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Moar Game Modes

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11 years ago
Aiphee posted over here about a fortress siege game mode. That's a great idea.

More generally:

I think Zero-K is ripe for adding a variety of new modes. Wargamers call these scenarios. You could think of them as adversarial missions to use Anarchid's term.

The standard ZK scenario is two or more teams spawn commanders all at once and the last team standing wins. But Zero-K is more than just "total annihilation" - it's a beautiful machine for building armies and fighting battles. Why not allow for a more interesting variety of battles? Why not create scenarios not just for singleplayer AI missions but for multiplayer battles?

Steve Jackson's tabletop wargame Ogre comes with four basic scenarios, one of which is the standard slugfest of "two armies fight, last one left wins". But the other three are more ambitious. "Breakthrough" has the attackers trying to get from one side of the map to the other, with the defenders in the middle trying to stop them. "Raid" has the attackers trying to destroy as many fixed targets (buildings) as possible and then escape back the way they came. And in "Train" the attackers are trying to destroy a moving target, while the defenders are trying to keep it alive until it can escape off the map.

In each case, wins and losses are determined by victory conditions specific to the scenario and are not simply "kill all the enemies". For example, in Train, if all the defenders die but the train escapes, defenders win. And if the attackers all die but the train is destroyed, attackers win.

Wouldn't it be great if we could play out these kinds of battles in Zero-K?

Most tabletop wargame scenarios specify what the size and composition of each player's forces are. That of course runs completely counter to the RTS philosophy, where much of the strategy is in both determining your force composition and acquiring the resources necessary to build your force in the first place. But I think there must be a way to retain the "S" portion of RTS while still enjoying a variety of missions and objectives.

For Breakthrough and Raid, it doesn't really make sense for the attackers to have a potentially infinite supply of forces determined by the amount of territory held (i.e. the standard territory->mexes->income->forces) since the objective isn't to hold territory. So for those scenarios, perhaps the attackers can each plop a factory (so that they can build whatever units they choose), but can't build mexes and are limited to their starting metal plus whatever they can reclaim from the map or the enemy. Whereas the defenders get mexes in their starting areas, but not elsewhere, so that they can continually produce units and change up their composition but don't need to expand (since expansion isn't integral to the scenario). For Breakthrough, victory is determined by how much metal worth of units the attackers can escape to the other side with. For Raid, it's a combination of how much of the defender's static assets they destroy plus how much metal worth of units they escape back the way they came with.

Just some ideas here. What are your ideas?
+2 / -0
FIrankFFC
11 years ago
i have idea. Zombies spawn randomyl out of LOS or some unkillable building(s) in somewhere middle of map. They could get temporally buffs randonly like more damage, more hp, more speed etc. also they spawn faster longer game goes and leave none (or very little) reclaim.

Building where they could spawn could have some kind of defence to prevent it to be farmed for metal.

Also it could have some kind of heavy zombie kind of things that are way superior to normal zombies and stronger than most heavy units we can buil

Also terraform is blocked
+0 / -0
Skasi
11 years ago
How about a game mode without unlocks, with ingame customizable commanders, communism and reclaiming allied stuff on? Call it "How it's meant to be."-mode.
+1 / -1


11 years ago
quote:
Just some ideas here. What are your ideas?

I'll reiterate my only concern here is that it's all so much wishful thinking unless somebody actually does it >.>
+4 / -0


11 years ago
Quite true. I'm hoping to inspire someone who has time and interest.
+0 / -0
Ingame customizable units may be more possible then one would think, check out what smoth is doing in his game:

This is just the texture though, if it's possible with units models I don't know
+0 / -0



11 years ago
quote:
And in "Train" the attackers are trying to destroy a moving target, while the defenders are trying to keep it alive until it can escape off the map.


Give me some time to get my current projects done, some unwilling testers, and a map to mess with and I'll see what I can do. It'd be a welcome change of focus for me instead of making trolly maps and gadget(s).

Any suggestions for the map?
+1 / -0


11 years ago
quote:
Any suggestions for the map?

Asymmetrical gameplay should have an asymmetrical map.

How about Chicken Farm? The "train" and the defenders start on the plateau, the attackers start in the hills. The defenders can make a base if they want, but that won't do them much good, since they'll have to leave it to follow and protect the train and move ahead of it to clear a path. The attackers can build ambushes and blockades in the hills, or they can attack the base to try to cripple the defenders' economy.
+0 / -0
11 years ago
I like a Planet/PlayerBase-mode

You need Planet-sized maps: about 1/2 or 1/3 of Epic_Shore's length, some space for player-bases (max 1 mex spot there which spawns m-units instead of pure m)
We need m-units -> something like dirtboxes containing 100m or 1000m

The base is at some place without any (but maybe a few) metal sources around.
- To use metal in your base, you need to build special metal-units with your constructors and unload them in your base. Some nanos reclaim these at the same rate as your factory there produces units.
-> You will never lose all factories, but you need m in your base.

Enemies can make fighters to intercept m transports (to bases).
But it is usually better to attack the commanders and their "descendants" which try to expand.

--- start animation/situation ---
You have 1 Heavy Transporter at your base - with com loaded - which is per default ordered to fly to your team's start box and unload the commander.
In the air, there is a Vamp/Avenger fight. They shoot down each other and all transports (transports are invulnerable with com oboard OR not enough fighters to kill them instantly). Only 1-3 fighters per ally-team survive and defend your start box - but are unselectable.

--- extensible game mode ---
Players can have custom pre-build bases (config file per player, m-cost limit, validity-filters, some requirements enforced.)
* Energy buildings in your don't contribute to your energy bar, but you need energy equal to nano towers's drain (for full efficiency) and in range of defenses (DDM, Anni, etc) to make them working
* Your base has at least 1 razzor, 3 LLTs and 3 MTs and a cheap terraform-wall around, gunship factory, 3 solars, 6 wind, 1 nano, whatever else you like and can purchase.
+0 / -0
11 years ago
quote:
so much wishful thinking unless somebody actually does it >.>

we need Ivica back xD
+0 / -0
[color=grey]
quote:
so much wishful thinking unless somebody actually does it >.>


Mostly it lacks idea-feedback, an idea what the community wants and devs working together, not just make their own thing.

We have very few documentation and much hacks.
Sometimes you also need to look into 1000s of forum posts, undocumentated code, custom variables (localisation for lua-exectution speed-improvement)...
You need knowledge about Lua and C (opposites in many ways), OpenGL and how Spring itself implements something, as it is not OOP.[/color]
+0 / -0


11 years ago
How is being OOP supposed to make you not have to learn the required languages and tech stack? 0_o

OOP is not magic. Especially if there's a Factory Factory Factory Factory pattern somewhere.
+3 / -0
FIrankFFC
11 years ago
What happend to Ivica?
+0 / -0
[color=grey]OFC it is not magic, but more consistency between classic and modern programming techniques is better.

BTW: This is going offtopic.
I made my prev post grey, after I saw that I answered with too much text to E|Torero and it was an attempt to stop more posts on this topic. pls (color=grey)(color) out your posts too.[/color]
+0 / -0
Btw, Spring itself is quite OOP-ish, and most of ZK infra is on .NET which considers every primitive type as subclass of Object.

If you don't want offtopic, you don't write offtopic. Not in grey, not in white, not in background-colored teal. You collect your entire will into a laser-focused blast of determination, and don't write it at all.
+2 / -0
11 years ago
quote:
You collect your entire will into a laser-focused blast of determination, and don't write it at all.

A fuckton of singularities would be needed for containing that thing
+1 / -0



11 years ago
quote:
Asymmetrical gameplay should have an asymmetrical map.

How about Chicken Farm? The "train" and the defenders start on the plateau, the attackers start in the hills. The defenders can make a base if they want, but that won't do them much good, since they'll have to leave it to follow and protect the train and move ahead of it to clear a path. The attackers can build ambushes and blockades in the hills, or they can attack the base to try to cripple the defenders' economy.


I can start this pretty soon. Next day or so I can start the skeleton work. Its your idea tho so I expect some help with ideas for it. Eg: What sort of unit should we use? Should it be armed or unarmed? How tough should it be? How fast should it be? Should there be mutlipul units? (eg like a mace train with each previous mace guarding the one in front of it :D) Stuff like that you need to take into consideration. But if you want to PM me with such ideas, that'd be nice.
+0 / -0
quote:
I can start this pretty soon.

Wow, cool!

quote:
Its your idea tho so I expect some help with ideas for it.

Fair enough. :)

The "train" should be AI-controlled; if the defender can control it, then that's a different scenario - escape vs. escort. It needs to be pretty freaking tough, otherwise the attackers win once they get LoS on it. I think armed would be a good choice, but not very heavily; it should be relying on the defenders for protection, but have just enough firepower that the attackers have to be judicious in their approach.

I like the idea of a convoy of units. Seems more train-like. :)

I think it needs to travel fast, so as to capture the excitement of a running battle. But that means it needs to travel a long way, or the scenario will be over before it gets interesting. here i maek u a picher



Maybe use the new Dominatrix, which has a disable ray instead of the capture beam? I like the model, and I think "disable" is a good weapon for the train. It synergizes with anything the defender brings to the fight, and if the train is without defenders it can't damage the attackers on its own but will keep a weak attacking force from doing too much damage as it rushes past.

Maybe buff the HP? Or just have a lot of them in the convoy? The default speed of 2.2 is probably about right - that's faster than slow units, but slower than fast units, so you have a mix of "running ahead to keep up with the fight" and "lying in wait to ambush as the fight goes past". Maybe it could even go to 2.5? Pathing for vehicles through the Chicken Farm hills will be... interesting... but that's probably good. I think the low spots are all pathable but I'm just guessing by looking at the heightmap. Maybe it needs acceleration and turn rate buffs to handle the hills better?

Put lots of metal features in the hills so the attackers have a source of income from reclaim. Scale back the plateau mex income for the defenders, probably waaaaay back. Make appropriate startboxes, spawn one commander per player with facplop and standard starting metal, and let 'er rip!

Play a bunch of times and see what happens. Keep changing the numbers until it feels "balanced", whatever that means. If any factories or units outright break the scenario (air? gunships?) then take 'em out.

How's that?
+0 / -0
Excellent start. I'll likely jot down the coordinates of each point in the track tonight. AI-controlled would either have to be Null AI in team 3 or something or Gaia (neutral-aggressive) player but we can fix the alliances quite easily I believe. Perhaps even add an attackers reinforcement function -- a little air raid or something with Avengers or ambush points (such as tick mines or something). Other information:
- Should we add a bar on the right of the screen to represent the health of the train?
- What sort of escourts should we have?
- How heavily escourted should the train be?

My thoughts on the train's properties:
* 25,000 or so HP (tough)
* Mild repair on it (~30 HP / Sec or 1 hp per frame)
* maybe something to reduce damage by 1/4th?
* Light-to-moderate Armament (maybe just some attack drones)
* around 2.5 speed (Moderate?)
* Always visible / Uncloakable
* Personal Shield, maybe? (3500 strength, very low regen)

basicly its a moderately fast moving armoured target that can kind of sort of hold its own against light raids. Sounds pretty cool on paper imo.

[Edit]:
Potential Issue:
* What if attackers porc the road? Should the train stop moving (fight) or drive right into it (lol, move)?
+0 / -0
11 years ago
Worse issue: terraform. You can disable built terraform, but what about deformation from explosions (especially if they hit water)?
+1 / -0
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