deferred-impact / battledudes-issue-tracker

Because discord just isn't good enough. Neither is Taiga.io, ironically
5 stars 1 forks source link

New gamemode: KillPullPoint #155

Open deferred-impact opened 1 year ago

deferred-impact commented 1 year ago

Continuing my efforts to fix Upload, i have just evolved the idea of #153 into something more appealing.

The name is a bit cringe, but it is descriptive. Kills will Pull the capture Point towards them. Alternative potentially viable names i can propose are Highlight, BattleFocus, EpicoArea, etc.

In more detail. Let's start with TDM as the base gamemode. Now we define a Point, which is a relatively large circular area. Of course, this being a replacement for Upload, this area can move. And move it will.

The game tracks the location of the last... idk, 16? kills. By "the location of a kill" here we mean the exact place the killer was at when they got the "Kill +50 XP" notification to show up on their screen. This is done so to help players outside the Point pull the Point towards them when killing players inside the Point. More on this later.

If a kill happens inside the Point, we draw a line from the center of the Point towards the place the kill happened, and then move the kill along this line so that it is a set distance outside the Point. This offers greater leverage for players inside the Point in regard to Point movement.

The Point always moves at a speed slightly slower than the speed at which a normal player runs with the melee. This lets all players catch up to the point even if it for some reason decides to constantly be running away from them. (Which is quite unlikely anyways)

With the game tracking 16 last kills as previously mentioned, we have a set of 16 locations on the map which we can use to decide where the Point should go to. We average the position of all these 16 locations to figure out the desired location of the Point. The Point then moves towards that location at its usual speed.

Of course, the Point would need to be large enough so that it can encompass a whole battle. Something like the radius of 1 or 1.5 screen widths could probably work. That is larger than all Hardpoints, but not by much (last Hardpoint on Jailbreak might actually be larger)

Well, that's nice and all, but wtf does this Point do? No, unlike in Hardpoint, simply standing inside of this Point will not give your team points. But, you would still want to stand inside of it. Kills which happen inside the Point (i.e. the killer is inside the Point when they get the kill) are counted double.

That's it! A circle of double income which moves around the map to always stay close to action, and a meaningful, yet not obligatory (you can still get kills elsewhere) incentive for the players to move the action closer to the circle. Solves the troubles of Upload, and does so in a much more elegant way than TeamLeader.

An interesting nice bonus of this mode worth noting is that there is potential for extra strategic depth: sometimes, it may be wiser to get kills outside the Point, trading the double income for a larger influence on the Point's location. It would encourage players to flank the enemy.

NotAFakeGuest commented 1 year ago

How will this "KillPullPoint" be able to function in small maps like the Compound with a radius ranging from 1 - 1.5 screen widths?

Will the KillPullPoint be able to travel, or in hardpoint : "submerge" through buildings in the scenario of a small map like Compound/The Heist.

Is Rocket Mayhem suitable for this game mode? RM isn't a mode where destruction is limited. If, for example, the KillPullPoint is in an open area of a map (commonly Campsite) with a few obstacles where people can hide behind, won't they just be destroyed by intense rocket fire; people fighting in the KPP will be killed easily. Similar to payload, but the width of the payload area is much smaller to that of KPP. Some maps are also not playable at the moment on Payload, what makes you think that the same goes for KPP?

Overall, KPP isn't a bad mode, similar to Payload and Hard-point fused together. I'd love to see this implemented, but a just a number of a few modifications done with this game mode or the maps it is played on.

deferred-impact commented 1 year ago

How will this "KillPullPoint" be able to function in small maps like the Compound with a radius ranging from 1 - 1.5 screen widths?

If the size proves to be a problem, we can decrease it for certain maps. Though i highly doubt it will matter. Compound is a small map, but still relatively large, all things considered.

Will the KillPullPoint be able to travel, or in hardpoint : "submerge" through buildings in the scenario of a small map like Compound/The Heist.

Yes, i think it should be able to go through buildings. I don't see any issues with that, and it being halfway inserted into a building sounds like an interesting scenario.

Is Rocket Mayhem suitable for this game mode?

If Rocket Mayhem is suited for Hardpoint, it's certainly suited for this mode, in which the point can move away from an area that has ben mayhemed into nothing.

If, for example, the KillPullPoint is in an open area of a map (commonly Campsite) with a few obstacles where people can hide behind, won't they just be destroyed by intense rocket fire;

A completely empty map is less entertaining than a map with some walls, but it is still perfectly playable. And don't forget the key feature of Rocket: you can dodge it. If anything, i would be more concerned about normal modes, in which grenade spam and bulletspam reign supreme, grenades obliterating cover and bulletspam obliterating anyone who can't find cover.

Some maps are also not playable at the moment on Payload, what makes you think that the same goes for KPP?

Maps don't support Payload because a certain developer didn't bother drawing the Payload cart track for them. (And how exactly would you draw the track on Islands..?) KPP is perfectly compatible with any map, as it does not need any map-specific metadata to work.

NotAFakeGuest commented 1 year ago

Just to confirm, what is the way to earn points for your team? Or is it that once the Point hits the place where the last kills took place, it is an automatic win. Or you do earn points on the go?

deferred-impact commented 1 year ago

Just to confirm, what is the way to earn points for your team? Or is it that once the Point hits the place where the last kills took place, it is an automatic win. Or you do earn points on the go?

Excuse me for perhaps not describing the scoring system as clearly as i should have. It's actually incredibly simple - adding to the elegance of this mode.

Ultimately, it's just TDM. You get a kill, you add 1 victory token to your team's score. The first team to reach 100 victory tokens wins (although that condition may be worth revising - #143 ).

Except, of course, KPP adds another thing on top of that. Every kill made while standing inside of the Point will be counted double towards the team's score.

That's all! KPP is just TDM, but with a moving circle which doubles the price of kills for everyone currently standing in the circle. If you get a kill outside the circle, you get 1 victory point for your team. If you get a kill inside the circle, you get 2 victory points for your team.

The scoring system is, as such, very very simple. Most of the complexity of this gamemode is in regard to how the circle moves.