What game modes should we start with?

Discussion in 'Planetary Annihilation General Discussion' started by neutrino, January 25, 2013.

  1. krakanu

    krakanu Well-Known Member

    Messages:
    540
    Likes Received:
    526
    Assimilation: When you kill an enemy commander, instead of dying, they (and maybe some/all of their units) are converted to your team (or permanently allied). The game ends when everybody has been assimilated to a single team. Technically the winner is whoever was originally that team color, but it's kind of a "feel-good" game mode because at the end, everybody wins!
    FXelix, ace63 and Quitch like this.
  2. Gerfand

    Gerfand Active Member

    Messages:
    575
    Likes Received:
    147
    YOUR DAM BORG!
  3. mered4

    mered4 Post Master General

    Messages:
    4,083
    Likes Received:
    3,149
    Here's some fresh brain ejecta to feed on:

    Capture the Flag.
    -------------------
    RULES:
    Only CDRs can pick up flags, they can be transported by astraeus while carrying the flag.
    Processing buildings (see below) can be rushed by engineers, but are less efficient than other buildings. You can have multiple processors. could be T1 or T2.
    Also, flags can be destroyed, but they take a minute to respawn. You can heal your flag, but you cannot destroy it.
    --------------------
    Can be one of two modes: EDIT: Third mode too!

    First Mode: Single Flag.

    There is a single Flag placed between the two players (not exactly of course, and it doesnt have to be on the shortest line from one base to another, i.e., opposite side of the planet from both players). You have to bring it back to a special building that you have to construct, which takes time to *process* the flag, which means your enemy has time to recover it. (Also limits the time frame it can be capped, so one team cannot just rush the flag to win quick)
    Any number of players would be acceptable. This mode could be modified to have multiple flags that spawn in, and whoever caps the most before planetary annihilation ( :D) wins.

    Second Mode: One Flag per player

    You have to bring all the flags to your base from the enemy bases. Destroying the enemy commander kills the enemy team, but not their flag. The building to build this time cannot begin the processing of the flags until all of them (including your own) are placed on/in the building. All of the flags must be in the same processing building, not spread out among multiple buildings.

    THIRD MODE: Interplanetary CTF!

    This would be ridiculous, but hey, maybe size does matter......lol

    What do ya'll think, and am I repeating an idea already put forward?
    Last edited: November 13, 2013
  4. tatsujb

    tatsujb Post Master General

    Messages:
    12,902
    Likes Received:
    5,385
    me like.
  5. TehOwn

    TehOwn Member

    Messages:
    83
    Likes Received:
    30
    What about a game-mode where the victory condition is dying?

    "Aha!", you said, "What a stupid goal, you could just hit DEL!"

    But the point is that you have to be the first player to ride your planet into the sun.
    Call it "Solar Destiny", "Kamikaze!" or "Galactic Surfer"

    You'd spend your time trying to harass the other player while building your thrusters and there'd be just your planet and theirs. Preferably small moons on a shared orbit (same distance from sun).
  6. tatsujb

    tatsujb Post Master General

    Messages:
    12,902
    Likes Received:
    5,385
    Take your idea and change these two things:
    • the target body is diferent for each player
    • there is a timer at the end of which if the planet is strictly under control of no clear majority it is a loss for all parties
    THEN you're onto something
    no coms to kill, the only real targets are Haileys. strategies must be put together to be the best Hailey sniper and Hailey builder at the same time.
  7. mered4

    mered4 Post Master General

    Messages:
    4,083
    Likes Received:
    3,149
    Halley Sniper? LOLZ

    Umbrellas are derp on moons.
    D:
  8. tatsujb

    tatsujb Post Master General

    Messages:
    12,902
    Likes Received:
    5,385
    oh and think of the game mode as most of the time the players are trying to move the same planet (it felt obvious to me in my previous post but...) remember how Jon Mavor talked on one of the streams about physic delta-v being implemented, this way you could have an engine tug-of-war with the planet? that's the idea.
  9. mered4

    mered4 Post Master General

    Messages:
    4,083
    Likes Received:
    3,149
    Wouldnt that just rip the planet apart.......?
  10. tatsujb

    tatsujb Post Master General

    Messages:
    12,902
    Likes Received:
    5,385
    it's not pseudo-science yo! I read it on the interwebs!

    what the fuu.... wait scratch that. what's that you're smoking? a broda passes it around aye? am I right? yeeeeaah man.
  11. Nullimus

    Nullimus Well-Known Member

    Messages:
    428
    Likes Received:
    260
    How a bout a mode where there are various win conditions scattered around the map. Each one you can find gives you another win condition. They could be anything, for example: build 12 T2 bot factories, or destroy 10 enemy mexes. the fun is with the fact that you know what your victory conditions are but you don't know your opponents.
    drz1 likes this.
  12. Nullimus

    Nullimus Well-Known Member

    Messages:
    428
    Likes Received:
    260
    Instead of anti trolling you simply gain control of the commander and all of that players units and structures. The player is eliminated.
  13. Nullimus

    Nullimus Well-Known Member

    Messages:
    428
    Likes Received:
    260
    With gates they could release a massive system wide EMP. so the commander walks through and all other units and commanders in the system die.
  14. skywalkerpl

    skywalkerpl Member

    Messages:
    95
    Likes Received:
    66
    Deep Impact mode - first player to crash an asteroid in the starting planet wins the game.

    (something more than just plain space race)
  15. neutrino

    neutrino low mass particle Uber Employee

    Messages:
    3,123
    Likes Received:
    2,687
    So on the game mode side the last build we pushed has a completely new implementation of the lobby. This is now all scriptable and will allow us to start adding in more game modes more easily. That was one of our last big tech pushes as far as moddability goes. Obviously you guys won't have access to that stuff until we ship the server but I'm pretty happy with how it's turning out. For example the config options for the server actually come from that specific server in the form of a web page. The amount of flexibility we are going to have is staggering. For example mods could create new lobby layouts without requiring a client update. This is also the system that is going to allow scripting up campaigns, tutorials etc.
  16. Arachnis

    Arachnis Well-Known Member

    Messages:
    938
    Likes Received:
    442
    I like where this is going. :)
  17. archcommander

    archcommander Active Member

    Messages:
    759
    Likes Received:
    133
    Sounds nice.
  18. chronosoul

    chronosoul Well-Known Member

    Messages:
    941
    Likes Received:
    618
    Its cool hearing the secret stuff that was added in the back end of the game.

    Keep up the awesome!
  19. Nullimus

    Nullimus Well-Known Member

    Messages:
    428
    Likes Received:
    260
    Whaaaattt!??

    That is probably one of the biggest features to come out of your collective craniums so far.

    Color me PSYCHED!
  20. tatsujb

    tatsujb Post Master General

    Messages:
    12,902
    Likes Received:
    5,385
    hey, what are some performance requirements for running the server? a rough estimate. is it the same as for running the client, just that it'll run poorly? to be able to handle 12,000 to 30,000 units without slowdowns, what would be the required specs?

Share This Page