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One of the main objectives in any battle is holding a vital position.
How about (as an addition to the current types of MP games) a game that awards points for holding vital positions. I know UT had something similar and I allways loved it, but in this game it would be phenomonal, and it would make sence. It could be time based, points for time the team holds a certain position. The other team would try to take that position. The team in controll would spawn on one side..take position, the other team would have to work thier way down the level and take over the poition. If the other team captures it, the spawn points are reversed. The team who held it the position the longest would win. Of course defending is the easyest, so when time is up, the other team can defend first. I know this is entirely team dependant, so half of the players out there would not like it. But I know I and some other team driven players, clans, would be completely challenged by it. Bump it if you like it...suggestions if you have them. If you have neiter, dont post just to have yourself justified... ------------------ http://home.earthlink.net/~bobozobo/WW2.jpg |
That would be a great idea if it could be implemented!
I am actually sick of all the Objective games being blow stuff up missions. Most of the time soldiers were assigned to capture and HOLD TERRITORY not to BLOW UP GUNS AND RUN AWAY. ------------------ "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 |
I agree with Stryker
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There should be capturing flag points(ala DOD) in TDM. Makes it more interesting and like real war.
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agreed. it would be fun to test your skills on defense and also on offense, and generate a team feeling which is lacking on public servers.
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If you want true team play on public servers the only way to go would to be to eliminate all frag recording and replace it with objective and teamwork reward systems.
Better team players would get more points and kills don't mean a thing. ------------------ http://homepage.ntlworld.com/ydiss.s...ane/MoHsig.jpg |
Way to go boys..I like the input...
BUMP BUMP |
<BLOCKQUOTE><font size="1" face="Tahoma, Verdana, Arial">quote:</font><HR>Originally posted by Ydiss:
If you want true team play on public servers the only way to go would to be to eliminate all frag recording and replace it with objective and teamwork reward systems. Better team players would get more points and kills don't mean a thing. <HR></BLOCKQUOTE> the above shits me to tears, me and anoth one of my clan mates, were playing omaha and the 6 guys we were playing with were just sitting there sniping while us 2 were left with the task of setting the bombs. i had a go at them and the only thing they could say was, "i have more kills than you" damn children! but we need a more TEAM oriented team mode. that way it can be more like UT with people having their own specialities. GOOD idea mate. ------------------ http://home.useoz.com/~biglyle/sigs/rommelsig.jpg *Comming soon...The COMMIE NAZI Homepage* |
BoBoZoBo, the idea you suggest is one of my great disappointments in an otherwise great game, because the very idea you propose is all but a standard these days in first-person shooter multiplayer modes. I was surprised that Medal of Honor shipped with such weak objective-based gameplay.
Team Fortress Class does what you suggest, and exceptionally well. So does Unreal Tournament. Day of Defeat also does it, and even better than the first two, AND in a realistic World War II setting. And so on. There are a number of existing single-player maps that would facilitate this sort of gameplay, too, making for some semi-easy quick conversions until the all-new stuff comes out. Specifically, the second portion of sniper town (town hall) would work well for this "checkpoint" sort of gameplay. So would the third portion of snowy park, the town level. So would the "secret" board that does not appear in the game. As would "The Hunt," expanded to encompass the fields in the SP game. Medal of Honor multiplayer is a lot of fun, but I am a gamer who likes objectives over shoot-em-ups, and MoH lacks in good objective-based play. For now. |
I acctually really enjoy the Objective based maps. And while they are great maps, each offering a new environment, they are lacking in numbers and are quickly getting stale.
I found a solution to this by playing Day of Defeat one night, and Medal of HonorAA Objective-maps the next. I don't know how long I can keep this up but I'm sure once the SDK is (if) released the community will rise to the challenge. |
i just played hunt and V2 on a server with a realism mod (don't know what one it didn't say) and they are much more enjoyable than unmodded.
[This message has been edited by Strik0r (edited February 11, 2002).] |
Im in total agreement gents. Im new to fps,
actually only played 4 comp. games in my life (2 of which have been fps..rtcw and mohaa) The other 2 were Lords of the Realm2 and Axis and Allies.(im 38 yrs old) lol. Catchin' up with the times I guess you could say http://www.alliedassault.com/ubb/smile.gif Any way, I thought the objective based match would be for me, but it is lacking. Im all for offensive/defensive play. I sense a lack of team work most of the time. Actually 99 percent. The one map in MP I do like rather well is 'the bridge'. All my "team mates rush 'this way and that way' so i go on the defense with the BAR. All the times Ive done this Ive only saved 2 "team mates" from gettin' their clock rocked, but when I helped a team mate out...it felt good. nothin' in return though. It seems like a free for all. lol Well,thats my 2 cents, for whats its worth http://www.alliedassault.com/ubb/smile.gif |
if i can just get some programming help, and script editing help, we can make a capture point system, that is TOTALLY unique to MOHAA. I guarantee, itll be the funnest thing youve played. its partly what gogo is talking about. and it only focuses on editing the DM maps.
ive got most of the details worked out. but what happens is. there are 4 points in the level(lets say dm2). each point is INSIDE a building/broken building. now if you want to capture that point, you go inside, use the radio, which then lowers banners down on the outside to reveal you claimed the building. whichever team has all 4 points for a yet to be determined amount of seconds, they win the round. whenever a game starts, 2 buildings are claimed for axis, and 2 are claimed for allies, so people won't get lost, and not know where the points are. this gameplay will have a pretty mucn non-existing learning curve, since the levels are not as long and windy as dod and wolf, but smaller yet more complex, cause mohaa has the best buildings you can inhabit in any game, which will make for way fun sieges and take overs. the gameplay will be tweaked until perfect, to make for some great competition material! teamplay will be automatically encouraged in this mod, when your guys see those nazi banners on that building. your team will want to take it over and claim it for the allies, and same for nazis taking over ally buildings http://www.alliedassault.com/ubb/wink.gif MSN msg me at jonposey@hotmail.com if you think you can help. i cannot do this alone! [This message has been edited by poseyj (edited February 11, 2002).] |
I am all over the 2 snipers and 1 bazooka. I just keep hoping they make the sniper weaopn more difficult to use.
Those figures are MAX...if no one picks those weapons...they are not mandatory. This type of game would require new levels, at the least, a significant modification of current levels. ATTENTION: If anyone with the necessary skills is up to it, get in touch with me ICQ search for BoBoZoBo (shorter number) MSN bobozobo@hotmail.com or post your interest here... ------------------ http://home.earthlink.net/~bobozobo/WW2.jpg |
Great idea B.
Werner |
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. ------------------ http://home.earthlink.net/~bobozobo/WW2.jpg |
how long it take you to come up with all of that
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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.
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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. |
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. ------------------ [Cpt|Raven|69th] |
DUH...that totally makes sence..thanks Shoegaze.
------------------ http://home.earthlink.net/~bobozobo/WW2.jpg |
Well well well..!!
arnt we a spam-happy bunch..=)=)=) S..............n.....a......p..............S www.snapsclan.com ------------------ http://w1.250.telia.com/~u25000015/images/sera_sig.jpg |
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.
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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. ------------------ "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 |
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 ------------------ [Cpt|Raven|69th] |
5 Snipers per side might be a little much...I say 2.
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That was useless
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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!!!! ------------------ Don't Be Afraid of The Enemy You Can See, Be Afraid of the Ones You Can't. |
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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HEY HEY... I like the idea of per player spawn limits...3 is good.
And the sniper rocket ratio sounds good ------------------ http://home.earthlink.net/~bobozobo/WW2.jpg |
3 player respawn in 3 objective maps. In OMAHA map, I would use constant respawing since in reality it was a large scale battle fought by thousands of soldiers.
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I like the new DoD system of capturing areas.
------------------ http://www.imagestation.com/picture/...8/fdf18c53.jpg More negative waves Moriartii! Have a litte faith baby, have a little faith. |
Well...if it is that popular..mabey we should give this entity a name. Hopefully (wishing on a star in an overcast wearing a blindfold) these developers will take this into consideration.
I thought about DOMINATION..like UT or POINT SECURE... Suggestions... ------------------ http://home.earthlink.net/~bobozobo/WW2.jpg |
I dont know what I am thinking...half the peeps dont know what teamwork is anyway.
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I agree Bozo - or whatever your name is - no pun intended. All I can say is, it can be done! Hate to compare, but look at DOD 2.0. The game is starting to grow on me because of its teamplay and realism feel.
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another good idea (I think) is for each map to have a ratio of people... like on omaha, the norm would be 5 allies per 4 germans... 10 allies / 8, 20 / 16, and if it's less than that ratio (for either side) you auto spawn to the side that needs it. i hate jumpers that always jump to the team that is defending and then just sit back and snipe ... ugh.
-Bish |
I guess no one has the skill...
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