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28.09.2008 04:27
Colonel
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Capture the Flag--Why it would be a valuable gamemode to add to the Crysis Franchise
Thank you I Ali Cat for the beautiful banner!
I list all the facts about capture the flag below.
| quote: |
Originally posted by Cevat Yerli-CEO and President of Crytek
Crysis Wars is definitely a big reason for this success and something we are dedicated to, not only as a part of future Crysis titles, but in terms of releasing new modes and continued support for our growing community. |
Hypothesis
I believe Capture the Flag would be an extremelly valuable gamemode to add to the Crysis franchise.
Why the hypothesis was formed
I was playing terminal today(well just spectating because I actually got bored of wars, played too long ha)
As I was watching the NK team in waves of groups of 3-8 guys go towards the sniper building with 8 US players on the roof sniping and absolutely owning NK.
TIA has turned into a game all about camping.
You stand still and wait for the other team to come to you and you pop out of cloak and kill whoever crosses your field of view. This loses its fun quite quickly. If US had to capture the NK flag they couldnt just sit here and camp NK players all day, they would lose the round if thats all they did. I thought to myself,
TIA really is chickens with their heads cut off running around killing eachother.
Why capture the flag should be introduced to Crysis Wars
TIA has some team aspects, but only when you are in ventrilo with clanmates. Capture the flag gives an objective to TIA. Dont get me wrong TIA is fun but introducing a team objective adds an entirely new aspect to how you go about killing. You actually make a choice whether to shoot someone because it could cause unwanted attention even though you killed the guy. It is much more of a thinkers game mode. It is a competition game mode. Many games use this as a primary mode for eSport leagues. The way to add lasting appeal to a multiplayer game is to hook the competition players to it. This I am sure you, Crytek, know and understand.
How capture the flag should be implemented
I can sit here and make suggestions all I want but i dont think it is fair unless I outline a possibility of how it could be implemented.
Capture the Flag Rules
1.) The flag should be able to be dropped/passed to teammates
2.) The person with the flag should NOT be able to drive a vehicle, they can however be the passenger in a vehicle.
3.) The flag needs to have a strong melee 1 hit kill melee.
4.) The player has to walk over their flag for it to be returned to their respective base otherwise it stays where it lays until someone touches it.
5.) Multiple Flag caps required to win obviously(Server setting to set # of caps or strictly time limit or a combination of a time limit and required caps, whichever comes first).
Another option would be to default time limit at 15 minutes but require best two out of three rounds on a map to determine the winner. It will force teams to switch sides after the first round and if a third round is needed have it choose a side at random for each team and its players. Try to give as many options SERVER side as you can to allow variant styles of servers(one round per map, two rounds per map, best 2/3 per map. 10 minute time limit 30 minute time limit, whatever the server owner would like)
6.) Spawn points for each team should be located near their flag.
7.) Flag passing should be allowed (one teamate drops flag and another picks it up, see rule suggestion #1)
8.) Flags need to have an Objective icon over them so everyone knows where the flags are at all times(cloaking DOES NOT affect the icon.
9.) Flags cannot be scored unless your flag is at your home base.
10.) Player can shoot and have all abilities while in possesion of the flag(possible no shooting only one hit melee with flag, would have to be tested to see which is better) In call of duty 2 you could still shoot and I thought it added to the gameplay.
11.) Capture tie breakers to be decided by sudden death flag capture. No time limit for the sudden death, next capture wins the entire round. Since it is sudden death however, the enemy cant return their flag to their base by touching it. <-- This promotes a faster way to end the round as it is sudden death and should be short and sweet, not drawn out.
12.) I will add more rules as I think of them/take advice from the community.
Custom commentary:
NK has the flag
NK Captured the flag
US has the flag
US captured the flag
Flag Captured
Flag Taken
Flag Returned
Also it wouldnt be fair to ask Crytek to implement Capture the Flag without some suggestions to flag placement. I am an aspiring level designer so I thought I would take a shot at it
I decided on these placements in approx a minute or less from looking at the maps(i had pretty much pre-concieved ideas for placement). I am not saying that all these maps(TIA) are suited for Capture the Flag but some people may really enjoy cap the flag on Treehouse so I included all TIA maps.
Armada


Battleground


Coast


Excavation


Graveyard


Outpost


Peak


Quarry


Steelmill


Stranded


Terminal


Treehouse

This post has been edited 19 time(s), it was last edited by Osok: 10.10.2008 23:08.
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28.09.2008 05:26
Corporal
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| quote: |
>Players can not "drop" their flag as to prevent strategic placement where it is extremelly difficult for the opposing team to acquire the flag.
>To prevent suiciding to "place" flags where the player pleases code will need to be written to recognize when a player has possesion of the flag and nullify any self-inflicted damage. |
All you need to do is teleport the flag every X number of seconds back to the assigned spot. That is included in mine. Not being able to throw it prevents teamwork. Sometimes you may want to throw it to a teammate before you die.
__________________ MoB Gaming
This post has been edited 1 time(s), it was last edited by Honzo: 28.09.2008 05:38.
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28.09.2008 05:38
Colonel
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Well you are saying that after so long it resets back to original base? I have thought about that to help prevent people fagging the flag. I guess it would need to be tested to see which way provided the best gameplay.
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28.09.2008 05:39
Corporal
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Not being able to throw it prevents teamwork. Sometimes you may want to throw it to a teammate before you die. Quake for example allows for dropping the flag and it works out. Of course you wouldn't be able to pick your own flag up.
__________________ MoB Gaming
This post has been edited 2 time(s), it was last edited by Honzo: 28.09.2008 05:40.
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28.09.2008 05:42
Colonel
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| quote: |
Originally posted by Honzo
Not being able to throw it prevents teamwork. Sometimes you may want to throw it to a teammate before you die. Quake for example allows for dropping the flag and it works out. Of course you wouldn't be able to pick your own flag up. |
ok i see what you are saying. That does sound like a good way to implement more teamwork. what have you set the time limit as? couple minutes?
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28.09.2008 05:43
Corporal
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I am not sure on what reset time I am going to do. I'm thinking 30 seconds. Gives enough time to re-reach the flag incase you died but short enough to keep gameplay flowing. Also dependant on the map, bigger maps higher time, smaller lower.
__________________ MoB Gaming
This post has been edited 1 time(s), it was last edited by Honzo: 28.09.2008 05:43.
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28.09.2008 05:44
Colonel
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| quote: |
Originally posted by Honzo
I am not sure on what reset time I am going to do. I'm thinking 30 seconds. Gives enough time to re-reach the flag incase you died but short enough to keep gameplay flowing. Also dependant on the map, bigger maps higher time, smaller lower. |
Now is this 30 seconds after the flag has been dropped and noone has touched it correct?
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28.09.2008 05:48
Corporal
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The problem with my version is:
Flowgraphs wont be able to determine when just the flag has been dropped. Therefore I have to do a constant loop that will teleport the flag every X amount of seconds. If a player is carrying the weapon though it will not take the weapon away from the player though.
Because of this I may make it a minute instead of 30secs.
__________________ MoB Gaming
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28.09.2008 05:59
Colonel
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so must you always be carrying the weapon or could you pick it up and then switch to your scar for example.
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28.09.2008 06:13
Puppet Master
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Wow, excellent post Osaka. For what Wars is now I think its a great example of being able to use CTF right now. I think though that maps made though more accustomed to CTF would be more fitting. But good job all around.
I disagree with being able to shoot a gun when you have the flag, you should have to drop it to shoot. I also disagree with the flag returning automatically if it isn't in someones hand for 5 seconds. It should always be returned if the other team only touches it. This would then make the the team whose flag was taken always be on the move as they can't just let their flag sit in the open. Flag runners shouldn't be slowed down, but maps should be very large to accommodate nano abilities. Its a flag, not a 50K pound lead pipe. It makes NO sense to just break player mechanics for gameplay.
This post has been edited 1 time(s), it was last edited by [DBD]Mephisto03: 02.10.2008 20:37.
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28.09.2008 06:26
Colonel
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I would really like to see this happen. I've wanted this since day one.
__________________ I whispered in her ear, fear me dear for I am death. I'll take everything you ever loved. I whispered in her ear, you better fear me, for I am death.
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28.09.2008 06:39
Sergeant
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The PS Maps would be excellent for CTF as well...I can just imagine Mesa in CTF
__________________ Core 2 Duo 6700 3.0Ghz | 680i | 4GB NEW! (1066) | 28800GTX's (Stock) | 182.06 WHQL | Vista 64 |
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28.09.2008 13:31
Corporal
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RE: Capture the Flag-Why it is a valuable game mode to the Crysis Franchise
| quote: |
Originally posted by Osoka
TIA really is chickens with their heads cut off running around killing eachother.
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And you only just found that out now? I am amazed they still even dare to call this instant action crap a gamemode... There's just so little creativity that goes into this gamemode is get really boring really fast. I'd like a CTF mode, but I would prefer conquest
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28.09.2008 14:34
Corporal
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RE: Capture the Flag-Why it is a valuable game mode to the Crysis Franchise
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Originally posted by MunkeyBalls
| quote: |
Originally posted by Osoka
TIA really is chickens with their heads cut off running around killing eachother.
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And you only just found that out now? I am amazed they still even dare to call this instant action crap a gamemode... There's just so little creativity that goes into this gamemode is get really boring really fast. I'd like a CTF mode, but I would prefer conquest
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no creativity?? you obviously never played against me or my freinds... saying that everyone camps is complete *******
__________________
This post has been edited 1 time(s), it was last edited by andyd151: 28.09.2008 14:36.
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28.09.2008 14:54
Corporal
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RE: Capture the Flag-Why it is a valuable game mode to the Crysis Franchise
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Originally posted by andyd151
no creativity?? you obviously never played against me or my freinds... saying that everyone camps is complete ******* |
I'm not saying you can't use any creativity as a player, although it is a lot less then on PS since your not bound certain weapons. I'm talking about the gamemodes themselves, which are just deathmatch and teamdeathmatch.. It's gamemodes that have been around for so long and mostly just turn into the mindless running around shooting people without any other objective then getting kills. This is why I hope there are going to be a lot of new gamemodes, since Crytek said that they were focussing on the multiplayer aspect of the game this time. But when I heard the new gamemode we were gonna get was team-instant action, I was let down quite a bit. Still I hope we are going to get a few more gamemodes, to add to the longevity of this game.
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28.09.2008 18:22
Colonel
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| quote: |
Originally posted by metalspy
You just want to use the TIA maps for CTF?
I thought CTF maps are in most games (almost) symmetrical, so the maps are perfectly balanced?
You suggest placing one flag in a cave/mine and the other in the open @ outpost.. I think that one team will have an advantage over the other team. |
I did state in my above post that not all the maps were suited for CTF. I simply was trying to show that many if not all could support the gamemode. And no not all maps are symmetrical. Many Cod 2 maps were not and capture the flag was very balanced. There are at least three maps that would work nearly perfectly with CTF. Steelmill/Graveyard/Terminal I just did it for all maps to give a sense of how easy the mode could fit in with current maps
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Originally posted by metalspy
Nice idea and nice OP, not just "OmGz0r I w4nt CTF, pl3az some1 make th1s for me." like we've seen a couple of times at crymod
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thank you.
| quote: |
Originally posted by andyd151
saying that everyone camps is complete ******* |
Ok let me retract my statement. Nearly everyone camps.
This post has been edited 1 time(s), it was last edited by Osok: 28.09.2008 18:23.
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