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Old 31-05-2006, 02:17 PM   #1 (permalink)
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Default Battle Field Scenarios

Alright, i was reading up on gameplay and found a small section about the types of scenariosthat would be happening for battles.

Including but not limited: to capture the flag, deathmatch, and take and hold.

I was also reading on another form that people wanted the cities to be capturable. with this in mind i was thinking up other ideas for gaming scenarios. like wouldnt it be sweet to have tournaments that can last for up to 24 hours with 100 v 100 each having a city or castle and you have to capture the other teams? i think that would be fricken amazing and a first if im not mistaken.

I guess i just want to know what kind of scenarios you guys would like to see in Huxley.

cheers
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Old 31-05-2006, 02:34 PM   #2 (permalink)
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assasination

One team will get one player or one NPC assigned as their protected target.
The other team has to kill it.

Protection team has to lead their target to safety, while fending off the attackers.
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Old 31-05-2006, 04:13 PM   #3 (permalink)
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I just really want the random chance of having NPCs storm a battle.

A huge Sapien Vs. Alternate clan match is interrupted by a horde of Hybrids. Both sides temporarily unite to destroy the new threat. Would add an element of randomness, especially if there was a decently low chance of this sort of thing happening.

Also, something like UT's Bombing Run, but I'm not sure that would make much sense in Huxley. Would still be sweet, I love that style.
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Old 31-05-2006, 05:03 PM   #4 (permalink)
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They have said that some of the battles will be for resource centers.. not sure what exactly, lunarite mines i think. Whilst the battle is taking place the mines are active and you have to get the mined lunarite out of the battlefield, escorting the convoys leaving the mine off the map, the more lunarite your faction gets, the more resources and fame you get for taking part in that battle etc.

They also mentioned that both cities needed to be powered and that these battles would be key to that.. so there are some key options rotating around the lunarite resource.
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Old 01-06-2006, 09:15 AM   #5 (permalink)
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Quote:
Originally Posted by nubs
They have said that some of the battles will be for resource centers.. not sure what exactly, lunarite mines i think. Whilst the battle is taking place the mines are active and you have to get the mined lunarite out of the battlefield, escorting the convoys leaving the mine off the map, the more lunarite your faction gets, the more resources and fame you get for taking part in that battle etc.
In another thread there's been some heavy discussions going on about resource gathering. As in that it has no place in a mmofps. (not my opinion)
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Old 01-06-2006, 12:08 PM   #6 (permalink)
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Resource farming is fine in huxley, as long as you need to grab these resource points from enemy players (ie: minimal PvE farming and minimal reward just for time spent). I do beleive control of these 'power points' are the focus of Huxley as they effect the persistant world, though I have no idea how.
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Old 01-06-2006, 12:56 PM   #7 (permalink)
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I think that view is more on an individual basis. i think people dont want there to be a gatherer "profession" or whatever as in have a guy who doesnt shot at the enemy but just goes around the map picking stuff up so he can use the minerals to craft things. having the centers and excorting them is much different. or maybe im just off base.

beyond that i thought up another idea for a game scen... this will only work if there are multiple flying ships but... who thinks it would be sweet to have a map with a small island in the middle and imposible destruction all around it (so you cant walk through it) leaving everyone to battle it out dog fight style in the air. 20 v 20 aircraft battles would be sweet... let alone 100 v 100.

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Old 01-06-2006, 01:04 PM   #8 (permalink)
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Quote:
Originally Posted by Reignier
beyond that i thought up another idea for a game scen... this will only work if there are multiple flying ships but... who thinks it would be sweet to have a map with a small island in the middle and imposible destruction all around it (so you cant walk through it) leaving everyone to battle it out dog fight style in the air. 20 v 20 aircraft battles would be sweet... let alone 100 v 100.
cheers
Ooooh, I like.
You could have it that there are hordes and hordes of hybrid monsters surrounding the protected base. If your plane gets blown up you could survive it, but you'll land in the monster infested area.
And to make it worst, there is a small chance you can make it to the base in the middle :P So you're stuck trying to get to it instead of just giving up.
As to why both sides can use the base I dunno, let someone else figure that one out :P
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Old 01-06-2006, 01:30 PM   #9 (permalink)
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Quote:
Originally Posted by vernes
As to why both sides can use the base I dunno, let someone else figure that one out :P
just have each side with its own base. say that they were fighting and this ginormous hord comes in so now its still a fight to take the base ... and save your own lives... you could have some people in the base holding it from the creatures while other people have to fight the other castle. its got so many elements the stratigies could be endless. MUHAHAHA }:]

i really hope kk reads this so they can add it to their repituire. i mean making scenarios must be eazier than all the physics and graphics. this is one reason why i like this thread, ideas here have a better chance of being applied when the game finally arives!
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Old 01-06-2006, 03:00 PM   #10 (permalink)
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Quote:
Originally Posted by vernes
In another thread there's been some heavy discussions going on about resource gathering. As in that it has no place in a mmofps. (not my opinion)

Its not resource farming, players arent doing it to get that resource for themselves, they are playing the role of an army detachment protecting the city's supply lines. Its like protecting petrol tankers bringing fuel to a depot from a refinery. If you dont protect it, it gets stolen or destroyed by the enemy and they then starve you into submission.

As far as gameplay goes, the players arnt gathering those resources either, they are just protecting a moving asset, its an objective in a battle and an objective that sounds both challenging and fun to defend or attack.
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Old 01-06-2006, 08:20 PM   #11 (permalink)
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Going into cities and just completely taking them would unbalance the game for new members, but going into that i offer this "scenario"

The humans are being pushed back from the battle field. With one last push, the humans fail to push back the alternix. They are now in a full scale retreat. The humans sheltar in their city, and the Alternix devise a scheme to cripple them once and for all. They plant a bomb in the heart of the city. The humans must now go on a manhunt for the only defuse kit in the game. They will have 1 realtime hour to do so. If they dont find the kit, then there city's center will be out of service for a few days ( or so)

I dont know, i just thought that would be a pretty cool scenario that involves massive amounts of players.
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Old 01-06-2006, 09:00 PM   #12 (permalink)
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This isn't kiddie strike. "Find and defuse the bomb" in Huxley would be pathetic.
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Old 01-06-2006, 10:23 PM   #13 (permalink)
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Quote:
Originally Posted by Felix12g
This isn't kiddie strike. "Find and defuse the bomb" in Huxley would be pathetic.
Yeah! defusing bombs is stupid, because it's in counter strike!
erm, that can't be right...

why is defusing a bomb as a mission dumb?
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Old 02-06-2006, 04:16 AM   #14 (permalink)
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I believe the most efficient and fun way to include different game types is by allowing players to play CTF/DM/etc in instances, and have non-instance conquest areas. That way everyone gets to play their favorite mod, and the whole community is united by the big conquest non-instance areas.
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Old 02-06-2006, 08:35 AM   #15 (permalink)
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Quote:
Originally Posted by Nukewarm
I believe the most efficient and fun way to include different game types is by allowing players to play CTF/DM/etc in instances, and have non-instance conquest areas. That way everyone gets to play their favorite mod, and the whole community is united by the big conquest non-instance areas.
That's going to be implemented. I've not heard CTF specifically, but there will be mini instances below the main battle for small groups of people to duke it out in mines etc.

I didn't say that bomb defusal was dumb, I said it was pathetic. (The difference is dumb would be somebody shoving a pencil up their nose, pathetic is, well, something like that suggestion, evokes pity instead of laughter) It might fit in a counter terrorism mod for half life, but in Huxley? Lol.
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Old 02-06-2006, 08:57 AM   #16 (permalink)
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Quote:
Originally Posted by Felix12g
It might fit in a counter terrorism mod for half life, but in Huxley? Lol.
Well, I'm actually hoping there will be some catastophic timed explosive device in the game.
One that will open up a route to the enemy base that will requier the enemy to re-arrange its defences.
Mind you, this will also be put against my team, and I welcome dynamic events like that. Keeps things interesting.

But as with any device, I should be able to do a blitskrieg and try to disable the device. After all, I like that defensive wall, it has bullet-stopping power :P

So would welcome such a thing as 'bomb defusing' even tho I don't play cs (I'm the roleplayer remember).
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Old 02-06-2006, 10:13 AM   #17 (permalink)
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Nothing wrong with bomb disposal for the smaller battles or as sub sections of the larger battles, it just dosnt really make sense as an empire wide mission

Incidently the bomb disposal format dosnt have to be dressed up as bomb disposal... The method of capturing bases in planetside was the same format...

Attacker fights their way into the base to the control console, a hacker gets to the main control console, spends 30 seconds - 1 minute hacking the console with a special tool (time depends on how many points theyve put into their hacking skill). Once hacked the attackers then have to defend the control console for 15 minutes, if the defenders get into the console room, they have to bring their own hacker in to dehack the console, again taking 30 seconds to 1 minute to do. If they fail the base control turns to the attacker and they have "won" .

Thats just a very stretched out version of the plant bomb, defuse it before something bad happens format.
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Old 02-06-2006, 11:20 AM   #18 (permalink)
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Well, as long as the devs make the objectives vary a little so it doesn't turn out like planetside (capture move on, capture move on... etc), which is partly why I quit the game.
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Old 02-06-2006, 01:44 PM   #19 (permalink)
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Yea it does get repetive in planetside but from what ive read its not going to be like that in Huxley
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