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Poll: Do you use game modes other than deathmatch? (53 member(s) have cast votes)

Do you use game modes other than deathmatch?

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#1 Violazr

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Posted 22 August 2005 - 07:56 AM

Please provide some feedback to help making improvements.

#2 Neithan

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Posted 22 August 2005 - 11:56 AM

Rarely becouse... I love killing the whole oponent's squad :naughty:
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#3 Blehm 98

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Posted 22 August 2005 - 01:14 PM

I would use different game modes a lot more if there were more of them. Currently there aren't very many, and some maps really suck for certain game modes as well
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#4 Serge

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Posted 22 August 2005 - 01:20 PM

I think mission scenarios are currently missing something that is called 'polishing', basically everything works, but the game does not seem to have 'commercial quality' in this respect (maybe that's just my subjective feeling).

Also deathmatch has symmetric rules (both players have almost similar chances to win), and not all additional scenarios share this property. And considering that some people are obsessed with ratings (quitters for example), playing a scenario with having obvious disadvantage does not seem to be very attractive :) Also we have lots scenarios each having its own rules, it is hard to try them all, learn the rules and victory strategy. Maybe instead of many different mission scenarios we could add just one (in addition to deathmatch), but try to make it as interesting and challenging as possible?

And I did not vote in this poll, as I don't play the game at all lately. That's why my opinion should be taken with a reasonable scepticism ;)
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#5 Blood Angel

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Posted 22 August 2005 - 03:07 PM

CTB? That would kick arse. And maybe an alternative deathmatch mode, where whenever a unit is killed it is randomly placed in its starting zone, and a note of the score is made. The aim is not to kill all of the opposing team, but to kill them repeatedly before time runs out.

Edited by Blood Angel, 22 August 2005 - 03:08 PM.


#6 Violazr

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Posted 22 August 2005 - 03:48 PM

I agree that they might need some more testing, or simply more recognition, eg in tournaments.
And you are right about maps. I try to keep those game modes in mind when designing one (Tomb for Control, Planecrash for Hold, Normandy for Escape/ Breakthrough...) but there are few.


CTB is a little difficult with one player going first, and quite similar to "control", but CTF would bertainly be worth a thought.
This would go well with stun weapon sets as well.

You may remember that I once tried to make a game mode where one has to capture the enemy team, but due to a bug where people can throw their unconscious comrades out of the prison, even through doors (!) made that impossible for now. :\


But all in all I agree with Hobbes - people don't know the game modes enough, and aren't willing to try new stuff just because they are afraid that they might loose.
Sad, really.

#7 Kratos

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Posted 22 August 2005 - 07:20 PM

I voted "Rarely" due to the fact that I do not like playing the following 3 types of scenarios (which are almost half): capture, assassination, and escape. Why? Two reasons:

1) It is very possible to eliminate the leader in one turn on a open map making it unfair to the person that can't fight back. I have done this to the exact pin-point location. It is too easy to locate on open maps, making it extremely unballanced.

2) I do not like to confuse my opponent if they do not know how the scenario even works because they didn't try it before. Losing your leader the first turn without being able to do anything every time to me isn't very fun to my opponent, nor me because it is not a challenge, but a handicap. I wouldn't consider this a handicap for beginners, because they won't know very much about the minimap at first. Veterans will mainly know about this, unless I am the only that found it to be a handicap (I doubt I am the only one).

Now, concerning the rest of the scenarios. I do not play them practically at all. Another two reasons:
1) It doesn't give me much of an x-com feel
2) Like I said, I don't like to confuse my opponents. I will only play it if they pick it, which is not going to be very often. I have had some that didn't even know it existed, let alone how to change it.

Well anyway, just my thoughts.

#8 Violazr

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Posted 23 August 2005 - 03:44 AM

To make quick leader kills less of a problem, a good change would be to show/update his position only at the beginnig of his turn, unless he is being seen.

(In addition to picking a suitable map and knowing what the game mode is about.)

#9 CaptainKnight

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Posted 23 August 2005 - 05:04 AM

I've never played them but I've only played a few games.

Two main reasons. First I didn't know they existed. But I'm new so :NyaNyaNya:

Secondly they don't sound very XCOM. XCOM was all hunt and kill, which is what I like and what I came online to play. So I haven't played them, and I probably won't unless I find someone willing to teach me the in's and out's. (and I don't care about rank at all so don't worry about that)

#10 Jamaru

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Posted 23 August 2005 - 09:44 AM

How about instead we use the mini map part of assassination how about put a special marker instead of blue above the character on the battlefield. If you spot him there would be a special marker above him. :)
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#11 Blood Angel

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Posted 23 August 2005 - 09:47 AM

I agree that they might need some more testing, or simply more recognition, eg in tournaments.
And you are right about maps. I try to keep those game modes in mind when designing one (Tomb for Control, Planecrash for Hold, Normandy for Escape/ Breakthrough...) but there are few.


CTB is a little difficult with one player going first, and quite similar to "control", but CTF would bertainly be worth a thought.
This would go well with stun weapon sets as well.

You may remember that I once tried to make a game mode where one has to capture the enemy team, but due to a bug where people can throw their unconscious comrades out of the prison, even through doors (!) made that impossible for now. :\


But all in all I agree with Hobbes - people don't know the game modes enough, and aren't willing to try new stuff just because they are afraid that they might loose.
Sad, really.

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FYI, CTB = Capture the Bag.

#12 Violazr

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Posted 23 August 2005 - 12:21 PM

Is that meant to be like CTF?

I thought you meant something like capture/steal the bacon, which is center-flag CTF.

#13 Blood Angel

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Posted 23 August 2005 - 01:40 PM

Bacon?! Anyway, it works like this. Each team has a base with a bag in it. The aim of the game is to score more points than your opponent, either within a time limit or a point limit. Or, if you're hardcore, just have a long-running game with no end. To get a point, you grab the other team's bag and bring it back to your base.

#14 Blehm 98

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Posted 23 August 2005 - 03:27 PM

Steal the Bacon i think its called
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#15 Exo2000

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Posted 25 August 2005 - 11:32 AM

So basically the Timesplitters version of CTF. :P
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#16 Blood Angel

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Posted 31 August 2005 - 02:14 PM

Yep. Daym, I love that game.

#17 Exo2000

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Posted 01 September 2005 - 09:50 AM

At least bags makes more sense than flags. They could, like, contain secret documents or whatever. :D
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#18 Jamaru

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Posted 01 September 2005 - 09:54 AM

In my opinion all the special missions seems pointless except for the deathmatch and the assassination one. :)

Edited by Abyssion, 01 September 2005 - 09:55 AM.

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#19 Prowler2885

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Posted 28 November 2005 - 10:37 PM

Capture the Bag, could work with a beacon (color coded thermal flare); and you have operatives try to retrieve them.

Of course, there would have to be some sort of respawn to give some players a chance. I mean, capturing is what it's all about.

You could make it so players start at the corners (10x10x4 area on the upper-left/uower-right or lower-left/upper-right corners of the map). Or, they can place where the flag (bag) starts as they setup thier troops; but the overall rule is, if you set the flag on an inaccessable roof; the enemy can use jetpacks. (once multi-level, start-placement is implemented)

#20 Sporb

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Posted 29 November 2005 - 12:17 AM

the problem is that ur men die and stay dead (OMGNOWAY!!!) what if they respawned afte X minits on certain modes. OR some unit stats are altered on some modes IE on CTB, the man with the bag gets heaps of stamina and TUS but cant attack etc

#21 nachtwolf

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Posted 29 November 2005 - 12:24 AM

In my opinion all the special missions seems pointless except for the deathmatch and the assassination one. :)

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Actually You have to try Control with a few rounds let's say 5...
Put interesting multilevel terrain and it's very good!
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#22 Phaedrus

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Posted 30 November 2005 - 09:31 PM

I thought something like a terror mode would be interesting. Give each side only 10 soldiers to equip and armor. The other 5 would be unarmed/unarmored civilians. The goal of this game would be to find and kill the other sides 5 civilians. This makes it interesting as you have to mount both an offense and a defense. (unless you try to stack one side only by either waiting for him or rushing him all at once) Of course this mode should only be available to large maps with buildings or other terrain that conceals the areas. Granted I do not know how easy it would be to implement but what do you think?

Edited by Phaedrus, 30 November 2005 - 09:31 PM.


#23 CopyBass

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Posted 06 December 2005 - 11:07 AM

I'd love to have a mode with Civillian meyhem :chainsaw: :uzi2:
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#24 Llyr

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Posted 06 December 2005 - 05:29 PM

i don't think that the very existance of other game modes does hurt deathmatch players in any way...

and even if deathmatch is the one playmode used most by far, there's no reason to take out other modes, or stop evolving them, or not adding new ones. i think all modes should coexist, until they just become too many. then it will be time to drop the least used ones.
but i think it would be much to limiting to drop every mode except the most used one... maybe even the most hardcore deathmatch player could feel like doing something different one day. maybe just for one short game ;)

#25 Sporb

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Posted 06 December 2005 - 06:01 PM

a paintball mode would be fun - ur men dont die, just panik wen hit and can no longer take part - the weapon impacts could be changed to splats that stay on walls

#26 Prowler2885

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Posted 07 December 2005 - 08:26 PM

Paintball... :P

Makes great use of the paintball map. heck, the forest and slums maps would be awesome for that mode. Mountains would work especially well for that gametype. I mean, hide in a cave and snipe some guys with a good wad of paint.

To include with that idea, turn some grenades into paintbombs or waterbaloons full of paint.

I have an idea of how the weaponset would look.

Guns

Pistol --> paintball slingshot, or pump-action paintball gun.
Rifle --> semi-auto paintball gun (more ammo)
SMG --> Full auto paintball gun
Heavy --> Paint-packet launcher (2x size of regular paintballs)

Alien weapons would be converted to steel paintball versions. Or the elite non-plastic kind. The crap you can buy from Ebay. (I think they exist)

Grenades (as stated)

Smoke remains same
Frag --> paintballoon
Proximity --> camo-balloon
HE --> Paintbomb

Game modes
Ironman -- Units are out in the battlefield until knocked out (Default Deathmatch)
Capture the Bag -- (see concept idea in other topic; forgot which)
Graffiti -- Goto designated zone of opponent and "paint" the area. (can work for "Demolition" mode on regular. Destroy the area. Could be like a command room or something in certain maps. (IE -- Cydonia or alien base)
Manhunt -- Follows the rules of "assasination", except, knock leader out, and bring him/her/it to designated area.

That's what I see coming out of it.

Edited by Prowler2885, 07 December 2005 - 08:29 PM.


#27 Prowler2885

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Posted 07 December 2005 - 08:37 PM

Manhunt -- Follows the rules of "assasination", except, knock leader out, and bring him/her/it to designated area.

<{POST_SNAPBACK}>

That's actually a good mode to have in regular gameplay anyway.

You're forced to knock out the target instead of kill it. Make it like trying to capture a commander or something. Could work the same way with deathmatch as well. It'll give better chances for noobs, make more/better use of the small launcher (which needs more ammotypes than just k/o) and stun weapons (improvise more, like a tranquilizer gun. Human dart gun unlike TFTD's fatal one), And other things that would add a challenge to the game.

Margin of error of killing (maximum kills), go past the margin (max), and the other team wins. You're not supposed to kill.

What would be funny to add for that gametype (as well as the game overall) would be adding a feigned death/KO option. heck, even prone for snipers or stealthy guys. Prone would really add to accuracy for snipers.

Feigning would be especially useful in the KO matches. Make the enemy think they KO'd the target, only to see him wake up a turn or so earlier, and get stunned. But feigning in smoke or whatnot does still add risk). Proning could also reduce visibility and accuracy for the enemy, but increase accuracy for the one that's prone.

Overuse of these though would get annoying though; oh well.

Edited by Prowler2885, 07 December 2005 - 08:40 PM.


#28 Tsereve

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Posted 07 December 2005 - 09:16 PM

I sometimes use different ones to spice the game up a bit, but it's hard finding an opponent who wants to play like that.
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#29 Super Vegeta

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Posted 11 April 2006 - 03:08 AM

My few ideas for scenarios. I think that it's the right place?

- Demolition
Played on XCom Base or Alien Base - to destroy the base's command center. First player must destroy it and that's all, the second must defend and wins when all enemy soldiers are down.

- Rescue the hostage
Rescuing a hostage! In my opinion, this could be interesting.
a)The hostage could be locked in a cage, and enemy leader would have the keys to the cage (guy would be visible on the first player minimap, the hostage cpould be visible on both). First player is the rescue team, must get the keys, open the cage and get the hostage (controlled by simple AI, following a selected soldier, or simply stunned) to the exit area (or simply kill alll enemy soldiers). The second must keep the hostage. If the hostage has been killed, the game ends draw.
b)The hostage is handcuffed with enemy leader and follows him, controlled by simple AI. The hostage is visible on minimaps of both players. The first player must kill (or stun) the enemy leader and bring the hostage (controled by AI and following a selected soldier, or stunned, if you prefer that way) to the exit area, the second player must keep the hostage. If the hostage is killed, the game ends draw.

- Rescue the team
Quite like the one above. First player has his squad didvided into two areas - rescue team and ambushed team. The ambushed team could defend in a craft or a house in the right-down corner of the map, while the rescue team would appear in the left-upper corner. The second player has to kill the ambushed team. The first - to bring at least half of that team (or, maybe, the leader of the team?) to the exit area. Pretty much like breaktrough, but...

- Escort
Another protect & destroy. Played in a city, a car is spawned on a road tile in the first player's deployment area. The car is controlled by AI, and just rides forward every turn. The first player must provide a escort to the car, the second - destroy it. The car could be visible on the second player's minimap. Much like assasination, but the assasination target isn't controlled by first player. First player's deployment area could be 'all the road'.

- Predator-style hunt
Lone soldier hunting whole enemy team. The soldier could be vivisble only from a short distance (eventually - it would be vivible on map, but the soldier would see him only froma small distance). This could be played in a forest or a jungle, and the lone soldier could be a muton, so we would have an explanation for 'why did that dumbass did not saw the guy standing just few squares from him".

Of course, I think that most players will play only deathmatch, but I think that few best ideas for scenarious should be used. This is a tactic game, so it needs few tactic scenarios, does it not?

#30 Sinofdamnation

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Posted 17 April 2006 - 06:44 AM

/me likes demolition, it would be like in last level of UFO: EU

Returning to the topic, i play all of them...but some of them, just more seldom than others...

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#31 Tain

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Posted 05 June 2006 - 03:10 PM

I only use deathmatch really. I tend to favor trying to recreate the battles and themes of UFO, such as UFO assaults and Terror missions, and deathmatch is really the only thing that permits it in a decent way. Even if starting locations for the ufo defenders can be somewhat screwed up by the deathmatch starting zones. I would absolutely kill for a proper UFO assault gametype.

#32 Hobbes

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Posted 05 June 2006 - 05:28 PM

I only use deathmatch really. I tend to favor trying to recreate the battles and themes of UFO, such as UFO assaults and Terror missions, and deathmatch is really the only thing that permits it in a decent way.  Even if starting locations for the ufo defenders can be somewhat screwed up by the deathmatch starting zones.  I would absolutely kill for a proper UFO assault gametype.

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Have you tried the new search and destroy scenario?

#33 Tain

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Posted 05 June 2006 - 06:48 PM

I only use deathmatch really. I tend to favor trying to recreate the battles and themes of UFO, such as UFO assaults and Terror missions, and deathmatch is really the only thing that permits it in a decent way.  Even if starting locations for the ufo defenders can be somewhat screwed up by the deathmatch starting zones.  I would absolutely kill for a proper UFO assault gametype.

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Thanks for the heads up Hobbes! Search and Destroy fits the scenario better, as the Aliens can now start in their UFO wherever it is. Its great for the LAN games, though i don't know if your average internet opponent can be trusted not to start a suicide bomber in your UFO or such, so its really an in-between game type. However it will serve quite awesomely here on the LAN :)

My hope is eventually there will be a proper UFO assault gametype, with one side confined to starting in a skyranger/avenger and the other confined to their UFO/area around their UFO.

#34 thewulf00

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Posted 07 June 2006 - 01:24 AM

I think the main problem is that nearly nobody wants to play the mods.
I would like to try. B)

But there can be an improvement to this problem: Perhaps it would be possible to set a small text near your name in chat room on server (like in irc), so i can post: "Want to play surrender" (just an example) :P
Or on the other hand you can mark your prefered game mods for the next game, so if a guy comes in (the chatroom) and has some marks like yours, he will become a different color. ^_^

Perhaps a separate statistics for other game mods could prevent any fear about the players "holy stats". ;)

You see, i want to say there should be a way to handle the different game mods and to make it tasty for the guys.

#35 Brick-To-Face

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Posted 27 July 2006 - 04:48 PM

You may remember that I once tried to make a game mode where one has to capture the enemy team, but due to a bug where people can throw their unconscious comrades out of the prison, even through doors (!) made that impossible for now. :\

I really wanted to try this out, please make a map that has a 3x5 grid of compartments, one for each soldier from the other team. I REALLY wanna try this out.

And to add to the confusion of the discussion, you can create your own rules, using the honor system of course. I had so much fun playing an all-unarmoured-humas-weilding-only-knives game in the warehouse map! Rules rule!