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New Map Mode - Ground Assault


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#1 RainbowToh

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Posted 19 April 2013 - 02:15 AM

Bascially the teams of players will have to escort AI tanks and APCs as they trudged across the map to cap the enemy base. Player mechs CANNOT CAP (so no light mech rush)

Having heard Bryan mentioning about the 3 lanes concept in map design, this created a brainwave in me, of thinking to combine elements of a few games that I have been playing or heard about.

So in this mode, each side will have 3 groups of AI vehicles, so in total 6 groups.
-Each group will have about 5 - 10 vehicles, depends on how meta gameplay balance works out.
-Each group will follow a certain route (i suppose makes for easier coding ;))
-The AI vehicle groups of each side will encounter each other eventually since they are both using the same routes (given map design and size limitations).
-The purpose of these AI groups will be to travel to the opposing base and cap it.

Win conditions - Whichever comes first -

-All enemy mechs destroyed
-All enemy vehicles destroyed
-Enemy base capped.

So these AI vehicles would be given HP (enough so they will last as long as possible, tweaked according to meta gameplay balance)

Players would be given some XP n Cbills for destroying the vehicles (just alittle otherwise folks would be farming like mad)

Basically it is like LoL or Dota. But you are now at ground zero instead of clicking from a bird's eyeview B)

Another variation would be King of the Hill. So there will be either one or a few main capping zones for the AI vehicles. Once again players have to protect them. Each team would have an overall cap meter tickets that will be trickled down depending who has more vehicles in each capping zone.

Problems:

Coding for AI movement. Developing new vehicle models and hitboxes. MOST IMPORTANTLY, coding for AI Fire Control System, I assume we are arming them and I dont want them to be rolling boxes of death. They need to miss but can still adequately defend themselves from players and opposing AI vehicles.

Cheers!





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