Author Topic: Zone Control  (Read 10112 times)

cirn0

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Zone Control
« on: September 01, 2015, 01:43:39 PM »

Zone Capturing :
Requires a purchased faction flag OR CTF flag to be present to start capture.

CTF flag and purchased Faction Flag operate in the exact same mechanics, treat CTF Flag as a free faction flag.

Once entering into an non-faction owned zone with the flag, the countdown to drop the flag begins ( 2 minutes ).

Once the flag is dropped, capture timer begins. Flags cannot be picked up by the same faction after placed.

If flag is taken by enemy faction, capture is broken and capture time is reset.

If there are multiple flags, all flags must be captured for disruption. 

If more than one faction flag is placed in the same zone, the zone is considered contested and timers are locked until only one faction's flags remain.

Once timer is counted down to 0 without disrupting the capture, the assaulting faction gains control of the zone. Purchased flags are destroyed on conclusion of capture.

My thoughts and hypothesis:
Players can once again roam the core without fully alerting the swarm.

This hopefully adds some flavour to the otherwise deathmatch ZC where defending and/or attacking a flag becomes the objective. 

Considering there will be 6 factions and 4 CTF flags, the CTF flags should be highly contested for the ownership of the core. One faction can own all 4 flags but this should lead to all other factions being hostile against them. One faction may take all the flags and turtle with it in a favourable location.

Zone Payout:
Caravans will spawn from the zone that will move in the core towards the faction's gate carrying the zone's bonus payout. These caravans can be intercepted.

Zone Structures & Abilities:
Small structures players can construct or items they can use dynamically in the core.

Dynamic
Radio Tower
Static Faction Guards spawn and will alerts faction of enemy presence in zone.

Guard Post
Static Faction Guards that will aid caravans if attacked or attack enemy faction, Enemy Factions cannot initiate capture until destroyed.

Transport Hub
Possible In-core Fast Travel System ? or delivery of items to their base.

Caravan Hub
Faster Generation of Caravans?

Airdrop beacon
Call in air-drop / strike

Jammer
Disables enemy Radio Stations and Radar capabilities in zone

Mortar
Static artillery piece to provide indirect fire

Static Structures
CCTV Security Station - Neutral
Use to display estimated numerical values of players in adjacent zones.

Research Station
Increases Faction Research Cap

Production Facility
Increases Faction Production Cap

Train Stations
CHOOO CHOOOOO
 
« Last Edit: September 02, 2015, 11:23:39 AM by cirn0 »
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John Porno

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Re: Zone Control
« Reply #1 on: September 01, 2015, 02:15:45 PM »

caravansLOL
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Shangalar

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Re: Zone Control
« Reply #2 on: September 02, 2015, 03:36:42 PM »

All this sounds very cool. Is that only theory or has the dev actually started?
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cirn0

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Re: Zone Control
« Reply #3 on: September 02, 2015, 03:45:13 PM »

Caravans and Structures are done.
CTF Flags mechanics are done.
The capture logic needs to be worked on.
About a days work.
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Shangalar

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Re: Zone Control
« Reply #4 on: September 02, 2015, 04:03:14 PM »

Wow, nice job! This really makes me wanna get back to see this. :)

Perhaps when my holidays start later this month!
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John Porno

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Re: Zone Control
« Reply #5 on: September 02, 2015, 04:28:15 PM »

the core will be done by then so you can start wiht the HQ's :P
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cirn0

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Re: Zone Control
« Reply #6 on: September 23, 2015, 03:18:14 PM »

I've revised the CTF rules a bit. After sitting on it for a bit I come to the conclusion that it would not be the best to make this a global rule for zone capture.

Instead , we should have a system that rotates unique capture rules between all core-maps at an interval.

Just some ideas for core-map capture rules to promote them.

Deathmatch - Default - Eliminate all enemies to capture zone, if no contest, will capture after 10 minutes.

CTF (Capture the flag) - One flag will spawn in zone, holding flag for 10 minutes will capture zone. Flags will spawn on CORE_LIFE entires.

KOTH (King of the hill) - Holding the designated for 10 minutes will capture zone. Capture zone can be based on radius around core life entires.

VIP - A strong NPC is spawned and when defeated, the zone is captured, the NPC will switch to the killer's faction and begin regeneration. 10 minutes to fully regenerate its large health pool. VIP can have standard dumb ass AI to promote the VIP feeling of protecting some dumb npc so its not just the same as KOTH.

By default it will be deathmatch, what we currently have.

All Zone objectives should be displayed and made easily understandable on entry to the zone.

On intervals a couple of zones will be made faction-less and the specific mode should take place for a duration. Bonus to score / rewards should be in effect in those zones.

This addition will make for diversity on what and how the maps are played on.

This will be building upon already existing ZC mechanics instead of replacing them.

Fleshed out rule-sets for each mode can have their own post.
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cirn0

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Re: Zone Control
« Reply #7 on: September 23, 2015, 03:23:30 PM »

Capture the flag

- Single or multiple flags spawn in the zone
- Flags will spawn randomly using the core-life entires
- Flags carriers leaving the zone will reset the flag
- Taking the flag will give you a 2 minute grace period before it is automatically dropped.
- Dying while carrying the flag will automatically drop the flag.
- Taking a flag will change the flag to the corresponding faction
- You cannot pick up flags which are of your faction once dropped.
- Holding onto all the flags will trigger the capture countdown, once countdown reaches 0, the zone is taken.
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SnowCrash

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Re: Zone Control
« Reply #8 on: January 18, 2016, 02:22:20 PM »

Really nice!! Cant wait to try this new stuff :D

I feel like VIP can be a different event instead of a way for capture a zone. Like from time to time, your faction ask to secure a slow NPC (or groups of NPC) to travel from a zone to another in the core. When the faction meets the NPC the event start and the other factions get noticed that a valuable target is being protected in the core.
Rewards for successfully protecting the VIP can be reputation, items, tech level increase in a certain weapon, etc.
Killing the VIP will grant reputation to the contending factions
« Last Edit: January 20, 2016, 07:19:20 PM by SnowCrash »
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Kurwier

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Re: Zone Control
« Reply #9 on: March 19, 2016, 10:27:43 AM »

I've revised the CTF rules a bit. After sitting on it for a bit I come to the conclusion that it would not be the best to make this a global rule for zone capture.

Instead , we should have a system that rotates unique capture rules between all core-maps at an interval.

Just some ideas for core-map capture rules to promote them.

Deathmatch - Default - Eliminate all enemies to capture zone, if no contest, will capture after 10 minutes.

CTF (Capture the flag) - One flag will spawn in zone, holding flag for 10 minutes will capture zone. Flags will spawn on CORE_LIFE entires.

KOTH (King of the hill) - Holding the designated for 10 minutes will capture zone. Capture zone can be based on radius around core life entires.

VIP - A strong NPC is spawned and when defeated, the zone is captured, the NPC will switch to the killer's faction and begin regeneration. 10 minutes to fully regenerate its large health pool. VIP can have standard dumb ass AI to promote the VIP feeling of protecting some dumb npc so its not just the same as KOTH.

By default it will be deathmatch, what we currently have.

All Zone objectives should be displayed and made easily understandable on entry to the zone.

On intervals a couple of zones will be made faction-less and the specific mode should take place for a duration. Bonus to score / rewards should be in effect in those zones.

This addition will make for diversity on what and how the maps are played on.

This will be building upon already existing ZC mechanics instead of replacing them.

Fleshed out rule-sets for each mode can have their own post.

cool ideas , im just wondering how the spawnpoints and other points will be done on the mapper ... this seems like alot of work if done propperly but sounds like fun also.

i imagine some additional stuff like not only triggering timer within certain mods , i think it would be cool to code some fancy combos in.

like u capture a zone on KOTH and enemy zerglings swarming up on you and one of your teammates is a killing machine and kills 10 enemies in row without dying shud lead to something like timebonus on capturing (-x min) or some score multiplyer for (x time) or some other fancy bonuses like gaining 100 ap for each kill you do in a timeframe (x min) in short words temporary buffs , there are endless combos possible once u really think about it another one just from my head is giving temporary buffs to other actions than just killing and so on ... for example if someone used alot of ammo from a certain type you could unlock a temporary more dakka for the whole team and so on (i know some people wud say but hey what if he sprays all this ammo before enemy engaged , well ... spraying in the air all your ammo isnt wise and the enemy will hear it so i think its pretty safe if balanced right for different ammotypes) . i think the more all this stuff is thought out the more fun it will be.

and i think bonuses are never bad for certain crazy actions ingame (could be done for passive gameplay also , reviving and patching up your teammates ... like u get a limited timed buff to revive other people (e.g. no ap usage) in the contested zone if u have revived x players alrdy and so on) , on the other hand it might be possible to script in some negative bonuses , just from top of my head maybe something similar like with good bonuses just in other direction not (-x min but +x min) and so on.

the only real hard thing is to balance it around the usual playernumber or number that will be there , it would be neat if you could script something in which wud define swarm just by numbers and giving and taking away secret modifiers automatically... like if u play (win) outnumbered u get faster bonuses , bigger payments etc and vice versa.

well just some quick thoughts to let your brains get creative once again , blyad.

i believe temporary buffs and debuffs are a way to make the gameplay within pvp more versatile and not so static also ... all stuff we seen for now is same boring and leads to afk capping without risk or delooting , rerolling 2hour gridwaiting instead of having pvp.

for example staying in core isntead of runing away should give always a plus , actions need to be more defined and rewarded in terms of its honour , for example if all people (enemies) just run out of the contested zone (flee) instead of fighting the zone shud be captured automatically no matter how much time was left on the timer ... and if they stay and fight the timer should continoue normally to give them time to come back... thats just one example of how it could be possible to reward pvp. and yeah i know flanking movements which require other zones to pop in bla bla balance ... its really simple , just let one or 2 or more guys inside the zone contest it and walk around with the rest so i dont see a problem here ... this would fix checking also with bluesuit chars or just regular chars . i would really love to see more worked out mechanics like this...
« Last Edit: March 19, 2016, 10:59:58 AM by FrankenStone »
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Niamak

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Re: Zone Control
« Reply #10 on: March 23, 2016, 05:42:22 AM »

Being able to extract your loot while in the core would be one way to force players to stay in the core but you would still need to find a way to resupply ammo and consumables. Most likely with air drop but that's sounds extremely complicated (ammo type, amount restriction, cost, timer, etc...)
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Kurwier

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Re: Zone Control
« Reply #11 on: April 20, 2016, 02:08:23 PM »

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naossano

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Re: Zone Control
« Reply #12 on: April 25, 2016, 07:56:18 AM »

Glad CTF won't be the only way to take zones. It is nice to keep both (or more) teams ability to move during a fight, and not just hold a position.

I am not fond of Franken bonus proposal. If you are already killing enemies like flies, you don't need a bonus to make it even harder for them. If the gap is too high, they might not want to come back and stop the PVP.

KOTH (King of the hill) - Holding the designated for 10 minutes will capture zone. Capture zone can be based on radius around core life entires.

What does it mean ?
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Teela

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Re: Zone Control
« Reply #13 on: May 02, 2016, 06:55:23 PM »

You should be able to challenge a champion of the opposing faction to duel for zones... Just my two cents.

okay rando
« Last Edit: May 02, 2016, 08:12:24 PM by Smalltime »
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naossano

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Re: Zone Control
« Reply #14 on: May 03, 2016, 04:54:37 AM »

You should be able to challenge a champion of the opposing faction to duel for zones... Just my two cents.

What about challenging the champion of your own faction to become the new champion ? (with no rep loss if you win)
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