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HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
  #1  
Old 07-16-2008
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Default moar 2.0 ideas

Kay well I'll just list a few things I came up with for 2.0

First off you should get points for block healing and block damage.

Now here's another suggestion:

It's called: The Overload Charge

This charge is gained by the team as a whole and it goes off 10 seconds after the charge is reached.

When a team is doing over 250 damage to a block in a second (that seems reasonable right??) the overload charge slowly goes up, when a team is doing over 400 damage to a block per second the overload charge goes up faster, and when a team is doing over 500 damage to a block per second the overload charge goes up the fastest. The numbers might not be good, but you get the idea.

When the overload charge is reached, all damage to any block is 3 times greater than it normally would be. The charge would last for 10 seconds.

That could be overpowered, so in addition to that there would be something like the ubercharge in tf2, except for blocks. This would build up when builders would heal blocks and this would also be a team charge. Except this wouldn't go off at the same time. Each builder would use mouse3 to activate this charge and after the first builder would let off his charge the others would have 15 seconds to use their charge. When the charge would go off, the builder would have 2 options: 1) He could heal the block at 4X healing rate than before or 2) He could make the block still susceptible to damage, but the block wouldn't fall under 5% health. This charge would last for 15 seconds.

Another suggestion is for different block characteristics. There would be the normal blocks and then there would be:

Offensive Block: This block has little health, but it reduces the damage done to the teammates in the area of the block and restocks them with ammo.

Support Block: This block has a decent amount of health, but it heals teammates slowly and also heals faster the more teammates are around the builder. Meaning if there are 5 teammates around the builder he can heal the block faster than if he was just there by himself.

Defensive Block: This block has an enormous amount of health, but doesn't do anything but block and it has a slow healing rate.

If you just spawned a block it would be a default block (like one now, but if you were to select "special block" then these block options would come up.

And for a gametype mode a good one would be a combination of CP and CTF where whenever a team controls all the control points the flag becomes available, but whenever one of the CP's is recaptured the flag is permanently stuck in the spot where the player had it until all the CP's are captured again. *you could make it so that both flags become available making it so that the gameplay is more interesting
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  #2  
Old 07-16-2008
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huy i heard sf 2.0 isnt tf2
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  #3  
Old 07-16-2008
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Sorry but just skimming through your entire idea, just stinks of TF2. Just blocks being the classes.

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huy i heard sf 2.0 isnt tf2
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  #4  
Old 07-16-2008
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I can definitely see how you can think that they sound like ideas for tf2.

To Black:

They're supposed to serve a purpose thats not just "blocking" the path of the enemy team and make it so that there's more variation in blocks and that they have a bigger role in the game. Just thought it might be a little more interesting, but just all normal blocks wouldn't make a big difference..
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Old 07-16-2008
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I like the first idea, but i would like to see it work where if you choose to heal a block with "uberhealing" then you can do it instead of healing faster, you can heal over 100%
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  #6  
Old 07-16-2008
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...even to say, 9000%? Or how about 9001%?
[troll]
But special blocks would be interesting to experiment with. It's too early to start throwing out ideas for 2.0. [/troll]
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  #7  
Old 08-29-2008
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I have an idea for 2.0..
What if you can save your base or something like that..?
or a pre-fab base?
dunno..
just an idea..
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  #8  
Old 08-29-2008
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wow what a great idea.
too bad that there's a plugin for 193 that exactly does that.

yea it does!
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  #9  
Old 08-29-2008
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Bad idea to have pre-spawned bases considering the style of v2.
Most of the time it wouldn't work, and when it did it'd be devastating.


Blocks will *hopefully* be far more central to the game (there's a bunch of ideas floating around at the moment... OK, 2 or 3, and they're not really floating, but meh...)

I kind like the idea of different styles of blocks, although the Builders will have more than enough on their plate already. There was an idea to have each different block differ in their protection values and - at a time - cost.

It basically balanced the physical protection offered (i.e. surface area of the block) with the block's ability to withstand an onslaught (it's overall health), and then the ease of use it would offer (big blocks = quick, basic defenses, small blocks = intricate work, ramps and reinforcements) with their cost (which was a team asset and obtained partly by killing, but mostly by team achievements such as CP capture or map-based goals)

It didn't require any extra attention from the builder, and wouldn't affect the quality of a noob's work greatly, but would allow more practical use from an experienced builder.
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  #10  
Old 08-29-2008
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I'd just like to also add to this that prebuilts really wouldn't work in 2.0. And I'd also like to add that everything GCool said are just ideas currently and haven't had any balancing or testing.

The actual system implemented in the very early alphas of 2.0 are exactly the same as 1.9.x, just with the ability to spawn blocks wherever you are. However this will almost definitely change to a system that is more complex behind the scenes but more intuitive for builders.
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