[Alpha] Different gamemodes

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Gentlefood
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Re: [Alpha] Different gamemodes

Post by Gentlefood » 14 Sep 2015, 15:59

I was just smacked with the inspiration club.

Could use current map with some minor changes, but would likely work better with a much more jungle-y map.

So, new roundtype begins with 1-2 squads of marines cut off from the rest of the group (possibly with a VIP). The trapped squad(s) spawn near a broken APC (which may or may not have a working turret) and all of the goodies that the APC usually brings along: 2 Pulse Rifles, 2 Incin Units, 4 Sentries, and possibly a built in light mortar.

The marines have to hold out until reinforcements arrive (indicated by a countdown timer) in the status OR marines first have to reestablish power at a nearby communications relay and transmit a distress signal before the countdown starts. Not sure what amount of time would be the best for this roundtype but possibly 30min-1hour transit time.

Factions Present:
USCM Survivors: Standard Mahreens, 1-2 SL, 0-1 Officer, 0-2 Spec, 2-4 Eng, 2-4 Med; Gear: Normal/what the APC has (spawn the marines in with normal/random gear maybe have a 'vendor' crate for Spec to pick their gear)

Colony Survivors (Rare): Standard SS13 Crew with a tendency for Security Officers; Gear: Random (Usually small arms or Melee weapons, toolbelt)

Xenomorphs: Larger Spawn numbers than standard roundtype, possibly spawn some xenos as T2 or even T3 to put early pressure on the mahreens.

Third Party Groups (Rare or Admin only): Mercenaries/WY PMC/Iron Bears [Pretty much RT] (Either responding to the distress call or with their own goals), WY Ship Crash Survivors (Scientists, Sec Officers, occasional Synthetics) Mostly just for more manpower not firepower.

Victory Conditions:

Marine Major Victory: Marines and Friends Escape to the USS [Insert Name Here] and GTFO after the ship recharges its drives/engines (10-20 minutes countdown cultivatable by Command Staff/Crew on the ship Z-level) without the Xeno Queen on-board - Requires no living marines left on surface.

Marine Minor Victory: Same as above, but some marines are left behind.

Feedback and Discussion is appreciated.

Alien Minor Victory: Marines Escape/Ship Leaves, but the Queen is alive and on-board the ship at time of departure. (To prevent meta-shipdocking at the last second don't let the Aliens see/know the countdown to leaving)

Alien Major Victory: All Marines killed.

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Re: [Alpha] Different gamemodes

Post by GingerCultLeader » 14 Sep 2015, 23:48

All good if the aliens don't actively seek out the remaining marines.

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Gentlefood
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Re: [Alpha] Different gamemodes

Post by Gentlefood » 15 Sep 2015, 01:05

After some thought I might reverse the Alien victory conditions. It would require the aliens to strategically board the ship for the best victory giving some incentive to not just rush murder everyone.

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Re: [Alpha] Different gamemodes

Post by WyattH » 15 Sep 2015, 08:22

I just had alot of fun playing in a Cannibal game mode round, it was different and refreshing to have enemies that talk and reason, and yet at the same time want to eat your face like aliens~

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Re: [Alpha] Different gamemodes

Post by Shadow » 13 Oct 2015, 11:50

Idea: A VIP survivor(s) spawns on the planet, and the CO has orders from Central to pick him up, and destroy any planetside resistance. Meanwhile, the VIP, is under orders from the late Colonial Director to stay and ensure the survival and containment of the xenomorphs, even it means sabotaging the efforts of any response teams sent to the planet. While that happens, a Wey-Yu PMC team is sent to retrieve the xenomorphs by Weyland-Yutani orders. That puts three opposing teams, the remaining scientists, who want to keep the xenos contained and alive, the marines, who want to rescue the VIPs and destroy hostile resistance, and the PMCs, who want to collect the xenos and take them to Wey-Yu. Aside from that, there is a possibility for three other factions, xenos, predators, and possibly damaged or malfunctioning synthetics still trying to carry out normal colony operations, even at the expense of human life.
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Mac
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Re: [Alpha] Different gamemodes

Post by Mac » 13 Oct 2015, 12:47

Shadow wrote:Idea: A VIP survivor(s) spawns on the planet, and the CO has orders from Central to pick him up, and destroy any planetside resistance. Meanwhile, the VIP, is under orders from the late Colonial Director to stay and ensure the survival and containment of the xenomorphs, even it means sabotaging the efforts of any response teams sent to the planet. While that happens, a Wey-Yu PMC team is sent to retrieve the xenomorphs by Weyland-Yutani orders. That puts three opposing teams, the remaining scientists, who want to keep the xenos contained and alive, the marines, who want to rescue the VIPs and destroy hostile resistance, and the PMCs, who want to collect the xenos and take them to Wey-Yu. Aside from that, there is a possibility for three other factions, xenos, predators, and possibly damaged or malfunctioning synthetics still trying to carry out normal colony operations, even at the expense of human life.
I like this idea but it would need some additional possible objectives to prevent the meta of "oh hey we aren't working for the same goals? Time to kill"
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Re: [Alpha] Different gamemodes

Post by Inaf » 13 Oct 2015, 13:45

CO with target to CAPTURE and RETRIEVE a living xenomorph and then wipe out the planet with nuclear strike - this would actually be fun to play/

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Re: [Alpha] Different gamemodes

Post by Veradox » 13 Oct 2015, 15:29

im still waiting on admins to custom an objective mode before doing anything complicated
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Re: [Alpha] Different gamemodes

Post by Tristan63 » 15 Oct 2015, 19:32

+1 Why the hell not?
Lets be honest you hit many good points here but you missed a great idea: Emergency wake up, Is a game-mode where the Sulaco has been hit by an asteroid and is spinning out of control towards a nearby planet and the marines that survived must work hard to repair, restore, or evacuate the Sulaco in a timely manner while also realizing that an egg has made its way onto the Sulaco from the asteroid.. This gamemode would have a powerless, coreless and broken shit torn Sulaco much like a round after the Sulaco was alien raided only this time many parts of the ship would be exploded/destroyed and their would be many survivors but they would all have to work around the venting atmos and broken command structure to form a repair team and send the ship out of spin which is monitored by a bridge console that when activated and all objectives on the comms console are complete will win the round and put you all with Purple hearts. Or if you fail to do this the ship will slowly deteriorate and an egg will grow on the ship near populated rooms, and eventually the ship will catch fire from the bridge due to re-entry and explode slowly as it re enters its final planetary resting place LV-624.

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Re: [Alpha] Different gamemodes

Post by DeadLantern » 05 Sep 2016, 12:26

Bump for admins because we need this
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Re: [Alpha] Different gamemodes

Post by Boltersam » 05 Sep 2016, 13:31

+1. New game modes are always a good thing, and there are some great ideas here.
As for the Predator game mode, I would prefer they're composed of white listed from the lobby. Other people using predators wouldn't know how they work, breach the honor code, leak information, etcetera.

It wouldn't be very fun if every was instadestroyed by spammed plasma casters.

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Re: [Alpha] Different gamemodes

Post by DeadLantern » 16 Nov 2016, 08:19

So, I posted a game mode about the Uruk-Hai. Obviously, it got denied because it was out lore. But, do we need lore specific game modes? I do not think so. In my eyes it's the Colonial Marines vs Something. Just something, anything that kills you. Adding out of lore game modes would add diversity and fun into the game.

Here's a link to the Uruk suggestion: viewtopic.php?f=86&t=9861
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Re: [Alpha] Different gamemodes

Post by Szunti » 28 Dec 2016, 07:25

I'd like a gamemode, where WY found a couple old dead xenoeggs, took the DNA from it and made a couple larvas. The created Xeno DNA is not perfect though, the new xenos have disabilities but the worst is that the second generation larvas have even more problems. They only stay alive in humans and even then they can't evolve without human intervention. WY wants to collect humans but of course a couple scientists can't accept that. The rebelling scientist are killed by WY using the xenos but they manage to send a distress signal.

WY don't have the technology for treating the second generation larvas and the disabilities on the planet LV-624 (eg. cryotubes for larvas and plasma injections to cure defects temporarily or permanently). Fortunately the Sulaco received the distress signal and came with hosts and the needed resources.

So it's CL, "survivors" and weakened xenos against marines. Same map, marines would see no difference when they arrive on the planet: xenos are there, they use huggers, plant weeds. Scientist ate most of the monkeys and birds from the jungle already. (They would be removed to not give a hint). And survivors could fake they are hiding from the xenos. Xenos would remember the smell of the ones (HUD icon above them) who helped them when they were larvas (even the first larvas were ill and needed a lot of care) and they need humans for reproduction so they won't kill them. Marine objective is to kill all xenomorph. They can arrest survivors and the CL if they captured sabotaging but it's optional. WY and xeno objective is to kill every marine and take the ship. They can sabotage marines and smuggle larvas aboard the ship to cure them.

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Re: [Alpha] Different gamemodes

Post by Sarah_U. » 29 Dec 2016, 21:11

I'd like a gamemode where marines actually have to get through several areas, rushing for their lives, holding out at times against aliens as they try to get as many people or only one to an escape shuttle and get out to tell the tale and nuke the planet, while xenos only need to kill them, nothing else.

The escape schuttle is already docked, but will need to be opened. It's unacidable and each sections become available to both factions as time and progression goes, making it so the game keeps going dynamically and no defence will be permanent unless marines literally decide to leave some of their guys behind to hold out an area while the xenos keep flooding.

Taking that idea from a few games and my own mind, think of: Left 4 Dead, A:CM - Survival and some other tiles all the like.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
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Re: [Alpha] Different gamemodes

Post by Jeser » 30 Dec 2016, 08:07

Sarah_U. wrote:I'd like a gamemode where marines actually have to get through several areas, rushing for their lives, holding out at times against aliens as they try to get as many people or only one to an escape shuttle and get out to tell the tale and nuke the planet, while xenos only need to kill them, nothing else.

The escape schuttle is already docked, but will need to be opened. It's unacidable and each sections become available to both factions as time and progression goes, making it so the game keeps going dynamically and no defence will be permanent unless marines literally decide to leave some of their guys behind to hold out an area while the xenos keep flooding.

Taking that idea from a few games and my own mind, think of: Left 4 Dead, A:CM - Survival and some other tiles all the like.
On another server where I play, we did that with blob zombies and SecTeam officers as event once. Exactly like you describe it. And it was REALLY funny and succesfull, so we did it a few times after that.

This can be really fun.

Except we couldn't make it automatic, sectors opened by deleting adminwalls. Still, it was pretty funny experience.
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Re: [Alpha] Different gamemodes

Post by Snypehunter007 » 30 Dec 2016, 11:01

Sarah_U. wrote:I'd like a gamemode where marines actually have to get through several areas, rushing for their lives, holding out at times against aliens as they try to get as many people or only one to an escape shuttle and get out to tell the tale and nuke the planet, while xenos only need to kill them, nothing else.

The escape schuttle is already docked, but will need to be opened. It's unacidable and each sections become available to both factions as time and progression goes, making it so the game keeps going dynamically and no defence will be permanent unless marines literally decide to leave some of their guys behind to hold out an area while the xenos keep flooding.

Taking that idea from a few games and my own mind, think of: Left 4 Dead, A:CM - Survival and some other tiles all the like.
This is actually a fun idea, it is kinda like Halo Reach custom nights I would host back in the day. It's extremely challenging but in a fun type of way for when you FINALLY survive on the shuttle, it is the best feeling in the world.
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Re: [Alpha] Different gamemodes

Post by Sarah_U. » 30 Dec 2016, 12:56

Snypehunter007 wrote:This is actually a fun idea, it is kinda like Halo Reach custom nights I would host back in the day. It's extremely challenging but in a fun type of way for when you FINALLY survive on the shuttle, it is the best feeling in the world.
Yea, it's one of the gamemodes I'd actually see and LOVE to play as it's entirely dedicated to survival and fighting. It's not focused on giving you a chance to roleplay, to upgrade or change. It's an all-out constant fight for survival, there's no reinforcements coming, no doctors about to pick you up nor are there any research team preparing grenades just so you can be backed up by some explosives. Count your ammo, count your ennemies, then do the maths and leg it.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
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