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 New Mode: Guard Duty

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Namorax
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PostSubject: New Mode: Guard Duty   Thu 10 Mar - 21:44

Something I thought about to replace ABTF. Since we cant make the game harder by throwing more Units/Creeps at the Players (and only spawning Evo-Creeps is just plain unfair) I thought about what else can make the Game harder:
-Forcing the Players to split up the Team
-Forcing the Players to move over the whole map a lot
-Adding Multiple Loosing Conditions
-Adding tasks that require Teamwork
-Remove Possibility for players to build a base and wait
-Remove Possibility for Players to do certain tasks alone



And this is the Result, "Guard Duty". If you know a cooler name, just post it and I'll change the suggestion Name.^^

What is this Mode about:
A Vehicle (Cargo-Transporter, Heavy Tank, APC, whatever) spawns at one of the bases or the roads leaving the map. The initial amount of vehicles is determined by the Squad-XP and can range from 1 to 4 vehicles. The players have to make sure the vehicle reaches its destination and they're not allowed to loose more then a specific amount of vehicles. Additonal to that, there's a time limit. At the moment I think it should be 45 or 60 minutes.
After a vehicle reaches a destination, it will shut down for an unknown amount of time. When it powers up again, there's a [(amount of shut-downs)*10]% chance that the vehicle has reached its objectives and then it'll move to a "Despawn Point", meaning the next Location will be one of the roads leaving the map and despawn upon arrival.

The closer the players come to their goal, the stronger the creeps that spawn. Whenever a vehicles powers up again, there's a 25% chance for a Project to Spawn. When a vehicle despawns there's a 100% chance for a Project to spawn.


Winning Conditions:
-A specific amount of vehicles has to reach its objectives
AND
-The Countdown-Timer has NOT reached zero


Loosing Conditions:
-More then 40% of the vehicles required to finish their objectives dies
OR
-The Countdown-Timer has eached zero


Rewards:
-For each Despawned vehicle the players earn ~50XP.
-Winning the Mode gives an additional 1000 XP.


Vehicle Rules:
 
List of things influenced by Squad XP:
 

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monkeh
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PostSubject: Re: New Mode: Guard Duty   Fri 11 Mar - 7:56

Interesting but isnt pach trying to reduce mapsize and so forth. I like atbf as is but maybe this mode could replace survival?
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jk2pach
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PostSubject: Re: New Mode: Guard Duty   Fri 11 Mar - 10:06

Code does not increase map size, models/sounds/textures do.
The only problem of code is the loading time of the map Smile

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Namorax
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PostSubject: Re: New Mode: Guard Duty   Fri 11 Mar - 12:35

But other then that there are no problems with this? Nobody wants to add something?^^

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PostSubject: Re: New Mode: Guard Duty   Fri 11 Mar - 13:21

how about mixing this mode with the ''Umb mode'' idea? you have to escort APC's troughout a sector. while NPC's try to destroy them.

or the other way around. NPC's escort them and we have to destroy them.

how does this sound?


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PostSubject: Re: New Mode: Guard Duty   Fri 11 Mar - 23:08

So basically we can have 2 or 3 sub-modes for this "umb" mode I havn't seen yet(the update wont dl)
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Namorax
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PostSubject: Re: New Mode: Guard Duty   Fri 11 Mar - 23:14

Then the APCs would have to be made stronger. After all NPC have a Range of 1000+, so they can shoot from behind the trees and kill the APCs before the players can stop them. If jk wants to, he can add the NPCs if the choosen difficulty is NM or Insane.
At the moment, I would say we see how it works when there're only creeps.

And why don't you just suggest a new Difficulty that comes after Nightmare: "Umbrella Mode"
It turns the Employees hostile and spawns some troops of NPCs. That way jk doesnt have to edit the modes themselves.
That way there doesnt have to be two for each mode, one Version with and one without Hostile NPCs.


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PostSubject: Re: New Mode: Guard Duty   Fri 11 Mar - 23:17

Namorax wrote:

And why don't you just suggest a new Difficulty that comes after Nightmare: "Umbrella Mode"
It turns the Employees hostile and spawns some troops of NPCs. That way jk doesnt have to edit the modes themselves.


the problem is that many mission rely on npcs - all of these missions must be removed from the "umb" mode... not much will be left over
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jk2pach
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PostSubject: Re: New Mode: Guard Duty   Mon 28 Mar - 16:47

Refused. A new mode is not needed at the moment.

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