Conquest (CTF) Mode for RA

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JOo
Posts: 511
Joined: Wed Jan 25, 2012 8:12 pm

Conquest (CTF) Mode for RA

Post by JOo »

Image

quick sketch how i want it to look like (only as example) :

Image

So basicly its a CTF mode , same as in Battlefield ... both Player/Teams have Ticket-Counter thats starts for example at 500 ...

Every second ingame , the counter is loosing 0.33 tickets ... for both player ... if your tickets reaches 0 you loose the game ...

By capturing a Flag , you raise the ticket-drop for the enemy (for example) for +0.33 tickets ... means , when you hold 2 flags ... the enemy is loosing around 1 ticket per second ...

When a infantery-unit from you kill a enemy infantery-unit , the enemy loose +1 ticket ...

There is no buildings ingame , your units spawn at your home-location (your first spot , uncapturable) or on one of your captured Flags ... depends what point is your "primary spawn (not primary building ;) ) ...

The infantery units that i would suggest (as in bf) :

Rifleman
Grenadier
Medic
Sniper
Rocketguy
Mechanic
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SPECIAL INFANTERY REWORK:

medic has to be buffed with +heal power :D ( i would love to see a medic reanimating a rifleman , but thats just alot of work i guess)

sniper can lay limited anti-infantery-mines (x3?) ... to protect his position
*instead of mines , "claymores for snipers that can take out a sinlgle infantery target" (-unvisibility?)
+ firerange (mostly for the arty-strike) and more firedelay

Image

mechanic repairs vehicles , same as before , but also can lay limited anti-tank-mines (x3?) also "remove" em

_____________________________________________________________

VEHICLES / AIRCRAFTS :

now the thing with the vehicles is , you have to "take em" with a infantery unit ... order to move em ... so , destroying a "empty" vehicle wont drop a ticket from the enemy , only when a infantery unit is in it

Vehicles/Aircrafts are limited , (for example!!!) :

Per team , 3-4 Tanks , 3-4 Jeeps (Transporter) , 1-2 Jets , 1-2 Longbows

All Vehicles/Aircrafts has to be buffed against Infantery , more splash dmg ...


So that means you can only have 4 tanks at the same time , on the battlefield ...


Beside the yaml work for the units , we need that "Ticket-Counter" ... that is some code-work

We need Flag -shps , i suggest some animated flags , where you can see the flag actually moving up and down

+ Stuff that would be awesome :

Superweapons as :

* Artillery (comes from nowhere , makes alot of damage) needs alot of recharge , and can only be placed in "Snipers" range

* Crate Supply ... (to change the units on the battlefield? ... i dont know) refilling mine slots ... for sniper/mechanic

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Edit :

vehicles/aircrafts with limited ammo ? and you can refill it with the supply crates?

+ chinook to transport infantery !!

* addet a basic ctf-flag to content-openra
http://content.open-ra.org/?p=detail&table=units&id=355

*addet a claymore to content-openra
http://content.open-ra.org/?p=detail&table=units&id=357

need superweapon-pictures(buttons?) for a "supply crate" with a parachute
and for a "artillery strike" ...

note for me : just "lock" the colors in lobby "Soviet = Red , Allies = Blue"
Last edited by JOo on Wed Aug 21, 2013 5:39 pm, edited 7 times in total.

PersianImmortal
Posts: 157
Joined: Tue Dec 04, 2012 3:04 am

Post by PersianImmortal »

An airstrike option would be nice too. Summons a badger to carpet bomb an area.

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JOo
Posts: 511
Joined: Wed Jan 25, 2012 8:12 pm

Post by JOo »

* Artillery (comes from nowhere , makes alot of damage) needs alot of recharge , and can only be placed in "Snipers" range
need superweapon-pictures(buttons?) for a "supply crate" with a parachute
and for a "artillery strike" ...
airstrike ... yes ... thats what i meant

Btw.:

Im not a coder , but here some example how the flag works ...

soviet = playercolor red (locked in lobby)
allies = playercolor blue (locked in lobby)

point (red or blue) = 1 second
flag = 10 points (10 seconds)
flag default = 0 and neutral

if soviet or allies have unit near flag - flag loosing 1blue or red point /sec till 0
then add 1 point /sec until 10 points
if flag = 9 points or below - flag colour = still neutral
if flag = 10 - flag colour = playercolor

:D

Angusm3
Posts: 33
Joined: Fri Oct 18, 2013 2:00 am

Post by Angusm3 »

A medic reanimating a rifleman is possible, they did it in TS, there's also the HUSK system currently in place with vehicles in which engineers can revive a vehicle that's been destroyed, so if you're making a mod anyway you could convert it to only infantry and have some sort of CORPSE system for them that uses the same principal.

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