not be needed. This reminds me of another alternate game type...
Steal the Pins (Flags)
Two (possibly more) teams have 5 (subject to change) flags all at their base. The objective is to have all 10 flags (five of the other team's) at your base. It works like capture the flag essentially the same way, the only 'twist' being that multiple flags could be in play at once, although a player could only hold one flag at a time. This removes the need for E-grabs (except on a 9-1 flag scenario. aka last cap) as a flag can be capped without at any time.
With N teams, the winning team eventually obtains all flags from all teams. Possible considerations include booting a team with no flags, or letting them try to come back (going all offense and possibly making and endless game).
And the Last but not Least:
The NO-CHAINGUN Mod: In This Mod everyone who use the chaingun kills hisself immediently..... alternative the chaingun can just be removed.
I knew I was forgetting something: No splash mod so people have to actually learn how to use the cg and MA effectively.
I'm not sure you've played the game recently.I knew I was forgetting something: No splash mod so people have to actually learn how to use the cg and MA effectively.
Not if explosives don't splash *facepalm*they could just keep doin what they already do: waitin for the opponent to touch the ground![]()
Imagine them being Omnis.