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  • Game Mode: Siege
  •  

    One team takes on the role of defense, the other attacking.

    Attackers are trying to either A. Capture a flag thing, B. Kill All Enemies, Or C. Lay satchel charges in specific areas.

    Defenders must defend their goal, with the advantage of having a fortified position.
    General layout is like this.

    One team spawns in a camp. The camp is a no build zone. It is a flat ground between you and them. After picking your weapons (Any changes in the camp area will not kill you unless it's a team switch) you must complete your objective. Tunneling is impossible, however trenches are not. The max depth you can go is 5 blocks down from the field. Bonuses include: Slot for satchel charges, more lives (If it runs on a limited life scale), tools, no rocket lawnchers.

    Defenders spawn in a fortified Bunker. In several key areas (There is no such thing as going around the bunker mind you) are M2s stationed. They would either be cooldown or unlimited ammo with limitations (or just a regen). Among the 3 main points (more if the max player cap increases) are various stations to take cover.

    The blocks in the bunker are reinforced, 5 times as strong and immune to tools. 4 grenades will destroy a block while a satchel charge will wipe it out. Refill stations can be destroyed. Gunfire cannot destroy bunker blocks either. There is an area on top for sniping/covering fire/ what ever. Team in the bunker cannot destroy blocks nor place any.

    If it is CTF, the flag is in the backyard of the bunker (spawn area), if we are playing lives then all is normal, if it is satchel sapping (alliteration) then the containers are placed in each section, with 2 on the top floors.

    Defenders cannot go out of the battlefield area (Unless they are playing lives). Defenders get a minute to ready up and start. Using this time to do things such as trenches. Defenders get land mines (my suggestion page has things for all of these), all weapons, extra ammo, and the fortifications.

    Battlefield is around 130 blocks longer and as long as the bunker. The highest you can go is 12 blocks from the leveled area and 5 blocks down from the leveled area. All blocks placed or there on the battlefield is twice as strong. shovels still 1-hit the block they pick and deal a block of damage to the ones around it.

    Suggestions?

    #54166
    Bobbunny
    Teh One Bunneh
    Posted 13 years ago
     

    thoughts? ANYTHING

    #54181
    Bobbunny
    Teh One Bunneh
    Posted 13 years ago
     

    I think this should go to the suggestions instead of gameplay.

    To me it sounds a little like playing in a normal ctf but the other team has a lot more members (more firepower) but they were just camping in their base.
    Which I like quite a bit.
    Try not to make it too complicated.

    #54284
    KomradeNameless
    backstabber
    Posted 13 years ago
     

    it's not really, a limiter on height, some new blocks, new objectives, some new guns. It's more for a later sort of thing. And the gameplay part was an accident.

    #54292
    Bobbunny
    Teh One Bunneh
    Posted 13 years ago
     

    ?bumps?

    #54897
    Bobbunny
    Teh One Bunneh
    Posted 13 years ago
     

    Please, think about the word grief before you make a suggestion.

    #54900
    Pvt Ryan
    Gold Member
    Posted 13 years ago
     

    I did?
    Considering only explosions can harm the bunker, the camp would probably be a new hit zone, and the lowest you can go is 5 blocks. Thought it out pretty good. All the way though, I made some edits.

    #54931
    Bobbunny
    Teh One Bunneh
    Posted 13 years ago
     

    He means that griefers will just break the fort and ruin the game.

    #54940
    outwrangle
    Member
    Posted 13 years ago
     

    But defending team (in the fort) can't harm it...

    #54950
    Bobbunny
    Teh One Bunneh
    Posted 13 years ago
     

    The biggest problem I see with this is getting the players to work together. I rarely see serious teamwork in AoS when it comes to getting the intel. Then again since this is a separate mode maybe the players that like teamwork will choose to join servers hosting this game mode and the solo players will keep away.
    Also I should mention that it's unlikely that we'll see any complex game modes anytime soon.

    #54952
    Loveguro
    Member
    Posted 13 years ago
     

    Again, further in dev. Probably after or near release.
    Main point being, HOW IS THIS COMPLEX

    #54953
    Bobbunny
    Teh One Bunneh
    Posted 13 years ago
     

    I didn't see that. Woops.

    The autist builders would waste space on the attacking team. That's not good for balance.

    #54954
    Pvt Ryan
    Gold Member
    Posted 13 years ago
     

    autist builders play regular games. This is a war game, not building, anything they build would get shot down ASAP.

    #54955
    Bobbunny
    Teh One Bunneh
    Posted 13 years ago
     

    Eh. Come to think of it it isn't that complex. I guess I got overwhelmed by the block of text. It is more complex then get the intel to your base though. I like your idea of putting a limit to how high and low blocks can be replaced and removed as the tunnels in this game can get a little ridiculous.

    #54957
    Loveguro
    Member
    Posted 13 years ago
     

    The point is simple. Get the thing back to base/blow up stuff without running out of lives/time limit. The defending team has less people than the attackers, balanced by their OPness. Tunnels may work, but I thought trenches would be better.

    #54962
    Bobbunny
    Teh One Bunneh
    Posted 13 years ago
     

    I think it might be fun to give AoS a gamemode editing tool. I think it would complement the map-editing abilities and other forms of game customization quite nicely. Changeable spawn locations would be a basic starting point, so that a host could specify each team's spawn (say, one in the middle and one around the edges, or one in the north and one in the south, etc). Changable objectives would also be nice (elimination, intel capture, both, neither and something else instead [such as territory control]).

    I really think AoS has a lot to offer in terms of making things unique. The gameplay takes a lot longer to stale than a full-budget "normal" FPS, because there are so many more map choices and so many different ways the maps are developed by the players. AoS could go a long way if it keeps up this formula of never having quite the same game twice.

    #55000
    1337101
    Modifier
    Posted 13 years ago
     

    ^^^
    True.
    Building already accomplishes lots of that for starters, but more would be awesome.

    Anything on siege?

    #55008
    Bobbunny
    Teh One Bunneh
    Posted 13 years ago
     

    All I want is an online campaign like 'Battleground Europe'.

    #55015
    [C.H]Winston_
    Extreme Brit
    Posted 13 years ago
     

    It sounds a little too complex, really. I don't like the idea of limiting building or making blocks that are that tough.

    You could, however, have a serious siege by taking a map with fortifications in the middle (such as a fortress on a hill), setting one team to spawn in the middle of the map, and setting the other team to spawn all around the edge of the map. Make the objective for the attacking team to steal intel from within the fort, and make the objective for the defending team to kill a certain amount of attackers or prevent theft for a certain amount of time.

    That's just a starting possibility. Potentially you could do all sorts of different things.

    #55018
    1337101
    Modifier
    Posted 13 years ago
     

    No, you are doing it wrong. Make it King of the Hill. You have a hill, 12 people on both teams. First team to capture the hill wins, thus the round starts over and teams get spawned back at the spawn. Hill cap time depends on how many teammates are next to the objective on the top of the hill. Kind of like Domination from Call of Duty, except instead of 3 objectives, there's only 1. Buildings can be made on top of the hill, but only 3 blocks high. The blocks have the same defense as they do now, 3 hits with the pickaxe, one with the spade, and they break if a grenade is tossed on top/next to it. Grenades can be tossed on the hill. You cannot break the hill, only structures on top of it. You can only capture if you are on top of the hill, not if you are next to it, or one level below. How about that? Anything else anyone want to add?

    #55046
    Rydogger
    Slayer/Support
    Posted 13 years ago
     

    @1337&Papa

    I would see that as alternates to KoT/Siege. Both seem like good ideas though. This one is mainly just an easy, straight forward thing.

    #55216
    Bobbunny
    Teh One Bunneh
    Posted 13 years ago
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