Capture The Base GameMode: Difference between revisions

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== Goals and mechanisms ==
== Goals and mechanisms ==
MAAS is a PvP zone control multplayer mission.
MAAS is a PvP zone control multiplayer mission.
2 sides compete to get control of ennemy main sector.<br>
2 sides compete to get control of ennemy main sector.<br>
Each side start with control of their backyard respawn (non enterable by ennemy), their main sector, and a number of sector between their own main sector and ennemy main sector.<br>
Each side start with control of their backyard respawn (non enterable by ennemy), their main sector adjacent to the backyard zone, and a number of sector between their own main sector and ennemy main sector.<br>
Sectors must be taken "in sequence", you can take a sector only if controlling an adjacency sector. You must thus gain ground toward ennemy main sector to be able to attempt taking it.<br>
Sectors must be taken "in sequence", you can take a sector only if controlling an adjacency sector. You must thus gain ground toward ennemy main sector to be able to attempt taking it.<br>
Several paths of adjacent sectors exists between the two side's main sectors, leaving multiple possibilities to advance toward the ennemy (thus the "Multiple" in mission name)
Several paths of adjacent sectors exists between the two side's main sectors, leaving multiple possibilities to advance toward the ennemy (thus the "Multiple" in mission name)<br>
The winning team is the first one controlling the ennemy main sector.


== GamePlay designs ==
== GamePlay designs ==
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* Soldier classes are bearing heavy weapons, MG, launchers, grenade launchers, sniper rifles
* Soldier classes are bearing heavy weapons, MG, launchers, grenade launchers, sniper rifles
* Medic class can heal but has basic weapons
* Medic class can heal but has basic weapons
* Engineer class is central for many important features for the rest of the team, mainly driving support vehicles & respawn vehicles, building power factories and vehicle factories.
* Engineer class is central for many important features for the rest of the team, mainly driving support vehicles & respawn vehicles, building power plants and vehicle factories.
* Crew class is the only one driving armored vehicles, and gunning/commanding tanks
* Crew class is the only one driving armored vehicles, and gunning/commanding tanks
* Pilot class is the only one piloting aircrafts
* Pilot class is the only one piloting aircrafts
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<br><br>
<br><br>
Corpses of death player will be stripped from weapons immediatly and decayed shortly after
Corpses of death player will be stripped from weapons immediatly and decayed shortly after
<br><to be continued>
<br>
 
=== Capturing sectors ===
Zones will be capture in a C&H way, getting superiority inside a capture zone for a fixed amount of time.<br><br>
Future : Zones will be taken after a set of successive actions have been done, actions needing specific class for each.
<br>
=== Vehicles ===
Each side will have a limited stock of vehicles, to put vehicle control on the map.<br>
They will be respawned on destruction or non-usage for a lont time.<br>
Their respawn area is in the backyard respawn zone of each team.<br><br>
There is a way to get vehicles from the stock directly in a forward sector under player's side control, by using vehicle factories.<br>
Engineer can build 1 vehicle factory in each sector under control. This factory is active provided a "power-chain" exists from the backyard zone to the forward sector.<br>
2 options possible for active "power chain" :
* A power plant must exists in each sector from the backyard zone up to the forward sector considered
* A chain of power plant separated by no more than a determined distance (1500m?) must exists between backyard zone and forward sector considered.
<solution to be determined on implementation><br>
Power plants are not destructible by normal means (using "Hit" EH), but can be sabotaged by specific classes.
<br><br>
For transportation, every player will have the possibility to spawn a car or truck in each towns of their controlled sectors (these cars & trucks are not part of the vehicle stock of their side).
=== AI ===
Usage of AI will be supported by a mission parameter.<br>
By default, players can't get any AI.<br>
A mission parameter will set the maximum size of each squad, between 1 (player only) and 6.<br>
In case AI are activated, players can get their squad members at the barracks building in the backyard zone. A list of squad type will be presented to players, prefilled with specific unit types (AT, AA, support, etc...). The player won't be able to chose the unit type of each squad member.<br>
When getting a new AI squad, any AI already under player control before buying the new squad will be deleted, ie the player starts anew with a completely renewed squad from the backyard zone.<br>
Option to analyse : barracks that can be build by engineers, working in a similar way to vehicle factories, to permit getting AI squad from any controlled sectors.<br>
AI units won't have all the possibilities of player units (example : AI units can't drive supply truck used by engineers to buils factories)
 
= Realisation =
Project currently in the very initial phase of conception :)
* Class Based Respawn System : In development
* Vehicle respawn system : In concept
* Capture system : In concept
* AI management : In concept<br><br>
Interested in any comment and help for this.

Revision as of 14:26, 26 June 2009

Multiple Advance And Secure (MAAS) GameMode. Game mode idea WIP for ArmA2.


Description

Goals and mechanisms

MAAS is a PvP zone control multiplayer mission. 2 sides compete to get control of ennemy main sector.
Each side start with control of their backyard respawn (non enterable by ennemy), their main sector adjacent to the backyard zone, and a number of sector between their own main sector and ennemy main sector.
Sectors must be taken "in sequence", you can take a sector only if controlling an adjacency sector. You must thus gain ground toward ennemy main sector to be able to attempt taking it.
Several paths of adjacent sectors exists between the two side's main sectors, leaving multiple possibilities to advance toward the ennemy (thus the "Multiple" in mission name)
The winning team is the first one controlling the ennemy main sector.

GamePlay designs

Class based

Gamemode is class based, player chosing his class at respawn time, which will limit his possibilities

  • Soldier classes are bearing heavy weapons, MG, launchers, grenade launchers, sniper rifles
  • Medic class can heal but has basic weapons
  • Engineer class is central for many important features for the rest of the team, mainly driving support vehicles & respawn vehicles, building power plants and vehicle factories.
  • Crew class is the only one driving armored vehicles, and gunning/commanding tanks
  • Pilot class is the only one piloting aircrafts
  • Spec Ops class (future) will have possibility to make operations in ennemy back area, to disrupt their capabilities
  • Field Ops class (future) will have possibility to place artillery pieces and call in artillery strikes

Respawn System

The respawn points can be :

  • Main backyard respawn
  • Town respawn building in controlled sectors
  • Respawn vehicle deployed
  • To be determined : independant spawn point (can be taken by anyone at anytime) around towns like in Warfare


At each death, player will have a respawn screen listing the possible classes and a list with the closest of each 3 (4) respawn types listed above (ie, main backyard respawn, closest controlled town respawn, closest deployed respawn vehicle - nota : anyone having played Planetside will see some similarities :) )

Corpses of death player will be stripped from weapons immediatly and decayed shortly after

Capturing sectors

Zones will be capture in a C&H way, getting superiority inside a capture zone for a fixed amount of time.

Future : Zones will be taken after a set of successive actions have been done, actions needing specific class for each.

Vehicles

Each side will have a limited stock of vehicles, to put vehicle control on the map.
They will be respawned on destruction or non-usage for a lont time.
Their respawn area is in the backyard respawn zone of each team.

There is a way to get vehicles from the stock directly in a forward sector under player's side control, by using vehicle factories.
Engineer can build 1 vehicle factory in each sector under control. This factory is active provided a "power-chain" exists from the backyard zone to the forward sector.
2 options possible for active "power chain" :

  • A power plant must exists in each sector from the backyard zone up to the forward sector considered
  • A chain of power plant separated by no more than a determined distance (1500m?) must exists between backyard zone and forward sector considered.

<solution to be determined on implementation>
Power plants are not destructible by normal means (using "Hit" EH), but can be sabotaged by specific classes.

For transportation, every player will have the possibility to spawn a car or truck in each towns of their controlled sectors (these cars & trucks are not part of the vehicle stock of their side).

AI

Usage of AI will be supported by a mission parameter.
By default, players can't get any AI.
A mission parameter will set the maximum size of each squad, between 1 (player only) and 6.
In case AI are activated, players can get their squad members at the barracks building in the backyard zone. A list of squad type will be presented to players, prefilled with specific unit types (AT, AA, support, etc...). The player won't be able to chose the unit type of each squad member.
When getting a new AI squad, any AI already under player control before buying the new squad will be deleted, ie the player starts anew with a completely renewed squad from the backyard zone.
Option to analyse : barracks that can be build by engineers, working in a similar way to vehicle factories, to permit getting AI squad from any controlled sectors.
AI units won't have all the possibilities of player units (example : AI units can't drive supply truck used by engineers to buils factories)

Realisation

Project currently in the very initial phase of conception :)

  • Class Based Respawn System : In development
  • Vehicle respawn system : In concept
  • Capture system : In concept
  • AI management : In concept

Interested in any comment and help for this.