So, here I am again. This time with a mod I developed in about 2 hours with a few bots, but they don't seem to have the humanity needed to test balance.
So, here's how it is: The game starts and one players is selected to be the team leader, he needs to spend the team money wisely to buy upgrades. Some classes like the Engineer, Snipe and Spy are locked, and cost a few bucks to unlock for the whole team. Your team gets money by killing the other team and completing objectives (capturing the intel, the flag, etc). The order which the leader buys the upgrades dictate the team play style. If he prefers to unlock the engineer first you'll have a defensive advantage, etc.
So, I need ideas for upgrades. Currently there's only the Engineer, Sniper and Spy classes. Plus a temporary 8 seconds Crit Boost. Feel free to suggest more upgrades in this thread.
I'm testing this mod live at [URL="steam://connect/188.165.198.6:27016"]188.165.198.6:27016[/URL] (this is just a temporary server, feel free to join it). I'll be testing and pushing new versions there for 2 more hours since the time I posted this thread. (I think the owner may leave the server running for longer, dunno)
I'll also stream some live coding at [URL="http://twitch.tv/m280"]twitch.tv/m280[/URL] whenever I'm coding/playing (even if no one is watching anyway).
Sounds interesting and fun.
What about the entire team voting to purchase, rather than rely on someone who could possibly be some asshole who never spends it?
[QUOTE=Hawt Koffee;36596761]What about the entire team voting to purchase, rather than rely on someone who could possibly be some asshole who never spends it?[/QUOTE]
I'll add an option to vote to change the leader, but I think it's more interesting if a single person can make decisions for the team.
I could imagine sitting in a room with spectator cameras and an interface that let's you play announcer voice files over the intercom.
Server crash?
[QUOTE=johnlmonkey;36596941]Server crash?[/QUOTE]
Yep, I accidentally made a mistake in the logic of the code, it's fixed now, server restarted.
[QUOTE=Agent Fedora;36596909]I could imagine sitting in a room with spectator cameras and an interface that let's you play announcer voice files over the intercom.[/QUOTE]
That's how I imagined, but some people don't quite like doing nothing for the whole round :X
[QUOTE=Hawt Koffee;36596761]What about the entire team voting to purchase, rather than rely on someone who could possibly be some asshole who never spends it?[/QUOTE]
Nah, you should just have what Nuclear Dawn has. If a leader is being terrible allow the teams to vote to mutiny and select a new leader.
This is amazing.
Is it possible to deny certain weapons/buildings until they're "purchased"? If so, you could lock teleporters and dispensers, lock some weapons like Gunslinger or Concherer. I'd also say lock out Scout to start with, but make him the cheapest class to unlock.
Having a fun time with this mod.
Suggestions:
Add leaders name underneath your teams current funds on the HUD.
Add buyable Team overheal (overheals whole team)
Add buyable radar that enables beacon effect on entire enemy team for short amount of time
Add very expensive buyable that enables the "Marked for death" effect on the entire enemy team.
Add "Recession" buyable that lowers the amount of money the enemy makes for things like kills for a short time
Add "Health insurance" buyable that causes enemy to lose a bit of money from deaths for a short time.
And of course as I said earlier, add mutiny.
Bunch of ideas, this mod is a great concept, tons of possibilities.
[QUOTE=johnlmonkey;36597376]Having a fun time with this mod.
Suggestions:
Add leaders name underneath your teams current funds on the HUD.
Add buyable Team overheal (overheals whole team)
Add buyable radar that enables beacon effect on entire enemy team for short amount of time
Add very expensive buyable that enables the "Marked for death" effect on the entire enemy team.
Add "Recession" buyable that lowers the amount of money the enemy makes for things like kills for a short time
Add "Health insurance" buyable that causes enemy to lose a bit of money from deaths for a short time.
And of course as I said earlier, add mutiny.
Bunch of ideas, this mod is a great concept, tons of possibilities.[/QUOTE]
Great ideas, I'll work to implement most of those.
Class specific upgrades would be cool.
Like faster wrench swing for engineer or more overheal or ubercharge time when using medic.
Alright, idea.
I'm thinking since buying classes and beacons and whatnot are about $700 and upgrades like Crit boosts more money and marking enemy for death are $1200+, you should add a 3rd tier of upgrades that do less but are on the cheaper end of the scale.
Like $250 for faster reloads
or $300 for better fire resitance
$400 for faster intel returns or less bullet damage, etc
So basically there'd be 3 tiers of upgrades
Cheap Tier:
Small player upgrades to things like reload speed, damage resistance, slightly faster speed etc.
Middle Tier:
Classes and useful tools such as beacon
Expensive Tier:
Game changing, team affecting perks such as Marking the enemy for death, team overheals, crit boosts and more money production.
You could start each team off with enough money for cheap tier upgrades, so the leader can choose wether to buy quick upgrades and hope for a quick win, or save up to buy upgrades that will help more in the long run.
Also as a joke add a "Piss Nuke" for something like $2500 that covers the entire enemy team in jarate :v:
Speed boost for 5 seconds?
[QUOTE=MeltingData;36597996]Speed boost for 5 seconds?[/QUOTE]
Yeah that'd be a good cheap tier upgrade, you could call it "Adrenaline rush". Make it cost like $200 so leaders could choose to try for a quick push.
Someone else was talking about using the Soldier buffs as Low-Tier.
You could make all two (or was it three?) activate around the Leader, and call it something like "Rally the Troops"
Also money bonus has been added~20 mins ago after I suggested it in-game (10% bonus money produced, costs 1000)
Edit: Another idea, what about paying to "enhance" buffs already in the game?
Examples:
Extend flag capture crit length
Give bonus damage resistance during flag capture bonus
Give extra speed on flag capture bonus
Edit2: I'm late?
Another couple cheap upgrade idea:
Tracer: Adds tracer effect to all enemy sniper shots (possibly spy revolver shots too)
Extra batteries: All sniper rifles build charge faster while in scope
Weight Lifting: Melee speeds increased for all classes
Medigun Upgrade: Medics build uber faster
and a really expensive upgrade could be
Quick Redeployment: Faster respawns for whole team/no suicide respawn penalties.
Here are some ideas for some upgrades.
Non-Class Specific:
5% Speed Boost: Speeds up the entire team's running speed by 5%.
10% Speed Boost: Speeds up the entire team's running speed by 10%.
5% Damage Boost: All damage dealt by your team is increased by 5% in all weapons.
10% Damage Boost: All damage dealt by your team is increased by 10% in all weapons.
5% Damage Resistance: All damage dealt by the enemy team is resisted by 5% on all of their weapons.
10% Damage Resistance: All damage dealt by the enemy team is resisted by 10% on all of their weapons.
Class Specific:
Scouting Experts: All scouts on your team run 5% faster than normal scouts.
Swift Damage: All scouts on your team deal 5% more damage than normal scouts.
Landing Cushions: All soldiers and demomen who rocket/sticky jump at low health, when they end up landing on the enemy, they kill the enemy they land on instead.
Explosives Specialists: Sticky Bomb, Grenade Launcher, and Rocket Launcher explosion radiuses are increased by 5%.
Phosphorous Fan: The Stock Pyro Shotgun, after 5 shots, sets the enemy being shot on fire for 5 seconds.
Flying Fire: Allows Pyros on your team to Jetpack with their Flamethrowers for 3 seconds at a time.
Knighting: All Demomen with swords equipped are able to hit enemies at an longer range than demomen without swords/un-upgraded demoknights.
Fireproofed Shields: All demomen with shields equipped have 10% more fire-resistance on them.
No Sappers Allowed: Any engineers on your team deal mini-crits to disguised spies with their melee weapons.
Offensive Engie Squad: Mini-sentries build 5% faster for all engineers with mini-sentries on your team.
Shotgun Bonus: All heavies with shotguns equipped now gain 5% more damage with shotguns.
Emergency Sandvich: All heavies on your team gain a 5% speed bonus for 10 seconds after they eat their equipped edible secondaries.
Combat Medics: All syringe guns on medics that are on your team deal 5% more damage.
Turbo Core Mediguns: All mediguns equipped on medics that are on your team heal 5% faster than before.
Urgent Headshot: Snipers on your team can now do headshots unscoped when in a close range to the enemy.
A Bigger Piss Jar: All snipers with Jarate equipped now have a 10% Radius bonus on their Jarate.
Your Accuracy Rewarded: All spies on your team can now deal mini-crits on headshots with all their revolvers. (Except the Ambassador)
Knifemare: A 0.5% Speed boost is added to every spy on your team with each backstab they do. The speed bonuses they have in one life do not carry over to the next life.
Also, Class specific upgrades should be limited to one per class if possible. I may bring up more class specific upgrades later.
[sp]Tried to make these as balanced as i can and i took awhile to write this thing up, i hope you at least give some critiques.[/sp]
buy ubercharge percentage for your medics
how about increasing the cap limit on ctf maps
Maybe you could pay a hefty amount to "sentry clear-out" which all it does is give bonus sapper + soldier + demo-man damage bonus (10%-15%) in their intel area? So it could help clear out sentry farms/stalemates (stalemates would just keep 1 leader as the leader for basically the whole map)
[QUOTE=MacD11;36598928]Here are some ideas for some upgrades.[/QUOTE]
Non-Class Specific:
[QUOTE]5% Speed Boost: Speeds up the entire team's running speed by 5%.
10% Speed Boost: Speeds up the entire team's running speed by 10%.[/QUOTE]
I prefer not to mess with speeds
[QUOTE]5% Damage Boost: All damage dealt by your team is increased by 5% in all weapons.
10% Damage Boost: All damage dealt by your team is increased by 10% in all weapons.
5% Damage Resistance: All damage dealt by the enemy team is resisted by 5% on all of their weapons.
10% Damage Resistance: All damage dealt by the enemy team is resisted by 10% on all of their weapons.[/QUOTE]
Possibly
Class Specific:
[QUOTE]Scouting Experts: All scouts on your team run 5% faster than normal scouts.
Swift Damage: All scouts on your team deal 5% more damage than normal scouts.
Landing Cushions: All soldiers and demomen who rocket/sticky jump at low health, when they end up landing on the enemy, they kill the enemy they land on instead.
Explosives Specialists: Sticky Bomb, Grenade Launcher, and Rocket Launcher explosion radiuses are increased by 5%.
Phosphorous Fan: The Stock Pyro Shotgun, after 5 shots, sets the enemy being shot on fire for 5 seconds.
Flying Fire: Allows Pyros on your team to Jetpack with their Flamethrowers for 3 seconds at a time.
Knighting: All Demomen with swords equipped are able to hit enemies at an longer range than demomen without swords/un-upgraded demoknights.
Fireproofed Shields: All demomen with shields equipped have 10% more fire-resistance on them.
No Sappers Allowed: Any engineers on your team deal mini-crits to disguised spies with their melee weapons.
Offensive Engie Squad: Mini-sentries build 5% faster for all engineers with mini-sentries on your team.
Shotgun Bonus: All heavies with shotguns equipped now gain 5% more damage with shotguns.
Emergency Sandvich: All heavies on your team gain a 5% speed bonus for 10 seconds after they eat their equipped edible secondaries.
Combat Medics: All syringe guns on medics that are on your team deal 5% more damage.
Turbo Core Mediguns: All mediguns equipped on medics that are on your team heal 5% faster than before.
Urgent Headshot: Snipers on your team can now do headshots unscoped when in a close range to the enemy.
A Bigger Piss Jar: All snipers with Jarate equipped now have a 10% Radius bonus on their Jarate.
Your Accuracy Rewarded: All spies on your team can now deal mini-crits on headshots with all their revolvers. (Except the Ambassador)
Knifemare: A 0.5% Speed boost is added to every spy on your team with each backstab they do. The speed bonuses they have in one life do not carry over to the next life.[/QUOTE]
I think implementing class upgrades will encourage the leader to only upgrade the class that he's playing, I'm not sure. We'll see.
[editline]3rd July 2012[/editline]
[QUOTE=Nystical;36600911]Maybe you could pay a hefty amount to "sentry clear-out" which all it does is give bonus sapper + soldier + demo-man damage bonus (10%-15%) in their intel area? So it could help clear out sentry farms/stalemates (stalemates would just keep 1 leader as the leader for basically the whole map)[/QUOTE]
yep, I plan to do that
[editline]3rd July 2012[/editline]
[QUOTE=Ac!dL3ak;36600347]how about increasing the cap limit on ctf maps[/QUOTE]
That's a server tf2 cvar, the admin can change it already.
[editline]3rd July 2012[/editline]
Oh wait, you mean, as an upgrade? I think that'd make defending too easy.
[editline]3rd July 2012[/editline]
By the way, curiosity time: There is an entry in the tf_team entity for the team leader, for some reason... Maybe Valve tested it during the development and didn't like it?
I wouldn't think the leader gets any upgrade effects at all, honestly. His bonus is getting to choose them.
Why is no one at the server
[QUOTE=cNova;36608421]Why is no one at the server[/QUOTE]
The test was yesterday, I can't play at the moment but I will in a few hours, so I may invite a lot of people to test it again.
fggts join
Also, I don't think Medics on the buy only list is a good idea. Seems a bit.... inefficient. Also, maybe you could increase the cap limits on ctf for more dosh?
I'm going to throw out some ideas and see what sticks.
[B]
General:[/B]
[I]Briefcase Backpack:[/I] Anyone holding the intelligence has a +25% Max Reserve Ammo on all weapons.
[I]Shield of Secrets:[/I] Anyone holding the intelligence, when backstabbed, creates a Razorback-like effect that protects the wearer and drops the intel on the ground, and is unable to be obtained once more for 5 seconds.
[I]Briefcase Battle:[/I] Anyone holding the intelligence deals Minicrits on any enemies holding the intelligence.
[I]Pocket fulla bullets:[/I] Everyone gets a +10% Reserve ammo bonus on their primaries.
[I]Steel Toes:[/I] Everyone's Fall damage reduced by 15%.
[I]Plan B:[/I] Secondary Weapon equip speed increased 25%.
[B]
Class Specific:[/B]
[I]Batter up:[/I] Scout's Bat's damage increased 10%.
[I]Bonk!:[/I] Scout's Bats critical hit damage increased 40%.
[I]Rocket Boy:[/I] If the Scout times his Sandman swing properly, he can reflect rockets.
[I]GOTTA GO FAST:[/I] Bonk! Atomic Punch increases movement speed by 20%.
[I]Soldja Boiiii:[/I] Soldier's Shotguns do 20% more damage to Scouts.
[I]Mutant Maggot:[/I] Enemies Melee'd as Soldier lose 5% movement speed each hit.
[I]Super-Evolved Winged Maggot from Hell:[/I] Soldier Self-Damage increased 20%, Soldier self Push-Force increased 50%.
[I]Rock n' Roll:[/I] The Pyro's Melee's do 15% More Damage.
[I]The Bass Guitar:[/I] The Pyro's Melee's do -10% Damage, but now Slightly knockback enemies.
[I]Encore!:[/I] The Pyro's Melee lights enemies on fire for 2 Seconds after taunting. The Sharpened Volcano Fragment gains Mini-crits.
[I]The Finale!:[/I] After getting Five kills within' a 7 second time span, the Pyro gains Crits for 4 Seconds.
[I]Drunk Scottish Cyclops:[/I] The Demoman's Melee's do 20% more damage.
[I]Grenade Hopping:[/I] Grenades that have not impacted enemies deal -75% Less Self-Damage.
[I]Lament of the Flightless Demoman:[/I] The Stickybomb Launcher's Push force is increased by 25%.
[I]Loch Ness Monster:[/I] The Demoman's Shields deal 100% More Knockback.
[I]Pootis Spencer Here!:[/I] Dispensers increase the Recharge rate of the heavies sandvich.
[I]Sasha out for a Steak Dinner:[/I] Enables your team to use your Minigun under the effects of Buffalo Steak (But the Minicrits don't take effect with it).
[I]Put up fists!:[/I] Heavy's Melee damage increased by 20%.
[I]C-C-C-C-Combo!:[/I] After five consecutive Melee hits (without Missing), the Heavy gets Garunteed Crits until he misses.
[I]Grease Jocky!: [/I]Dispensers build 20% Faster.
[I]The Spectral Railroad:[/I] Teleporters recharge 20% Faster[I]
Build More Gun:[/I] Sentries build 10% Faster. The Jag increases the Bonus to 30%.
[I]Texas Hoedown:[/I] Pistols do Minicrits on their 12th shot in a clip.
[I]-more_later_maybe-[/I]
[B]What is this I don't even:[/B]
[I]Hallowed Ground:[/I] Scares (Effect of being Bonked) the enemy team for 1 Second.
[I]Don't drop the soap:[/I] Dropping the Intelligence causes you to die Immedietley if you pick it back up again. (but it gives you +20% Reload Speed while holding it).
[I]I am a Watermelon:[/I] Sandvich is 1% More Effective on Yourself.
Arn't you the guy that made the original FortWars? (not the travesty that Mecha made) I really enjoyed that version so I have high hopes for this gamemode. Also, is it possible to release a single player mode, kinda like The Great Class Dash?
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