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Attractive modoption ideas

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Have you ever thought up any interesting game modes or other modoption ideas?

If you post them in this thread, I'll consider implementing one or more of them.

For example, how about randomly choosing one unit at the beginning of the game and multiplying its qualities in a semi-random fashion, giving it, for instance, 50% more HP and -33% less movement speed? I know it's difficult to balance such changes but perhaps they could be sorted out to a certain extent.
+0 / -0
7 years ago
Juggernaut mode: After x mins ingame, a random unit becomes juggernaut: HP/damage increased by y%. When this unit is killed, the unit that killed it becomes the new juggernaut.
Ofc there have to be exceptions for units dying to death explosions (closest unit becomes juggernaut) and I'm not sure about what happens to turrets...
+0 / -0

7 years ago
Jugglenaut mode: After x mins ingame, a random unit becomes Jugglenaut.
+0 / -0

7 years ago
FFA where the player with highest conventional metal income (non-reclaim) is known
Optional: if metal income is twice larger than the next player, reveal all their units to the other players as well

Alternative: Use unit value rather than metal income.
+2 / -0
Skasi
7 years ago
Imagine a Newtonfarm juggling Jugglenauts while they juggle Glaives.
+0 / -0

Catch the lobster


The lobster is an invincible strider that roams the map randomly. He has a lobber on his back lobbing terraform balls which restore terrain.

You have to "capture" the lobster using dominatrices and keep him for a set amount of time to win. He keeps wandering around randomly, so be prepared to follow him through enemy DDM forests and singu farms.

Recommended as FFA. All ages admitted.
+4 / -0
do we have king of the hill (or similar named mod) ?

+ a central area is the point zone (preferably a high position, but any symmetric map will do)
+ the person with X points win.
+ gaining points:
-- having the most units (by count or by acumulated hitpoints?) inside thie "point zone".
-- a certain time is required to gain a point
-- optional: while units of multiple players/hostile teams are in the "point zone" the point timer is reset/stopped, hence no point gain is possible.
+ display timer, playerscore etc.
+ team/player with smallest point coung gets extra units of some kind, escalating stronger units when change in weakest player or defined by point difference of weakes to higherst player
+ optional: multiple "point zones", each zone has its own pointer

would work for team or FFA
+0 / -0

7 years ago
attacker/defender

from: unreal tournament assault mode

+ 2 teams, one defending, one attacking. 2 rounds with change of the roles

+ several objectives needs to be done by the attacking team, the def team needs to hinder them. time taken is recorded for each try. each attempt is either successful after or fails after a time limit. if both succeed, the faster team wins.

+ the mission objectives have to be very specific to map design to make sense, resulting in a close map-to-mod relation (bad?)

+ the mission objectives are dependent on each other, you have to do x, then y etc, maybe some parallel sidequest z is making objective y easier etc. this part is very creative.

+ i miss UT
+0 / -0
KoTH was at least used in one mission. There's a circular zone in the center of the map and you build up "influence" on the zone by stationing combat units there. If you move your units out of the circle then you slowly lose influence, and if the enemy team piles a greater value of combat units in then you lose influence and they gain influence. If the influence bar fills up you win.

EDIT: it should be noted however that you get similar gameplay on maps with large supermexes in the middle, and people complain that those maps suck.
+0 / -0
7 years ago
It seems we are talking more about real mods than "modoptions"...
Some ideas:
* no radar
* depletable mexes
* unit xp increases unit damage/hp/...
* all units get cloak (when standing still)
* ships can move on land
+1 / -0
quote:
ships can move on land

Warlord FTW.
Surfboard xDDDDDDDDDD

New modoption: All units selfdestruct is very large, and powerful but takes 30sec.
Shields gain extra power if their near powersource. Power=excess from powersource. Connect 2 powergrids.
Solars can get blocked from sun.
All units get an extra gun.
Gamemode:
Shipfleet
You build ships,hoverts and amph bots only. One fac at max.
Your job is to kill enemy fac, and defend yours. If your fac dies, gameover.
All on water map except midget island to make amph&hover. Island has free singu.
+0 / -0


7 years ago
A modoption that removes all water from a map.

[Spoiler]
+0 / -0

7 years ago
How about a gamemode where random meteors fall from the sky and break things.
+0 / -0
Skasi
7 years ago
quote:
How about a gamemode where random meteors fall from the sky and break things.

So basically turn Shaman's map features into modoptions?
+0 / -0
7 years ago
the noair modoption was pretty cool but it got removed iirc

quote:
ships can move on land

Careful, you might invoke Kyubey
[Spoiler]
+1 / -0

7 years ago
random appearance of powerups on the map. like leveler sidearm, quad damage or stuff, which modifies the unit which collects it.
+0 / -0
7 years ago
Definitely, the best thing would be a Phantom Mod like in SupCom.

After 8min, about a third (rounded up) of all players are randomly selected as "phantoms", the rest as "innocent". Phantoms have to kill all other players including other phantoms, and have some bonuses. Innocents have to identify and kill all phantoms. You only know what you are yourself. It's really fun to blame other players to be phantom while you are phantom yourself..
+0 / -0
Isn't this basically Mafia? Can it work in teamgames?
+0 / -0
Skasi
7 years ago
quote:
Can it work in teamgames?

One person has to kill all their allies. And two minutes into the game everybody is griefing. Sounds fun and reminds me of SS13! Where can I sign up?
+0 / -0
Probably, the 8min should be much shorter in Zero-K. Maybe even zero.

quote:
Can it work in teamgames?
Rather see it as a better version of FFA.
+0 / -0
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