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-   -   New kind of MP idea for MOHAA... (alliedassault.us/showthread.php?t=4734)

BoBoZoBo 02-12-2002 01:20 AM

Here are some rules I drafted up...
suggestions?


POINT SECURE


There are 2 teams, Defender and Aggressor.
The Defender maintains a vital objective or position for points. The Aggressor must take over the objective by defeating the Defender and securing control points.

CONTROL POINTS – CPs

One CP

The control over the point must be maintained more than 5 seconds before it is considered secure. (This prevents people on suicide missions, just running across the CP only to get grated by bullets. A tactic used just to get people in the spawning points…LAME.) This makes sure that the point is truly secure. After that time, the objective will have been obtained and the corresponding team will begin to spawn in defensive spawning points. The displaced team will spawn from aggressor points “across” the map.


Multiple CPs

In this case all CPs would have to be maintained for 5 seconds before objective was maintained. Making it harder for the aggressor. If any one of the CPs are not under defender control, the objective will be considered contested, and the defender does not get points for holding the objective. (Though they do maintain spawning privileges.)

[I guess it can be mixed, depending on the level.]

SCORING

Individual
There is no individual scoring. A Kill Vs. Death ration will be maintained, where your average will mix with the rest of the teams’ average to decide game points.

[There use to be a system that Quake CTF had that would give you points for assists and defending you buddies, if this could be implemented, then this would serve as Individual score.]

Team
Points would be based on:

Obtaining Objective
10 points
[Considering it costs twice as much to attack as it does to defend, there should be some reward in displacing the defenders and getting your goal.]


Time Held for Objective
1 point a minute (5pt. bonus for every 10 consecutive minutes held.)

NOTE: There will be NO points awarded for Time Held unless all the CPs are held and Objective is secure. If there is a CP un-secure then the objective is contested and the counter stops.


Total Team Kills Vs Deaths
Double the team ratio will be added to the score. Decimals will be rounded to nearest whole.

Example:
3 to 1 = 6 pts
4.31 to 1 = 8pts

Any team receiving more total deaths than kills will not receive a score.


WINNING

There may be two ways of winning. [Server Set]

Time
The team with the most points at the end of the game wins. 15-45 minutes.

Goal
The first team to reach a certain score wins the game.


SCOREING CONSIDERATIONS
The defending team start with control over the objective, witch means that they have a point advantage from the start. This is countered in 2 ways, a generous capture bonus, and playing the map again with beginning positions switched. At the end of the map, the total from both games will be averaged and a winner for the map will be declared.

PLAYER LIMITS

Sniper Limit

5 Snipers per team MAX.

[This is the perfect platform for sniper whores…especially since this game makes any noob a sniper ace. (Hopefully they will change that) Lets say 32 players average game, 15 a side; 5 snipers, a full 1/3 of a team contingency, still fair I think, and still VERY effective if PROPPERLY placed. Maybe it should be 4.]


Rocket Limit

2 RocketMen per team MAX

[Same reason and ratio as for the snipers.]

[I do not think any other weapons should be subject to ratio or quota.]

Other

Re-enforcement Timer

[Maximum 45 seconds per cycle. It allows for people to travel in groups more redily. This will also call for conservation of force tactics (i.e. conserving your life, and the life of your teammate.)

SPAWN AREAS

Spawn points only change if the objective changes hands. A contested objective will continue to spawn Defenders. Spawn changes will be marked by change of flags.

There will be 2 spawn areas for the Defender and 2 for the Aggressor.

Defenders will spawn within objective area, Aggressors, on opposite side.

OBJECTIVE ACQUISITION CUES (AudioVisual)

Securing The Objective.
The banners or flags of the defending team will be displayed around the objective. This changing of flags signifies the change of possession of the objective as well as the change of spawning points.

Contested Objective

Objective timer will blink red and reset to zero.

[I have thought about the use of audio cues, such as a sound or song, but I think that would take away from the realistic feel of it…hearing parade music in the middle of a destroyed village or forrest. I think seeing the flags and where you spawn should be clue enough.]

ROTATION

Considering that it is easyer to defend than attack, there must be room for each team to take its turn.


The map is played twice, rotating positions

Each time, one team getting the defending position first.
[May get repetitive, but offers best fairness, rematch on equal terms, and no question as to who is better. Conditions change with level design, maybe too easy to defend one level, too hard to defend another. This is also a way to combat the score advantage the Defender has, by averaging the two games per rotation.]
[There are also issues that I have thought of like little wussies switching teams every round to get on a defending team. There must be a system to restrict team switching utill the map is changed.]

AGRESSOR CHANCES


The aggressor has the chance to blow a hole in the defenders fortifications, if it can reach it. There will be one place per map that allows for the placement of explosives.

The explosives take 5 seconds to arm and 10 seconds to disarm.

The timer can be set from 10 to 30 seconds. [Server Sets]

The explosives blow a hole in the defenders defences that force them to regroup and change tactics.

This can be a double-edged sword, however. If the aggressor is successful and takes the objective from the defenders, then they must contend with the hole in their defences until the game ends.


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http://home.earthlink.net/~bobozobo/WW2.jpg

02-12-2002 01:25 AM

how long it take you to come up with all of that

Shoegaze99 02-12-2002 01:28 AM

BoBoZoBo, you might want to consolidate your ideas and post them to the mods board. This may be of interest there. At the very least, a post pointing the readers there to this thread would be appropriate, and possibly helpful for those looking for ideas.

BoBoZoBo 02-12-2002 02:05 AM

2 hours...insomniac

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http://home.earthlink.net/~bobozobo/WW2.jpg

SS soddit 02-12-2002 03:19 AM

you freak! http://www.alliedassault.com/ubb/tongue.gif

but good ideas. I was thinking along those lines myself.
So for new types of objective match we got "Take and Hold".
but we need more.
MORE I TELLS YA!!
lessee. we could do a version of capture the flag, but instead of the flag make it Top Secret documents that get dropped when you die. the defenders cant pick them up except to return them to the starting point and the attackers have to get the documents to an exit point. should help to encurage team play., which is what we really want.
I played the bridge mission once as axis and both allies and axis were playing as team. kicked ass.

RaVeN_WORK 02-12-2002 03:57 AM

i think a customisation of the bridge level would work for this. hoding the bridge being the objective.

removing all kill recordings isnt feasable as every 1 wants to know how they are doing, better to remove them and put full sttatistics that can be viewed after playing, either for the whole time played or on a game by game basis.

u know like the stats u get on the single player game after completing a mission.. just have whos alive and whos dead.

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[Cpt|Raven|69th]

BoBoZoBo 02-12-2002 05:52 AM

DUH...that totally makes sence..thanks Shoegaze.

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http://home.earthlink.net/~bobozobo/WW2.jpg

ser@phim 02-12-2002 06:22 AM

Well well well..!!
arnt we a spam-happy bunch..=)=)=)
S..............n.....a......p..............S www.snapsclan.com

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http://w1.250.telia.com/~u25000015/images/sera_sig.jpg

sk8save1 02-12-2002 06:37 AM

If people are forced to wait till they respawn or out until either team is dead (like objective or round based) maybe we'll see more team play. It'll make them appreciate their 'virtual' life.

02-12-2002 07:14 AM

Rommel,
I must totally agree with you about the children who think kills are more important than winning the objective.
I use the sniper rifle a lot, mainly for it's one shot one kill attributes. But on Omaha I stay at the boats just long enough to make sure that most of my men got to the wire, (also called "cover fire") then I follow them to raise hell in the tunnels.
Unfortunately many people only play for their own personnal glory and don't give a shit about the others.

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"At basic you learned out of a book, I'm going to teach you things they never put in the book, and probably never will" -Sands of Iwo Jima
Stryker's Medal Of Honor: Allied Assault headquarters
WWII wargaming forums

RaVeN_WORK 02-12-2002 07:28 AM

in an objective game, my aim is to get to the objective and complete it...

any germans along the way ill kill,

but covering fire would be nice....

wanna stop ppl being frag whores... have points instead of kills, offer points for other things than killing enemies... ie providing covering fire, breaching certain areas of the map etc etc.... so while the loner person whos got 10 kills is at the bottom of list, the player with 3 kills and 20 objectives points is at the top....

would be hard to implement though cause hows a comp program meant to tell if some 1 is giving covering fire??? ah well its an idea, didnt say it was perfect




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[Cpt|Raven|69th]

Snake2222 02-12-2002 07:38 AM

5 Snipers per side might be a little much...I say 2.

BoBoZoBo 02-12-2002 08:22 AM

That was useless

Captain Canuck 02-12-2002 08:56 AM

I like the ideas being passed around. Something which promotes more team play is needed. I also think that the 'Bridge' map is ideal for this. I love that map, and it provides good defensive coverage and enough space to do something like you are mentioning. I think a map which is too big would ruin that type of scenario.

I think if you have a squad (company) of 32, there should only be 2 snipers and 1 bazooka. That means your teammates will have to provide cover for you to do your job.

Also, this has been said and it will be said again until it happens. A MEDIC. With or without a weapon (although I think for game purposes a weapon is more fun). A medic to heal and run around to people. He can even heal the enemy for points? (just a thought). And on these positions, MG42s or something.

My 2 cents, which isn't much cause the Canadian dollar is in the dumps again...

And what is with the Russians winning the Pairs figure skating...we had a perfect set...what the!!!!



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Don't Be Afraid of The Enemy You Can See, Be Afraid of the Ones You Can't.

krazyklown 02-12-2002 09:04 AM

I say, add flag points like DOD; Limit snipers, bazookas to 1-2 per every 15 players per team(DONT BAN THEM COMPLETELY); Allow 3 respawns per player in objective maps, and a 10 minute time limit.


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