Loading...
  OR  Zero-K Name:    Password:   

Gamemode idea - Under siege

22 posts, 1923 views
Post comment
Filter:    Player:  
Page of 2 (22 records)
sort
Hi,
i have idea on game mode.
Under siege

edit: Yes, usable in planet wars :) QAranknorm0616. Instead of countdown there can be score related to time (how long can defenders hold it - DErankAdminmojjj)


There are two teams where one have its "fortress" and second is attacking.

First team can build anything except artillery and superweapons, buildings and new units can be placed only on some part of map.

Second team can only build factory without strider hub and units, metal and energy is double of defenders. In 5 minutes time stamp, attaking team would be given strider (from cheapest duke to determinent)

On start there is a wall like on countdown map, so attackers can build base army of raiders and defenders basic defense.

I think it could work and wouldn't be too hard to implement.

Terms of win:
Deep inside defenders base team would be automatically slowly building nukes, if nukes were destroyd in 30 min (?) attackers would win, if not, well...
+3 / -0
11 years ago
Sounds cool (chicken defence but without chicken) but i'm not sure if it would be balanced
+1 / -0
11 years ago
Yeah, balance would be crucial first, but tweaking metal income and timing events would help.
+1 / -0

11 years ago
i once tried to make a map, which would fit here perfectly. but its discontinued, never published. like sand castles with only one castle, but more wall levels, towers/high level positions etc and an integrated and well protected harbor as second entry.

i like the idea!
+0 / -0
The map is a definite requirement for this.

Also, it must be balanced enough at every phase of assault, which sounds every little thing like a huge manhours requirement.

+0 / -0
11 years ago
I'm getting jealous.

Also balancing this is very hard, because zk units and structures are so versatile, some things even replace each other functionality or may not perform good without being accompanied by something certain.

Also this game mode sounds more like "there is a team of city builders and team of raiders".

But here lies the problem. Almost anything in this game can encourage players to pork like mad and this later turns into the problem of performance.

Perhaps if it was more dynamic. For example like this:

The map is divided into 4 sectors.
a) Last castle area.
b) Middle castle area.
c) First castle area.
d) Attacking team spawn box.
Both teams can build anything, but not silencer and anti-nuke (you will understand why later).
Sectors a and b and c are separated by giant wall (it should teleport units back if they try to cross it).
Defending team stars in attacking team's spawn box and are given 30 seconds to run into the 1 sector's castle.
Attacking team starts in the attacking team's spawn box but their commanders are T1 and spawned with 30 seconds delay.
The game initial timer is 60 seconds that serves as a warm up, during which defending team needs to get into the castle.
After they get into the castle the walled are erected up automatically and any attacking unit is teleported outside of castle into sector D, and dead attacker's are revived, any dead defenders (team having 0 units) are moved into attacking team (yes for the lulz, defenders become attackers once they "resign", think of it like zombie survival?).
New timer is 5 minutes, both teams are permitted to build anything, but neither team should be able to cross giant wall, any unit trying to cross it should be teleported into it's team's home area and nothing should be permitted to be build on wall.
After timer reachs 0 wall becomes "normal sized" and unit's are granted permission to engage.
This is where siege begins!
Timer is something like Grace/2 or /3. During this time attacking team should try to annihilate everyone inside castle OR! the wall separating sectors B and C becomes normal and unpassable for attacking team so they are able to retreat, naturally any defending team (not allyteam) that lost commander and all units (and couldn't retreat) are granted second chance as attacking team and are granted another commander (they start in attacking team spawnbox, obviously some of defenders become attackers).
With each progressing area gracing period and attacking period is doubled in time. Also the amount of enemies you should fight off is increased as much as bad you play, if you play good you either safely retreat into inner area every time and noone dies or you totally annihilate attackers.

The last area rules are different, after defending team (any survivors) get inside the giant wall is back to separate both teams for like 10-20 minutes. But as well as unselectable silencer (or multiple) is spawned in the castle with 100 nukes ready but emped for grace timer + attacking timer amount. Meaning you will have to defend it at all cost and use it to annihilate everything that's attacking you.

Naturally because attacking team can't have anti-nuke. The defending team can win by either overwhelming attacking team during B, C sectors or by holding A sector and firing nuke eventually.

Now, this is very hard to balance because naturally defending team is limited to it's castles while attacking team are gaining map territory size advantage, but it may be ok to just make castle's mexes while they belong to defending team produce 1.5x 2.5x and 5x metal during C,B,A sector stages respectively.

The joy, if you survive good, you get the chance to rebuild and try again at defending more cruel and aggressive enemy.

Naturally it may be possible to make an unlock system for both teams during all 3 stages of siege, so for example during first stage no striders and expensive defence as well as econ structures can be built (possible no air/gunships), during 2nd no striders, during 3rd stage probably everything can be built.

Now that is a wall of text, but if you read that, you may understand that I like complex games.
+0 / -0
11 years ago
UArankIvica
Wow, that is complex :) but looks fun too.
Ill have to read it again on evening time, English is not my native language and it is pretty long.
+1 / -0


11 years ago
Also, tiny nomenclature complaint.

Since there is a timer on how fast the attacking team must defeat the castle, they will be, essentially, pressed to assault it, rather than weather down with long-range weapons.

I'd replace "under siege" with "storming the castle", then.
+0 / -0
EErankAdminAnarchid then timer can be 1 minute between each stage, but attack timer can be 3/5/8 or 5/10/15 (voteable choice, also timer to open next stage can be 80% of attack timer value, so you either win, repel attack and make your own, or you join attacking side during next stage anyway).

p.s. But then again, sieging the castles or storming them can be decided by players, too using a vote.
+0 / -0
alternatively:

attackers get more and more income over time, so it is a question of how long the defenders can hold them off.
-> ranking by time like in mission score, for both attackers and defenders
+0 / -0
11 years ago
DErankAdminmojjj
That's actually great idea. But this game mode will need separate ladder then... Not sure how should it look.
+0 / -0


11 years ago
Adversarial mission, duh.
+0 / -0

11 years ago
This sounds like something interesting that might be fun in planet wars. Sort of attacking a faction's last planet or some such.
+0 / -0
11 years ago
quote:
I think it could work and wouldn't be too hard to implement.

And that's where you are wrong. :) I doubt we should expect first 0.0.1 beta version of siege by you in next 24 hours.
+0 / -0
11 years ago
UArankIvica Well no one took it yet as far as i know so it would be miracle if some beta appeared :-D

If no on takes it, i can try but first i need to finally finish that chainsaw of mine...
+0 / -0
I want map deformations during planet wars to be kept between battles :)

Planet owner can start sandbox games - change config files - to place up to x m in structures and terraform (with some anti-troll limit)

Defenders can make a config (also in some sandbox game which is initialized with some defender-config) which can be used to attack some planet - Quakes to terraform a flat start area, EMP nukes - up to x m in cost.

You can indefinitely change your config, but defenders configs need a few hours or a day to apply (owners of attacker-configs will get notified).

To attack such a planet, you need an updated attacker-config - made for the current defender-config.

To bomb a planet, you start a sandbox game with some ammount of dropships (beware screamers and shields!) and onboard-tacnukes.
You can create different bomb-configs before you apply the one which you like most.
+0 / -0
10 years ago
OMG Seigemode would be ace.
+0 / -0
maybe not if extreme terra is limited (max slope, max height diff to original map)

Defenders/Attackers can only make configs for some predefined box size (x+y elmos, min 10% map size in x+y, etc)

Or we could only keep deformations in some areas (middle, north/south or west/east edge ...)

OFC desert terra should decay ;)
+0 / -0

10 years ago
I know a dude who can make a nice map for this thing.
+1 / -0
10 years ago
How about a circle-map (thrones outer ring, dark star, etc),

* defender: get 5 minutes to build defense
* attacker: can attack the defender
* if defender dies, he become the new attacker
* at the end, everybody attacked a few times.

Average time counts. Attacker's base is not targetable.
+0 / -0
Page of 2 (22 records)