Concept Game Mode (CTF Variant) Project Citadel

The original, free Ace of Spades game powered by the Voxlap engine. Known as “Classic,” 0.75, 0.76, and all 0.x versions. Created by Ben Aksoy.
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a girl
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So I've been thinking of some cool alternate game modes that might be fun to play around with... I came up with an idea that would be REALLY cool, but I don't think I have the time/motivation/patience to create the script for it. So here's my concept outline first.

Concept:

A citadel is progressively built around the intel as the game progresses making each successive intel cap harder and harder. Only the citadel that has had their intel captured will be added upon after an intel cap. Players also have the option of building additional pre-defined fortifications by hand (ie. towers, walls, bunkers). The additional fortifications will be constructed layer by layer and will be indestructible when each layer is complete. You cannot build in the vicinity of the citadel unless you are building the optional structures by placing blocks on the pattern that will be drawn in the blocks underneath it (ie. can only build on top of team colored blocks.

Startup:

The script would have options to set the spawn location of the teams and both the intels and the citadels. It would also check for map_extensions in the map.txt file first so that we can run several maps on a single server. The server then does a preliminary examination of the specified coordinates and removes all blocks down to the foundation layer and will add a layer if that location has water zones. Basically it should be a hole in the map that should look like a structure foundation. You can paint the border of this hole to a stony gray for aesthetic purposes if you care to.

Game play:

The team spawn location will not be around the intel as in standard ctf... it should be a fair distance away to give the attackers a fighting chance. After every intel capture, the citadel of the team that was scored against will have their citadel added upon... we can do as many stages of upgrades as we like... 10 for example... to clarify, if the blue team captured the green team's intel, the green citadel receives an upgrade and the intel is raised in elevation to make each successive cap more difficult.

Building Rules:

The defending team generally can not build on their own citadel unless they are either (A) building on top of a specific color block which indicates a pattern that the additional structures will take or (B) replacing blocks that have been previously destroyed by the opposing team. The defending team is not allowed to destroy any citadel blocks to prevent griefing.

The attacking team can not build on the enemy's citadel, but they can destroy it. This gives them better odds of capturing the intel, but they will not be allowed to cover their tracks (ie. covering the entrance to their tunnels with appropriately colored blocks) as that is just TOO unrealistic. After every intel cap, the citadel that receives the upgrade will also have each of its previous upgrades repaired.


Feedback? Additional ideas? Volunteers to script?
rakiru
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I haven't got a lot to say on this other than that it sounds like a fun gamemode. The only problem I can see with it is the predefined structures thing, which could be awkward to do, but other than that, I can't see anything wrong with it. Sadly I don't have the time to script it either.
a girl
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predefined structures would have a list for every layer. you might have to add a section of script that can generate that list after you hand build a citadel in game. The list need not contain the specific coordinate either, just the offset values around a central block. The script could generate the rest based off of the supplied intel location... I also think a simple radius rule instead of using grid coordinates would work as a better build restriction rule...

or, we could use the grownades.py script for inspiration... just have some prebuilt vxl files on hand :D
rakiru
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I was more concerned with how hard it would be to actually build them. Maybe something more like "stand within X blocks of the structure and hold the block tool", with more people making it build quicker.
Cajun Style
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Interesting idea. I think the template idea is as a concept a bit too complicated to add to the mode; I think the mode might be fine with the fortresses alone.
Maybe if you design the fortress in such a way that any damage is obvious (edges in particular colours), you won't need an other way to convey the "template positions". Making the fortress mendable as a whole from any position seems a bit overpowered; only because everybody starts out with a good supply of blocks.
An indestructible fortress might be nice. It might not be as overpowered as you'd suspect. In fact (the layers of) the fortress should be designed carefully, so that they don't just hinder the sight of the defenders. Having the defenders start outside their fortress sounds like a good idea, but that does increase the potential for the attackers to use the fortress for cover.
If the ground layer can be adjusted while playing, you could even get a moat as upgrade.
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