Potential game modes
Sendz
In-game alias: Psychlone Join Date: 2008-02-13 Member: 63645Members, Reinforced - Shadow
<div class="IPBDescription">the public suggesting various game modes</div>I decided to create this post because I think that having variety in game is one of several factors that ensure its survivability. Anyways, this is just to get the topic started with a few brainstorming ideas:
-The classic mode (of course) : classic NS gameplay.
-Single player mode : Having a possible short storyline to get players started and more used to the game and its functions.
-Massive multiplayer mode : Huge maps, having all nodes / hives nearby (maybe 20 vs 20 players, 40 vs 40?) and letting them just battle it out with the maximum upgrades. (there would probably need to be rebalancing of certain things)
-A node wars mode : Who ever can keep control of the most nodes wins (timed)
(of course another way of ensuring survivability would be to implement gamer rankings and achievements, and perhaps unlockable content)
-The classic mode (of course) : classic NS gameplay.
-Single player mode : Having a possible short storyline to get players started and more used to the game and its functions.
-Massive multiplayer mode : Huge maps, having all nodes / hives nearby (maybe 20 vs 20 players, 40 vs 40?) and letting them just battle it out with the maximum upgrades. (there would probably need to be rebalancing of certain things)
-A node wars mode : Who ever can keep control of the most nodes wins (timed)
(of course another way of ensuring survivability would be to implement gamer rankings and achievements, and perhaps unlockable content)
Comments
The massive battles thing will probably be done by mappers, wouldn't even really need a separate mode, they did it in ns1 (ns siege maps, lots of fun). Just the high player limit might be an issue.
I'd like to see a few tfc modes added, designed for ns, of course. Something like the escort mode where the marines could be trying to get a vip to an extraction point while aliens try to assassinate him. Could have a commander drop resupply or have a bot doing it, aliens would more or less be stuck without fades or onos due to resource requirements and the quickness of the games, or something else could be done.
Vertically oriented maps would be a nice addition too, ones where perhaps the marines are making an incursion into a deep chasm or missle silo the aliens have infested, the d6 silo mission from metro 2033 is a good example.
-NS-WAR : All equipment and upgrades free at start of round... or made available as researched by the com... The coms will have unlimited resources. Slight variations on this is not unlimited resources, but rather a constant flow that fluctuates based on captured points (not rt building). Winning is when the other team is totally destroyed (or maybe when a certain number of capture zones are taken). O and one more alternative would be that the weapons and equipment randomly spawn (or objective completion = reward spawn) around the map, i.e. a tf with a cluster of turrets... or a stockpile of heavies / flamethrowers etc, or a siege (which luckily they are mobile so they can spawn at random and the com can have someone build it so he can drive it somewhere useful). This is akin to you getting a resupply in the field of amazing hardware, and this being unpredictable... i.e. war mode. The aliens can have a similar feature, like they find a place there they can egg into some higher form of life. I don't want this to be like death-match with random weapons everywhere... Actually this game mode sounds a lot like Warhawk for ps3
-NS-RELOCATE : Kind of funny, and i mentioned this once before, but what if the marine team was given randomly generated locations in the map where they must relocate to. Maybe only requiring the team to do this once, and then afterwards (if they survive) then the game just switches over to classic NS mode? Their are obvious challenges (as known by NS1 veterans) for example sending out ninjas to get a pg up... Perhaps a tactic would be setting up a decoy base to draw the enemies attention away, while the real base is being constructed.
-NS-SHOTGUN-RUSH : The marine team is given infinite shotguns (no other weapons) and the one goal of killing all aliens. Perhaps we can force the aliens to either be gorges or skulks (instant transformation... no egg time required... as this can get messy with some aliens filling the role of shotgun-fodder). But just think of the team-work that will be needed to fight back in such a game :P
<a href="http://www.youtube.com/watch?v=H-IHoPeyqjs" target="_blank">http://www.youtube.com/watch?v=H-IHoPeyqjs</a>
-NS-FORTIFY : The marine team is given a limited amount of res to establish a defensive posture (with personal-res purchased weapons, or from a fallen team-member... and also some stuff like arms labs and turrets). The aliens are given full upgrades and can be any lifeform for free. The attack times are controlled by the game mode... this is akin to source forts for halflife 2, where for a certain amount of time you may repair your base... and then for a certain amount of time you must defend it. To make things interesting the length of attack and defend times could vary with some degree of randomness... i.e. you won't know when the times up and you have to drop the welders and grab the rifles. As you can imagine, the alien team will need to work together to get people fulfilling certain roles through the attack.
-NS-BAD-LANDING or NS-SURVIVOR : Due to a glitch, the marine team is randomly spawned at random (the alien team starts at their usual first hive area). Your equipment is random (but you can find free non-respawning stuff dropped all over the map)... This is not death match... your goal is to linkup with your team at a random location on the map where the basic equipment for a base can be found. After that, it's regular NS mode.
-NS-TRAITOR : Based on the trouble-in-terrorist-town mod for garrysmod for halflife 2. A random number of marines are traitors... And they must play it off like their not, but at the same time must secretly kill team-members, and maybe have it where they can do things like mess with the maps lighting. Actually this is more or less identical to that mod i mentioned lol.
-NS-MARINE-VS-MARINE : Just like it was in NS1.
-NS-EVIL-CORPORATION : Not your average MVM... in this case it's like AVP2. You have 2 opposing marine teams + the alien team. Will the evil corporation work together with the other marine team, or will the aliens (and when exactly will that truce end??). Obviously marines need to have different color armor to tell them apart... I say black (corporate soldiers.. weren't they gray in AVP2?) armor vs green (colonial marine) armor. To make it interesting where possible we have standard order people on the green team and special order on the corporate team :P So this gamemode could play out in various ways... for example aliens vs humans, and humans vs humans vs aliens. TO FORCE THE HUMAN TEAMS TO FIGHT EACH OTHER... it's simple... just block all-talk and voice... at this point cooperation is impossible and their gunfire will indicate their intentions.
-NS-RACING : Someone makes some lua-powered vehicles and we get some NS2 inspired Mario Kart action!!! Who doesn't want to see a onos on a little go cart find a powerup that lets him shoot 3 skulks at you :P (obviously i'm referring to the behavior of the turtle-shell pickup in Mario Kart 64 xD)
-NS-COMBAT-ENGINEERS : The marine team vs the alien team vs the map (welders and shotguns (and perhaps flamethrowers also since their more of a tool for taking down D.I.) come standard xD). Marine-built equipment will break randomly during the game, requiring repair... Sometimes the lights will die in a room (or the entire map), which means everyone gets a update on their minimap on where to go to restore power... The occasional fire or explosive airlock decompression or rooms filled with water will cause certain areas of the map to randomly seal and open. If your inside then maybe your teammates can repair the problem. Sometimes the artificial gravity will intermittently work... fun stuff like that. O and of course randomly accelerated-growth driven dynamic infestation equals a lot of people with flamethrowers to clean up the room, and having to crawl around air ducts to fix wiring in random locations (watch out for aliens). This is hell. Obviously we make the alien team impervious to these malfunctions because they are the indigenous population. Maybe we also have ways for the alien team to cause stuff to go wrong... i.e. "they cut the power". Or "wtf the aliens are changing again" equals sudden random alien lifeforms upgrade to higher life form... can't forget having it where the entire alien team automatically becomes onoses :P
NS-FORTIFY sounds fun... Reminds me of the Ant-lion Troopers Mod HL2. Loved that mod, played it over and over again.
NS-SURVIVOR also sounds interesting... In order to make it more unique, Id say that the goal of the game should be to reach an emergency e-vac point, rather then just turning into normal NS afterward.
NS-TRAITOR might be fun except for one thing. In a game where death isn't permanent, finding out who the traitor is as easy as asking his victims once they re-spawn.
NS-RACING would be neat simply to add diversity to the game. After all there's only so much of skulk/marine hunting you can do in a day before you want to do something else.
And to offer a counter to NS-SURVIVOR for the Kharaa, how about a NS-ESCAPE, where they start in various parts of a laboratory and need to make it out? Stuff they find in the labs would let them evolve to higher life forms.
"Sir, we've got a breach in the life-form containment section!"
"Ah Crap, Pvt. Jones and Smith, go to Lab 12 immediately, make sure they don't get to the Onos Gene samples!"