Alliance: The Silent War
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Idea of new gametype. "Bodyhunting"
https://www.alliancethegame.com/community/viewtopic.php?f=14&t=284
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Author:  IceBallz [ Wed Aug 02, 2006 9:08 pm ]
Post subject:  Idea of new gametype. "Bodyhunting"

Game type will be regular DM or TDM. But having a fixed value of money all own in their accounts from the game start. Then set all todays real prices on all weapons and other stuff in WarStudio.

Now, if you kill a player that own 10.000$ in his account. You will get 10% of his money value in his account = 1.000$. But he will not lose any money from his account. You only win that procent of his account value. To make even skill to be more payed. There should be more procents to own on headshots.

This will make you to own different much of money. Depending who you kill, how much you kill and how effective you are. This makes you richer, to buy more expensive weapons from WarStudio. The only thing that makes you to loose money is all ammo, bigger clips, scopes, silencers, grenades, different classes of body-armor and lots of other stuff in WarStudio. Or even that you maybe send over some money to some of your less succesful team-mates. So he/they can buy better gun(s),some ammo or even a expensive body-armor to get them more effective.

:idea:

Author:  DerMann [ Wed Aug 02, 2006 9:29 pm ]
Post subject: 

Like CS?

Notice how most games don't make you pay for your weapons? It's because it's really unrealistic. Especially for special forces. Most people are issued weapons. Even in the airforce, you get issued a sidearm, but you can go off and buy one.

I'm pretty sure that the GSG-9, GIGN, and SAS don't start their mission with just a USP. Then they pull out their credit cards loaded with $16000 and pull guns out of the air.


How is the War Studio going to work? Will you start out with a Mosin Nagant 1891 and then go on from there by picking up or unlocking other guns, or will they just be unlocked as you go on throughout the game? Or will you have to buy them?

Author:  IceBallz [ Wed Aug 02, 2006 9:41 pm ]
Post subject: 

DerMann wrote:
Like CS?

Notice how most games don't make you pay for your weapons? It's because it's really unrealistic. Especially for special forces. Most people are issued weapons. Even in the airforce, you get issued a sidearm, but you can go off and buy one.

I'm pretty sure that the GSG-9, GIGN, and SAS don't start their mission with just a USP. Then they pull out their credit cards loaded with $16000 and pull guns out of the air.


How is the War Studio going to work? Will you start out with a Mosin Nagant 1891 and then go on from there by picking up or unlocking other guns, or will they just be unlocked as you go on throughout the game? Or will you have to buy them?


Not, really like CS. But something like it. Here you have like 200 weapons to choose from. Then i talked by share money inside the team, that's not possible in CS. Winning should be the total value of money you/team end up with in your/teams account(s). Not kills at all, only money and every bullet cost money of your win. No special forces here. Only bodyhunting.

WarStudio in singleplay is going to work inside the timeline of the story and multiplay will work on server setups. This is how i think it will work.

Author:  DerMann [ Wed Aug 02, 2006 9:50 pm ]
Post subject: 

Why not just have it so each person is worth $1000, and if you die your team loses $500. If you get a kill, it's $1000. If you get a team kill it's -$1500. After the game is over, the team with the most kills wins.

I'm not sure the whole "buying guns at the beginning of the round" is a good thing.

Author:  IceBallz [ Wed Aug 02, 2006 10:01 pm ]
Post subject: 

DerMann wrote:
Why not just have it so each person is worth $1000, and if you die your team loses $500. If you get a kill, it's $1000. If you get a team kill it's -$1500. After the game is over, the team with the most kills wins.

I'm not sure the whole "buying guns at the beginning of the round" is a good thing.


Becurse it most be more value to kill a boss alike player or owner in the enemy team. That must be payed off very well. Like a headshot on every enemy player. Player or team with most kills don't win here. Only how effective you or your team are. And how much money they own when game ends. Bullets cost to a machinegun, too. No effective, if you can't use it right.

No rounds. Only unlimited deaths, respawns and time limit. And a freezone for WarStudio. So you can go in and buy ammo and stuff. When the game is still going on.

You can even mark out the enemy teamleader of money on radar. So he gets everybody of your team on him. So, he gets mostly hunted down of your team. So your team gets most payed for a kill of just him. Maybe even set some more procents more value on his head.

BTW : I don't like CS, if you think so. Hate rounds too. But fact remains, bullets cost money. Wounds and kills get payed off, cost money to enemy and those with higher ranks getting them self hunted down by the enemy.

Author:  DerMann [ Wed Aug 02, 2006 10:19 pm ]
Post subject: 

Erm, who would want to be the team leader then, I mean if you're the one getting hunted all the time it can't be that much fun. It'll just lead to camping.

Perhaps as your kills rise, your "bounty" will increase. So a person with 0 kills is worth $100, while a person with 24 kills is worth $2400. And if you're on a killing streak (i.e. you've killed 10 people without dieing), your worth would be multiplied by the number of kills you have divided by two. So say you've killed 10 people, totalling to $40,000. You would then multiply $40,000 by 10, $400,000, then divide by 2, $200,000. In total.

Use this equation:

(v)(k)
------- = (x)
(2)


v = the value of your total killings
k = the number of people you have killed on said killing streak
x = amount of money you receive from equation.

Here's my equation simplified:

v times k divided by 2 equals x.

Author:  IceBallz [ Wed Aug 02, 2006 10:36 pm ]
Post subject: 

What I ment with teamleader was the player with most bounty on him = most kills. He should not camp. If you camp like a machinegunner "bounty". It will make your machinegun to eat loads of bullets and team falling back for a baserape. Camping like a sniper as a "bounty" is risky too, against all rpg's and enemy sniper takedowns. If the enemy teamlead "bounty" is even shown on radar = easy to find. So movement is mostly effective and team covering his postions. And camping is not effective, if both teams have their bounty's.

Think bodyhunting is wrong name for this gametype. Maybe call it bounty.

Author:  DEFkon [ Thu Aug 03, 2006 8:22 pm ]
Post subject: 

I don't want to deal with accounts and unlockables in MP. I just want to make my own personal loadouts. or just select from the aproved list prior to the match starting. The whole money thing is just too arcade like... sounds like Thug behaviour ... besides i can see alot of bad PR comming about a system that rewards the killing vs winning the mission. Maybe there should be a reward system for having your team take the least amount of casualties, thus help promoting team play.

Author:  IceBallz [ Thu Aug 03, 2006 9:13 pm ]
Post subject: 

DEFkon wrote:
I don't want to deal with accounts and unlockables in MP. I just want to make my own personal loadouts. or just select from the aproved list prior to the match starting. The whole money thing is just too arcade like... sounds like Thug behaviour ... besides i can see alot of bad PR comming about a system that rewards the killing vs winning the mission. Maybe there should be a reward system for having your team take the least amount of casualties, thus help promoting team play.


I know u don't want to, not me either. But i'am now talking about a brand new gametype to choose to play. You can still choose the odinary TDM, without this settings of bounty or bodyhunting and all weapons unlocked. Just a idea of setup that makes little goals in TDM-games, instead of the boring old odinary TDM. I really hate odinary TDM without any goals of any sort. Kill so much you ever can, exatly like you done hundreds of times before. It really sucks and no funny happenings in game.

Therefor i came with this new idea of making a setup in server-settings. So you can make some little extra goals in TDM, too. But not call this for the odinary TDM, it's still whole own gametype. Called just "Bounty" or "Bodyhunt".

Think of like a combination of FB and TDM. But here you don't have any flags to carry, only the bounty. Only one enemy player can be the bounty "account leader". It will be a real bonus to kill this "bounty" for other team player. Becurse of his account lead.

You get up some tactical work to cover this "bounty" more. You can even play some tactically different way, when you getting "bounty". So you give away some of your money from your account, to some less good player in your team. To get rid of your bounty and the witch hunt of just you. But in this way sometimes the less good player earn some extra money to buy better weapons (in one round). Or he stays with the money for some while, but gets the "bounty" on him instead. If he have luck he maybe makes some more kills and more money into his account, to buy the little more expensive weapon or kevlar from WarStudio.

BTW : With accounts i meen for only that round of game. No stats on some server. If you thought it so. Server setups will tell how much money all players starting with and team choose their teams "bounty" in beginning of that game round. Becurse all players starts with the same amount of money in their accounts. The "bounty" maybe goes over to other player in team, with the same. Becurse the choosen team-"bounty" have used his account to much before that the game even started, to more expensive weapons and kevlar.

Author:  AllianceEric [ Fri Aug 04, 2006 10:43 am ]
Post subject: 

The WarStudio works as follows:

Singleplayer - Represents the player's collection of weapons. As such, the player purchases new weapons (primary means of acquisition), is awarded new weapons, can find or unlock hidden weapons, or can pick up weapons from dead friendlies or enemies. Since the WarStudio contains such a large total list of weapons, your rate of acquisition is actually very fast, else you'd never be able to build up a good collection.

Multiplayer - The entire contents of the WarStudio (regardless of what you have in your personal WarStudio in singleplayer) is available for your use, so long as the server doesn't limit your loadout. As such, in multiplayer the weapons that you're allowed to use is up to the server but can be as great as the entire collection of weapons in the game, right out of the box.

As such, a cash economy only exists in singleplayer.

Author:  IceBallz [ Sun Aug 06, 2006 1:40 am ]
Post subject: 

So, sox.

You layed some thought on this new kind of game type or something close to it ?

Had been really fun to get some officer "look a likes" to TDM. Here you have the primary goal of TDM, to kill so much you can. But the secondery goal, is kill the other teams "bounty" = Loads of money to player or (team). But in same time cover your own "bounty". They who uses their money most in WarStudio or gives away money to team-members, lost their "bounty" faster. But getting upgraded weapons, in this way. Or even somebody in team getting loads of money from richer team-member(s). Those who don't buy weapons from WarStudio (or getting money from team), getting the "bounty" often. But having a upgraded team to cover their backs and more money on their own account to buy even more expensive weapons later on. Or they just don't touch their money and getting payed with points, in end of round or game. Sounds to me, that this game type idea works in reality. I think, it's time to build up a new style of the odinery TDM. Cus, odinery TDM starts to suck or does it already. Still the odinery TDM can stay in game. But maybe, inplant this more advanced style of it. You have the 200 firearms, I have the idea of multiplay to Alliance. :roll: This is "not" like the typical, offensive, crazy, untactical, base-raping and spray and prey TDM. This is more defensive, smart, tactical, goal based and skillful style of it. Set some goals to TDM or this new game type. One for all, all for one. Peace....

Game Time = Based On Server Settings (Off Or ???min) and game ends.
Kill Count = Based On Server Settings (Off Or ???kills) and game ends.
Rounds = Based On Server Settings (On=1 to 5 Or Off) (More About It, In The Last Line)
Bounty = (Locked Or Account Based) Locked = Team Choose Their Bounty And It Will Stay So. (That Round)
WarStudio = Pauses Game In Minutes (Minimal = 1min To Maximal 5min)
Team Share = (On Or Off) If On = Team Can Share Money Inside Team / Off = Players Can't Share Money
Pause = WarStudio = "Bounty" Killed (1 to 10 times) Or Just All Kills (10 to 100) + All Players Respawn At Start + WarStudio
Player Account Value From Start = Based On Server Settings (500$-??????$)
Who Wins = Kill (=1 points) + "Bounty" Kill (=5 points) + Money In Account End Of The Game (1 points/per every 1000$-?????$)
Money = 1 Kill 500$-????$ + "Bounty" Kill 500$ + 50%-???% Of This "Bountys" Total Account Value.
Kills Payed = (On Or Off) If Off = No Normal Kills Are Payed Only The "Bounty" Are Still Payed = HardCore Hunt :lol:
Rounds = On (Kills Will Be Removed, But Money And "Bounty" Stays To First Visit In WarStudio) Or Off (Everything To Null)

Just something i wrote. You guys can maybe fix up something more working about this. Difficult to me setup the dollars right. :lol:

P.S : Only lazy, untactical, base-raping, gunners and noobs like to get stuck to the old odinery TDM. 8-)
I say... Stay to Unreal and Quake... I want goals and reality... No BS...

Author:  AllianceEric [ Mon Aug 07, 2006 10:39 am ]
Post subject: 

There does exist a multiplayer gametype that's is similar in many respects to what you've described and adding a full, separate gametype to our schedule would not be practical (especially since we'd have to add a monetary economy to multiplayer, which isn't currently in the works).

Also keep in mind that the focus of multiplayer in Alliance is not TDM, but rather focused around organic objectives.

Author:  IceBallz [ Thu Aug 24, 2006 2:56 pm ]
Post subject: 

Sox34 wrote:
There does exist a multiplayer gametype that's is similar in many respects to what you've described and adding a full, separate gametype to our schedule would not be practical (especially since we'd have to add a monetary economy to multiplayer, which isn't currently in the works).

Also keep in mind that the focus of multiplayer in Alliance is not TDM, but rather focused around organic objectives.


All this sounds just great for me. Love when there is killing with objectives.
Otherwise it feels like iam a maniac without a brain and with loads of guns.

Thanks

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