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Old 04-08-2007, 09:28 PM   #1 (permalink)
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Default Mode suggestions

~~Quest~~

Score mode - Try to kill as many monsters, person with most kills at the end of game wins.

Team score - Like score mode but in teams. Teams consist of 2 or 4 players per team. Team with most kills at the end wins.

Adventure mode - Similar to normal quest but map is bigger. There are many rooms. You can split up from your team and explore the different rooms to get items to progress further such as keys. In each room there maybe objectives that must be completed in order to progress. They could be survive for a certain amount of time, kill a certain amount of monsters or kill a certain amount of mobs. If you die you cannot progress any further but you can watch the other progress, when you get to the end, all survivors get rewards. The longer the game goes, the harder the monsters become.

~~Normal modes~~

Survivor - Players are fight for 1 round until 1 person is remaining. The survivor is the person who has survived for the most rounds.

Endurance Duel - Similar to duel but the winner gains 50% of their remaining HP and AP. The amount of HP and AP gained after a fight is rounded up. Ammo and med/repair kits are refilled for the winner.

~~Game option suggestions~~

Weapon mode - choose what weapons can be used, three types of modes. These restrict what weapons are used during game play
  • Death match* - Melee, Ranged and kits (grenades, med and repair kits)
  • Gladiator - Melee weapons only
  • Classic - Ranged weapons only

*If an items like rings or enchants are equipped their effect still take place.

Toggle for HP, AP, Ammo spawns - This would be a simple on or off option. Players can still heal with kits if Death Match weapons mode is selected

Players allowed - Add the option to have 2, 6, 10 players in the room.
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Old 04-08-2007, 11:34 PM   #2 (permalink)
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Default Re: Mode suggestions

Seems like you have some pretty good idea's here.
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Old 04-08-2007, 11:52 PM   #3 (permalink)
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Default Re: Mode suggestions

Adventure mode sounds great! Too bad gunz will no longer be improved upon.
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Old 04-09-2007, 12:21 AM   #4 (permalink)
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Default Re: Mode suggestions

this would only work on certain levels like stair way, or maybe they could make a special one. anyways..........

it's king of the hill

teams fight to be on the top platform and every second that a team is on the platform they get a point, team with most points at end of time limit wins

fun?
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Old 04-09-2007, 12:31 AM   #5 (permalink)
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Default Re: Mode suggestions

Quote:
Originally Posted by -_Jamie_- View Post
this would only work on certain levels like stair way, or maybe they could make a special one. anyways..........

it's king of the hill

teams fight to be on the top platform and every second that a team is on the platform they get a point, team with most points at end of time limit wins

fun?
It would be hard fr anyone to win i guns could be used since people would just use rockets or rifles. If glad weapons could only be used the flippers would win all the time.
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Old 04-09-2007, 12:41 AM   #6 (permalink)
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Default Re: Mode suggestions

The only thing I would suggest about king of the hill is that everyone is invincible there. Why? Because some people would undoubtedly spam rs or just COD most people to death, which defeats the purpose of the game. Also, make it have some obstacles, and maybe higher/lower levels of ground so no one can easily juggle the other team.


Capture The Flag
Another fun one would be capture the flag, except with about 4 or 5 flags as people in gunz dont tend to die quickly and the fact that you dont want it to end in 3 minutes. The flags would all be in the same spot or in two spots, and both teams would have lowered health (maybe 3/4 of normal?). With 20 players for a max of 10 players per team. Also, there would be an auto-balance for all newcomers as soon as they enter, and a auto balance if the difference is two or more since ctf would be easy to win with stacked teams. Also, the people currently attacking wouldn't ever be switched.

It would be played medium size map, that doesnt have too many corners or too much open space. There ARE a few ones that could be used, or there should be a few new ones, and we can choose from those. Also, there should be a limit to how many people can go attack at a time so that it doesnt become a race to see who can dash faster to the enemy flag and back. Ideally, it would be about 70% defenders, 30% attackers (rounded down). Your hp/ap gets refilled if you capture someone else's flag, if you die in enemy territory and your team revives you, or if you revive a team member. You can't hurt the other team if you're in that team's territory, just like in the actual outdoor game of ctf.

There should be two "sides" or "territories" divided by a red/blue line (doesnt have to be straight). And each side should have some faint but noticable color to show which side it is on. Maybe a few stripes of red/blue on the walls, or using only red/blue for things that could be any color.

Also, there should be a "safe" area around the flag(s), just so there aren't people camped around them with masses charged. There should be an invisible wall that blocks ONLY the defending team.
Flipping is allowed anywhere, and there should be a few pits, but not an abundance of them.

For reviving... you shouldnt have to just reach them, that would be too easy. How about a no dashing rule or something? Or if thats too hard, how about you cant wall cancel? That should be fair.
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Last edited by 1000cranes; 04-09-2007 at 12:49 AM.
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Old 04-09-2007, 01:14 AM   #7 (permalink)
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Default Re: Mode suggestions

Quote:
Originally Posted by 1000cranes View Post
The only thing I would suggest about king of the hill is that everyone is invincible there. Why? Because some people would undoubtedly spam rs or just COD most people to death, which defeats the purpose of the game. Also, make it have some obstacles, and maybe higher/lower levels of ground so no one can easily juggle the other team.


Capture The Flag
Another fun one would be capture the flag, except with about 4 or 5 flags as people in gunz dont tend to die quickly and the fact that you dont want it to end in 3 minutes. The flags would all be in the same spot or in two spots, and both teams would have lowered health (maybe 3/4 of normal?). With 20 players for a max of 10 players per team. Also, there would be an auto-balance for all newcomers as soon as they enter, and a auto balance if the difference is two or more since ctf would be easy to win with stacked teams. Also, the people currently attacking wouldn't ever be switched.

It would be played medium size map, that doesnt have too many corners or too much open space. There ARE a few ones that could be used, or there should be a few new ones, and we can choose from those. Also, there should be a limit to how many people can go attack at a time so that it doesnt become a race to see who can dash faster to the enemy flag and back. Ideally, it would be about 70% defenders, 30% attackers (rounded down). Your hp/ap gets refilled if you capture someone else's flag, if you die in enemy territory and your team revives you, or if you revive a team member. You can't hurt the other team if you're in that team's territory, just like in the actual outdoor game of ctf.

There should be two "sides" or "territories" divided by a red/blue line (doesnt have to be straight). And each side should have some faint but noticable color to show which side it is on. Maybe a few stripes of red/blue on the walls, or using only red/blue for things that could be any color.

Also, there should be a "safe" area around the flag(s), just so there aren't people camped around them with masses charged. There should be an invisible wall that blocks ONLY the defending team.
Flipping is allowed anywhere, and there should be a few pits, but not an abundance of them.

For reviving... you shouldnt have to just reach them, that would be too easy. How about a no dashing rule or something? Or if thats too hard, how about you cant wall cancel? That should be fair.
I like that way of CTF in GunZ. The attackers have to try to can get flags while the defenders can still defend it.
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Old 04-09-2007, 02:11 AM   #8 (permalink)
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Default Re: Mode suggestions

Should there be a new game for Gunz?

I suggested having one flag, same maps, just have that one flag act as a weak sword that cannot block or dash. My concern is that even a slowed-down k-styler could, with any skill at all, simply dance away from the opponents like a frenetic idiot until they reached their base.
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Old 04-09-2007, 02:15 AM   #9 (permalink)
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Default Re: Mode suggestions

Which is why I suggested that there should be a rule that only lets 30% of the team to attack. Harder to get away. Also the 3/4 health rule might make it more fair.
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Old 04-09-2007, 02:18 AM   #10 (permalink)
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Default Re: Mode suggestions

I'm just trying to think of a way to make classic this-is-your-flag-defend-it-steal-theirs CTF functional in Gunz.
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Old 04-09-2007, 02:33 AM   #11 (permalink)
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Default Re: Mode suggestions

Change the maps to have narrower hallways, more obstacles to make it harder for the person with the flag to just run away from enemy base to home base.
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Old 04-09-2007, 09:43 AM   #12 (permalink)
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Default Re: Mode suggestions

i like ctf.. my suggestion

(same as guy before) make flag like weak sword, cant jump with flag (or no dash..) . flag is dropped after kill

thats all i got
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Old 04-09-2007, 09:46 AM   #13 (permalink)
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Default Re: Mode suggestions

You've got some good ideas, most have been mentioned before.

I haven't heard teh adventure one mentioned before and it sounds really good.
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Old 04-09-2007, 10:09 AM   #14 (permalink)
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Default Re: Mode suggestions

Quote:
Originally Posted by Grim Ant View Post
~~Quest~~

Score mode - Try to kill as many monsters, person with most kills at the end of game wins.

Team score - Like score mode but in teams. Teams consist of 2 or 4 players per team. Team with most kills at the end wins.

Adventure mode - Similar to normal quest but map is bigger. There are many rooms. You can split up from your team and explore the different rooms to get items to progress further such as keys. In each room there maybe objectives that must be completed in order to progress. They could be survive for a certain amount of time, kill a certain amount of monsters or kill a certain amount of mobs. If you die you cannot progress any further but you can watch the other progress, when you get to the end, all survivors get rewards. The longer the game goes, the harder the monsters become.

~~Normal modes~~

Survivor - Players are fight for 1 round until 1 person is remaining. The survivor is the person who has survived for the most rounds.

Endurance Duel - Similar to duel but the winner gains 50% of their remaining HP and AP. The amount of HP and AP gained after a fight is rounded up. Ammo and med/repair kits are refilled for the winner.

~~Game option suggestions~~

Weapon mode - choose what weapons can be used, three types of modes. These restrict what weapons are used during game play
  • Death match* - Melee, Ranged and kits (grenades, med and repair kits)
  • Gladiator - Melee weapons only
  • Classic - Ranged weapons only

*If an items like rings or enchants are equipped their effect still take place.

Toggle for HP, AP, Ammo spawns - This would be a simple on or off option. Players can still heal with kits if Death Match weapons mode is selected

Players allowed - Add the option to have 2, 6, 10 players in the room.
Game option is stupid.
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Old 04-09-2007, 01:33 PM   #15 (permalink)
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Default Re: Mode suggestions

I've always wanted a no medkit or hp spawn option (to see how well healers fare).
It would be pretty cool if there was a mode where melee weapons could be used for movement only, but sword can't block and both dagger and sword can't do damage.
Also, a duel mode variant where players are matched to an equal opponent based on their armor and weapon strengths would be nice.
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