Note: This forum is merely an archive. It is no longer possible to register or post. - StackOverflow
New Ace of Spades Forums: http://buildandshoot.com/

Tactical / Commander Mode/Mod

Got a great new idea for the game?

Tactical / Commander Mode/Mod

Postby rulerofiron99 » Tue Jan 24, 2012 12:14 am

If you've ever played Natural Selection or Savage, you should get this pretty easily.

For those that haven't, the idea is that one player on the team (the commander) is playing and RTS (top-down strategy game), and all other players on the team are his "units".

It would work as follows:
- Commander has no character/gun/etc
- Commander's view is at a set downward angle, and WASD moves the screen up/down/left/right
- Voxels seen would be based on what your players have seen/are seeing. You have vision of any enemies that your players currently have vision of, and if an enemy leaves vision, a marker/blip is created at its last location, which will fade out over time. Terrain wouldn't be updated until a player sees it.
- Tunnels/underground spaces would be visible as dashed lines, or the commander can choose to hide all blocks above a certain height.
- Left click/ drag click would select one of your players
- Right click would give an order to the selected player/players. Right click location: move order. Right click enemy player: attack order.
- For the ordered player, it would appear as a large partially visible arrow/target with a direction indicator if not facing.

Additional functions/abilities:
- Build tower/wall/trench/tunnel at location. Creates a transparent building icon/beacon at the target location which only your players can see. You can right-click it to order a selected player to go build it. Hotkeys: Build, Tower, Wall, Trench, Tunnel. For wall, trench and tunnel, you can click-drag between two points. The blueprint/icon/beacon must be manually removed by the commander. Only a few would be allowed at a time and not within a certain distance, due to spam considerations.
- Artillery.
- Give players general orders/behaviours: attacker, defender, builder, sapper, stealth.
- Mark structure. Target a location to mark it as a structure, which will show up as an icon for all your players. You can also issue right-click orders to it, telling your players to destroy (if occupied by enemies) or occupy (if empty or occupied by friendlies).
- Supply drops. Drop ammunition, health packs, blocks, alternative weapons for your players. This would have a lengthy cooldown/cost.
Last edited by rulerofiron99 on Tue Jan 24, 2012 8:52 pm, edited 1 time in total.
User avatar
rulerofiron99
Member
 
Posts: 28
Joined: Sun Jan 15, 2012 9:44 pm

Re: Tactical / Commander Mode/Mod

Postby Build » Tue Jan 24, 2012 7:17 am

This really seems like a whole different game within itself. Best to keep it within those genre's of games that you've listed.
... I was gone for a month and came back to a game that hadn't changed a bit.
User avatar
Build
Member
 
Posts: 107
Joined: Fri Jan 13, 2012 3:28 am

Re: Tactical / Commander Mode/Mod

Postby rulerofiron99 » Tue Jan 24, 2012 9:27 am

I've suggested it here because it would fit in so perfectly with what Ace of Spades already is. Both of the mentioned titles suffer from huge balance issues that Ace of Spades, in its simplicity, is largely immune to.

Build wrote:Best to keep it within those genre's of games that you've listed.


NS and Savage are both FPS like AoS.
User avatar
rulerofiron99
Member
 
Posts: 28
Joined: Sun Jan 15, 2012 9:44 pm

Re: Tactical / Commander Mode/Mod

Postby Derpylicious » Tue Jan 24, 2012 9:45 am

I really cant believe this would work, I for one would just ignore it outright and anyway who makes the choice to be the commander?

The only way I can see this working out is if you give everyone the "ARMA" system of commands which on Multiplayer are more helpful hints then commands.
Image
User avatar
Derpylicious
Member
 
Posts: 66
Joined: Thu Jan 19, 2012 12:04 pm
Location: 3.56 bee Gravy Street, Binglesbury, Mongshire, DE23 5PY

Re: Tactical / Commander Mode/Mod

Postby rulerofiron99 » Tue Jan 24, 2012 9:54 am

Any player can get into the commander's seat, and other players on the team would be able to vote to eject him/her.

I understand that many players wouldn't use it, that is why I've suggested it as a separate game mode/mod, which arranged teams can use, for a game with more strategic depth and commanding efficiency.
User avatar
rulerofiron99
Member
 
Posts: 28
Joined: Sun Jan 15, 2012 9:44 pm

Re: Tactical / Commander Mode/Mod

Postby Stiivais » Tue Jan 24, 2012 8:47 pm

rulerofiron99 wrote:- Tunnels/underground spaces would be visible as dashed lines, or the commander can choose to hide all blocks above a certain height.


Disagree with that, as this would remove the ability to sneak,
but everything else seems legit...

But maybe, instead of blueprints, commander would have the ability to beacon a place on map (e.g. savage, highlights a spot). I, for one, would not like to join a game with n00b commander drawing transparent penises on the premise of map...
Image
Also: shutting up because i have caused some annoyances lately.
User avatar
Stiivais
Member
 
Posts: 428
Joined: Tue Dec 27, 2011 12:15 pm

Re: Tactical / Commander Mode/Mod

Postby rulerofiron99 » Tue Jan 24, 2012 8:49 pm

Stiivais wrote:Disagree with that, as this would remove the ability to sneak,
but everything else seems legit...


Your vision is based on what your players can see. If your players haven't seen a tunnel or the player sneaking through it, it appears as solid terrain to you.

Stiivais wrote:But maybe, instead of blueprints, commander would have the ability to beacon a place on map (e.g. savage, highlights a spot). I, for one, would not like to join a game with n00b commander drawing transparent penises on the premise of map...


Indeed. I'll update opening post accordingly.
User avatar
rulerofiron99
Member
 
Posts: 28
Joined: Sun Jan 15, 2012 9:44 pm

Re: Tactical / Commander Mode/Mod

Postby Build » Wed Jan 25, 2012 5:33 am

NS and Savage are both FPS like AoS.


They're FPS and RTS hybrids, just saying. I really don't think this will go anywhere.
... I was gone for a month and came back to a game that hadn't changed a bit.
User avatar
Build
Member
 
Posts: 107
Joined: Fri Jan 13, 2012 3:28 am

Re: Tactical / Commander Mode/Mod

Postby IrishElf » Wed Jan 25, 2012 7:17 am

Eh, I'd rather see this "Commander" role reserved for admins and players they allow to take over the position. Otherwise, you'll see way too many
n00b commanders drawing transparent penises on the premise of map...
Image
User avatar
IrishElf
Member
 
Posts: 767
Joined: Tue Dec 27, 2011 4:28 pm
Location: Socialist Canada.

Re: Tactical / Commander Mode/Mod

Postby Gorman » Wed Jan 25, 2012 8:48 am

This idea is really awesome, but is it fitting?

We could have a somewhat scaled back version of this; if squads were implemented in full then there could be an interface like this built in to map. Albeit without the building, but the orders and supply drops (supply is gained from squad kill streaks) would certainly be interesting. Perhaps there would be a squad leader in charge of this?
Image
User avatar
Gorman
[LDR] Member
 
Posts: 1170
Joined: Sat Dec 10, 2011 9:10 pm

Re: Tactical / Commander Mode/Mod

Postby Garamond » Fri Jan 27, 2012 4:47 pm

rulerofiron99 wrote:If you've ever played Natural Selection or Savage, you should get this pretty easily.

For those that haven't, the idea is that one player on the team (the commander) is playing and RTS (top-down strategy game), and all other players on the team are his "units".

It would work as follows:
- Commander has no character/gun/etc
- Commander's view is at a set downward angle, and WASD moves the screen up/down/left/right
- Voxels seen would be based on what your players have seen/are seeing. You have vision of any enemies that your players currently have vision of, and if an enemy leaves vision, a marker/blip is created at its last location, which will fade out over time. Terrain wouldn't be updated until a player sees it.
- Tunnels/underground spaces would be visible as dashed lines, or the commander can choose to hide all blocks above a certain height.
- Left click/ drag click would select one of your players
- Right click would give an order to the selected player/players. Right click location: move order. Right click enemy player: attack order.
- For the ordered player, it would appear as a large partially visible arrow/target with a direction indicator if not facing.

Additional functions/abilities:
- Build tower/wall/trench/tunnel at location. Creates a transparent building icon/beacon at the target location which only your players can see. You can right-click it to order a selected player to go build it. Hotkeys: Build, Tower, Wall, Trench, Tunnel. For wall, trench and tunnel, you can click-drag between two points. The blueprint/icon/beacon must be manually removed by the commander. Only a few would be allowed at a time and not within a certain distance, due to spam considerations.
- Artillery.
- Give players general orders/behaviours: attacker, defender, builder, sapper, stealth.
- Mark structure. Target a location to mark it as a structure, which will show up as an icon for all your players. You can also issue right-click orders to it, telling your players to destroy (if occupied by enemies) or occupy (if empty or occupied by friendlies).
- Supply drops. Drop ammunition, health packs, blocks, alternative weapons for your players. This would have a lengthy cooldown/cost.

Pubbies are ignorant pricks, as a general rule. No matter how capable the commander is, your soldiers probably won't listen to you.
Image
Proud brony. I make weapons skins!
User avatar
Garamond
Member
 
Posts: 28
Joined: Sat Jan 21, 2012 3:49 am
Location: Abtenauer

Re: Tactical / Commander Mode/Mod

Postby Tek2 » Fri Jan 27, 2012 5:48 pm

So in a nutshell both teams have a guy who sees everything removing key aspects of the game.
Image
User avatar
Tek2
Member
 
Posts: 554
Joined: Tue Dec 27, 2011 12:01 pm
Location: Infinite loop of time and space


Return to Game



Who is online

Users browsing this forum: No registered users and 9 guests