Deathmatch mode (Nations)

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FantasticFwoosh
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Deathmatch mode (Nations)

Post by FantasticFwoosh » #320168

This is just a crowd pleaser, but what if we made a custom lavaland z level with no monsters on it but geographically distinct enough to divide 4 teams of players who have free reign to do whatever they want as long as its directed into killing the opposing team.

A more complex version of that is to drop 4 titanium golemesque ships onto lavaland especially for a nations round (megafauna removed especially) and whichever team is left standing wins.

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Screemonster
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Re: Deathmatch mode (Nations)

Post by Screemonster » #322549

Two self-contained stations with crew randomly assigned to one or the other and treated as team antagonists with some means of getting from one station to the other (such as invading their mining station and taking the shuttle) sounds like it would be fun as hell not gonna lie.
Would need some fuckery done with things like telecoms though and it might be easy to meta the mode if it's a busy night and your station has exactly half the population you expect it to have.
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Re: Deathmatch mode (Nations)

Post by AnonymousNow » #322557

Could make it a combination roundtype.

Deathmatch arena is where teams build (more golems) and fight for the right to be the antagonists that attack the station. When there's only one of the four teams left on the team deathmatch Z-level, a machine in the middle of the Z-level readies itself, which they can activate to create a stable station-striking portal that only opens for X amount of time (where X is some resource they acquire on that planet as part of their preparations).

The idea there is that you, as one of these teams, have to balance offence, defence, gathering resources, and using those resources to make more soldiers and also prepare things to help you stationside. Conversely, the station will likely realise what's happening, and they'll have to prepare for a siege against a random enemy with an unknown number of reinforcements who could arrive from an unknown location.

Though it's probably not a good idea to make them golems, in retrospect. They'd need to be more robust than golems to really give the siege some legs, else a prepared crew will steamroller them.
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Re: Deathmatch mode (Nations)

Post by FantasticFwoosh » #322678

Custom red, blue, green and yellow humanesque golems with team-speak resonators that don't connect to other golems in any case scenario presented by myself, scree and you anonymousnow would work well i think.

Golems are probably unbalanced for the station crew so should have the least amount of buffs as possible and be more on to the limit of humans (no clothes but no stunpunches either, normal golem resistances) but would be balanced vs each other to being unlimited golems.

Color coded team golem groups
  • Cinnabar - Red
  • Cobalt - Blue
  • Kimberlite - Green
  • Brimstone - Yellow

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Re: Deathmatch mode (Nations)

Post by danno » #322714

we already have 5 deathmatch modes.
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Re: Deathmatch mode (Nations)

Post by Qbmax32 » #322741

Screemonster wrote:Two self-contained stations with crew randomly assigned to one or the other and treated as team antagonists with some means of getting from one station to the other (such as invading their mining station and taking the shuttle) sounds like it would be fun as hell not gonna lie.
Would need some fuckery done with things like telecoms though and it might be easy to meta the mode if it's a busy night and your station has exactly half the population you expect it to have.

I had a thought like this earlier and it sounded really cool. Creating weapons, ordering armour and other gear, and eventually breaching the other station and fighting your way through the halls. Miners could fight there way from one side of lava land to the other and take the other stations mining shuttle too.
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Re: Deathmatch mode (Nations)

Post by kevinz000 » #322744

"which side has the most powergamers" the game
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Re: Deathmatch mode (Nations)

Post by FantasticFwoosh » #322749

kevinz000 wrote:"which side has the most powergamers" the game
Admins can probably get some tools for this mode to manage autobalance by offering a "respawn" in the OOC tab after smiting someone. I would not feasably expect this round to begin unmonitored due to the map changes it incurs (within my own visionary scope) and regular rule enforcement (no BOH singularities, erp etc) and it could work well in private lobbies or events abstractly from secret mode.
danno wrote:we already have 5 deathmatch modes.
Its not the treaty of Westphalia, but if actual shitty powergamers can let off steam in another mode besides the norm we have more room to compel coders to "fix" the gameplay of the status quo modes in normal server operation, partly i believe the problem is that we never stop running those modes so dedicated TG players are constantly exposed and perpetuate the negative behaviour (and we don't remove/force out those people like other servers are known to do).

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danno
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Re: Deathmatch mode (Nations)

Post by danno » #322844

You can't compel coders to do anything but what they already do, which is attempt to create their own vision of the game, within the game. Having an extra deathmatch gamemode on top of all the others we already have isn't somehow going to magically change this.
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Re: Deathmatch mode (Nations)

Post by PKPenguin321 » #322874

sounds very boring
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Screemonster
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Re: Deathmatch mode (Nations)

Post by Screemonster » #322889

danno wrote:we already have 5 deathmatch modes.
The existing team deathmatches are either conversion-based (cults, gang, rev) or extremely asymmetrical (ops, wizard if they take apprentices I guess).
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Re: Deathmatch mode (Nations)

Post by danno » #322892

and?
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Screemonster
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Re: Deathmatch mode (Nations)

Post by Screemonster » #322899

So "we already have 5 of this" isn't really accurate, because we don't have a symmetrical crew-versus-crew mode with even numbers and no conversion.
Whether it'd be a good mode or not is a separate question.
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FantasticFwoosh
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Re: Deathmatch mode (Nations)

Post by FantasticFwoosh » #322992

It'd probably end up a lot like DA with a lot of chaos, but that's why and how the colored golems would be simple diametric antagonists versus each other so that there is a clear and pretty much unmistakable similarity between team players and acceptable boundaries to punish team-killing.

Anything else about how the deathmatch operates is really up for debate but its more a groundwork thing.
  • you could even borrow Kor's escape shuttle hellscape as a self contained template for a 'battle arena' with a bit of game mode gentrification.

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Reece
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Re: Deathmatch mode (Nations)

Post by Reece » #323186

Nah, pirates vs ops.
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FantasticFwoosh
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Re: Deathmatch mode (Nations)

Post by FantasticFwoosh » #323312

Clothes dependency doesn't work, golems are essentially naked meaning they have little to no armor besides natural resistances and whatever boon's are added to the mode.

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captain sawrge
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Re: Deathmatch mode (Nations)

Post by captain sawrge » #323317

Fuck off.
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FantasticFwoosh
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Re: Deathmatch mode (Nations)

Post by FantasticFwoosh » #323386

roode

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