CTDB Suggestion

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Earth`s Special Forces: Capture The DragonBall's Mode Concept
By: !XxShAdOwxX!

This gamemode is designed for strategy and avoiding newbies who try to exploit the mode in previous versions for just gaining power. I would like to thank the people that helped me find errors in this (listed at the bottom) and read it over. And there is one thing I want you to do DO NOT POST YOUR COMMENT IF YOU HAVEN'T READ IT ALL. If you've read it all, I'm eager to hear some oppinions.

Game Rules
- CTDB specific cvars:
  • mp_wishlimit: The amount of wishes it takes to win the game
  • mp_ctdblimit: The amount of games it takes to change the map (each time a team reaches the wishlimit it counts as a game)
  • mp_dbrespawntime: Amount of time for the DragonBalls to respawn after a wish (minimum 12 seconds)
  • mp_ctdbtimelimit: Amount of time until the game is ended, the team with the most wishes is defaulted the victor
- When a new player joins a game in progress, average his\her Powerlevel with his\her team (could be toggleable)
- No Powerlevel is gained when a player dies (could be toggleable)
- If there isn't atleast 1 player on each team, the game doesn't start (called a null game)
- If a game is started then nulled (a team doesn't have any players) it counts as a game played (mp_ctdblimit is still affected by a nulled game in this way)
- Five second freeze time (counted down) before players can move once a game is ready to begin
- The time limit of this game (mp_ctdbtimelimit) is set to 0 (no time limit)

Respawning
- Once a player dies he has to wait until the "Spawn Time" counts down to 0 seconds
- The "Spawn Time" is set to 15 seconds at the start of the game
- For each wish made, 3 seconds will be added to the "Spawn Time"
- For every player on the team, 1 second are added "Spawn Time"
- For each kill a player had previous to a death, reduce spawn time by 2 seconds
- Once a player dies those kills are not factored in again into "Spawn Time"
- "Spawn Time" can't go below ten seconds
- A clock will be shown to dead players only on the 'Spectator Menu'
- When a teammate is spawned it will say "1 Teammate Respawned" over top of the scouter for those ingame
- If there is more than one user spawned at that time (usage of the wish Revive) it will say "(amount of users spawned) Teammates Respawned"
- If time needs to be added to the "Spawn Time" while a player is dead, it won't update the clock until that player's next death

Wishing
- Collect all 7 of the DragonBalls and get them close together
- If the DragonBalls are close together then they will glow
- If they are not glowing you can't wish
- When the DragonBalls are glowing hit the 'Use Key' to summon the dragon
- Once the Dragon is summoned you can choose a wish
- Types of Wishes are: Revive, Power, Teamwork and Immortality
  • Revive: Instantly respawns all players that are dead on your team.
  • Power: Adds 300 000 KI to each of your teammates.
  • Teamwork: Adds a wish to your Wish-Count and it reduces each of your teammates "Spawn Time" by 5 seconds.
  • Immortality: Fills your KI and HP of your team, your team is invincible and their speed is increaced 20 points for 30 seconds
Holding A DragonBall
- If you recieve a DragonBall it will say "You Have a DragonBall" on screen
- If you switch from the DragonBall weapon, then it is dropped (prevents attacking with the DragonBall)
- If you pick up or steal a DragonBall, it automatically switches to Slot 9 (the DragonBall weapon slot)
- Each character can hold a different amount of DragonBalls at one time
- For each DragonBall held, the slower the character becomes (even in swoop)
- No beam jumping while holding a DragonBall
- You can always wall jump (maybe reduce the length for each DragonBall the player is holding)
- You pick up a DragonBall with your tail first (if the character has one) if you don't have one there already
- You pick up a DragonBall with your hands if you have no other options
- The amount of DragonBalls each character can hold is as follows:
  • Buu: 1 DragonBalls ( 1=Hands )
  • Goku: 1 DragonBall ( 1=Hands )
  • Gohan: 1 DragonBall ( 1=Hands )
  • Trunks: 2 DragonBalls ( 1=Under Arm 1, 2=Under Arm 2 )
  • Krillin: 2 DragonBalls ( 1=Under Arm 1, 2=Under Arm 2 )
  • Piccolo: 2 DragonBalls ( 1=Under Arm 1, 2=Under Arm 2 )
  • Vegeta: 1 DragonBall ( 1=Hands )
  • Freiza: 3 DragonBalls ( 1=Under Arm 1, 2=Under Arm 2, 3=Tail )
  • Cell: 3 DragonBalls ( 1=Under Arm 1, 2=Under Arm 2, 3=Tail )
Using A DragonBall
- DragonBall weapon goes in Slot 9 for all characters
- Just use 'Secondary Fire' to toss a DragonBall to the ground
- You can throw a DragonBall to a player by:
  • Clicking 'Primary Fire' to target a teammate (cannot be an enemy)
  • Then clicking 'Secondary Fire' to throw it to a targetted on player
  • Click 'Primary Fire' away from the teammate to de-target him\her
  • Another way of de-targetting is to get the targetted player off of your screen
Being Hit By A Beam
- The beam blows up
- All DragonBalls that you were carrying are tossed

Stealing A DragonBall
- Hit your opponent with a Knockback and all DragonBalls are transfered to you
- If you can't carry anymore the excess ones are dropped

Blocking
- If you hit the block button at any time, all DragonBalls are dropped except the one in your tail
- If DragonBall only in your tail:
  • You can block beams normaly
  • You can block Knockbacks normaly
  • If you block Auto-Punches your DragonBall is tossed aside
Being Hit By Melee
- If you get hit with a Knockback, your DragonBall(s) are stolen and you are sent backwards
- If you get hit with Auto-Punches the DragonBall(s) are tossed aside

Waypoint System
- If you have a DragonBall in your crosshair, it turns purple
- It only turns purple if you are 10 "Game Feet" away
- Hitting the 'Use Key' when your crosshair is purple creates a waypoint
- Waypoints are displayed to your team only
- If another Waypoint is summoned then the previous one is removed (to prevent confusion)
- A Waypoint is represented on the radar with a purple ring
- A Waypoint is represented ingame with a halo over the area specified
- If the all seven of the DragonBalls are in the halo then they will be close enough to make a wish
- A Waypoint is showed through walls\terrain
- This only occurs when there are less than 7 DragonBalls (if there are 7 you would be wishing, that is if they are close enough)
- If a Waypoint is created a generic voice from the scouter says "A Waypoint Has Been Created"

Summoning The Dragon
- Wind surrounds Dragon when a wish is in process
- Cool particle effects around the Dragon
- Change sky to black with dark clouds (if it is possible and wouldn't be too hard on performance)
- A menu (with no cancel button) comes up giving you the four types of wishes
- If you are hit before you get a wish, then the menu is taken down
- Once a wish is made, the Dragon will say it out loud (only heard by people near him)
- The time it takes for the DragonBalls to be usable again after a wish is set in mp_dbrespawntime

Winning
- Reach the wishlimit (set by server in mp_wishlimit)
- Once a team wins, it will say on screen "Good (or Evil) Wins The Game"
- Screen fades to black and everyone is put on the 'Spectator's' team and forced to choose another team
- All players are spawned to start a new game

Scouter
- You have to be closer to a DragonBall for it to show up on the radar
- Add another Radar mode for just seeing DragonBalls (you can't see them with the other modes)

Scoreboard
- New column called "Wishes"
- If you make a wish +1 is added to that column
- The scoreboard will be organized by Greatest Number of Wishes to Least Amount of Wishes

Conclusion
- I think this would be an ideal gamemode because:
  • It would help cut the newbie population using the gamemode to gain high powerlevels by lowering KI given when you wish for Power.
  • Adds strategy (choosing a gather spot, choosing your wish wisely, it's almost like a build order in games like Starcraft) to a very lacking gamemode.
  • Sticks to the show (wishing back fallen friends, gaining immortality etc) yet it does not sacrifice gameplay.
  • Each wish has the potential to help you team in different ways. If you use the wishes at the right time you can win the game.
  • Clans would have to practise to get the best possible wish order to win more efficiently (plus they have to figure out what the enemy wished for and learn how to react to the wish chosen).
  • With the Waypoint System Rick can actually code bots to be compatible with CTDB mode without having to create bot waypoints (better for community maps)
  • Gives some characters who aren't used as much in Deathmatch (because of attacks or speed stats) an advantage in CTDB so that they will be used more
Credits

DragonDude: Comments and Critiques
Majin_You: Comments and Critiques
SoulStriker: Comments and Critiques
Rick: Comments and Critiques
ESF Team: For the gamemode that I twisted and changed

Thanks for reading it ;)
 
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Read it all the way through Shadow, sounds like an awesome gamemode, hopefully the team takes this into consideration :).
 
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I'v read it several times, and there are *very* few failings in this gamemode.
Although it would no longer be a "normal" game mode (if there is such a thing), it would be ideal for clan matches. Just picture it: Now instead of just pounding the crap out of eachother clans would have multiple goals to win the match. Not only do you need to kill the enemy, but you have to collect the balls, using strategy to get them, and transporting them (using frieza and cell to transport, while you have goku and other characters for the bulk fighting) and things like that.

It would bring in a whole new aspect to ESF, and it would attract *alot* more "non-noob" players to the game, bringing with them strategy, something ESF lacks.
 
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My main focus was on Team Work. I really wanted to put something into ESF that would be a change from "I kill you and I get power" to "I work with my team to win the game and I kill you to get power" =P.

And c'mon people, yes I know it's long, but don't be scared, read it!
 
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I don't even care if I'm not powerful enough to say this, but the ESF Team are putting that gamemode in.

'nuff said.
 
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****, misread your post Scruffie, thanks!

*smacks myself*
 
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CTDB probally wont be looked at until after 1.3 (I just hope this stays bumped up long enough for them to get the idea)
 
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I have to say that this is probably the best game mode suggestion I've ever seen on this Forum. Thank god there's someone else out there that wants teamwork in the game! Awesome suggestion man!
 
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Thanks guys, now I'm just praying Nretep doesn't come in and bash it :'(
 
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Errr wtf? Its sounds too me like a annoying version of the already excisting ctdb o_O ESF = Fast paced alright? So, i dont wanna wait friggin 20 seconds too spawn back into the game. Also, what makes you think the next n00b wont just camp the already collected dbs, get frieza, get the last 3 and make the PL wish before anyone even realices they have all the balls.

Really, nice try but its basicly already in the game. Atleast last time i checked, there was a ctdb mode o_O.
 
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Gonadz said:
ESF = Fast paced alright
You can also say: ESF = No Teamwork. You're probably never going to get ESF to be as fast paced as it is with a great amount teamwork involved. There are going to have to be some sacrifices, which is what makes this game mode different from the the other two already implemented.

Gonadz said:
i dont wanna wait friggin 20 seconds too spawn
The times can be changed, but I don't think it is too bad at the moment, if it needs to be changed (like once it's been tested) then it can be. I'm not saying that it absolutely cannot be any lower. I'm thinking about adding a cap to the amount of seconds it takes for you to spawn. The way it is, it makes dieing that much more crucial.

Gonadz said:
Also, what makes you think the next n00b wont just camp the already collected dbs, get frieza, get the last 3 and make the PL wish before anyone even realices they have all the balls.
So you're saying that playing the game is bad o_O. What's wrong with collecting the DB's, having someone guard them, get a character to find the last DragonBalls and make a wish before the other team can stop you? Maybe I'm miss-understanding you, could you post what you mean by that again?

Gonadz said:
Really, nice try but its basicly already in the game. Atleast last time i checked, there was a ctdb mode o_O.
Yup, already implemented is:
  • Waypoint System
  • Throwing DragonBalls
  • Stealing DragonBalls
  • Some characters can hold more DragonBalls than others
  • More game rules
  • New and revised wishes
  • Tweaks to other current ESF features when used in CTDB mode

Absolutely the same ;), thanks for the "nice try" I guess...
 
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This Game mode sounds really good. Whould make ESF much more enjoyable. Gonadz: ur just to damm impatiant.
 
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I cleared it up on IRC with him, he meant that one guy on your team would camp by the DragonBalls while you collect them. Once you get all the DragonBalls he'll take the wish and get all the advantages for himself. That's not what I mean to happen when a wish is made (some of it he miss-read, some I didn't clarify enough). I mean that the wish will effect the whole team, since it takes a team to get a wish (unless it's a 1 on 1 I guess). There will be no extra advantages for the person that actually makes the wish because it's the other players that prevented him from being attacked that helped him make the wish in the first place. So for doing the work, the whole team should benifeit together.
 
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love it i think its way better then th old version hopefully this gets in for 1.3 because if it doesnt noobs will be doing the same thing they do in EVM/EEA using the dragonballs get 30,000,000 million pl and wipe everyone out
 
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This looks nice, I like the way things seem to work out in it. I also like how it promotes teamwork to a goal, instead of just killing. Of course, there's plenty of that too. :)
 
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it looks well thought out Shadow, and I like it.

The different ammount characters can carry seems kind of wierd to me though. Why wouldn't Goku be able to hold two? Or Buu hold one with his tendril?

I definately wouldn't mind seeing this in future updates
 
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Well, I mostly did it because I wanted the lesser used characters to get some sort of uniqueness. I gave Cell 3 because it just made sense, he has a tail. I gave Trunks 2 because if Realistic Good\Evil teams were on, then the evil team would have a greater advantage in that category. So my thinking was:

Good Team Can Carry (if 1 of each character) 8 Dragonballs
Evil Team Can Carry (if 1 of each character) 8 Dragonballs

Just sort of a balancing issue more than I picked randomly.

*EDIT*

Also, I wanted to have the clans dedicate positions to characters. Their gathering player will probably be Cell or Freiza (or Trunks, Piccolo or Krillin if you can only be on the good team, and realistic Good\Evil teams are on). They'd have assortments of players for defending\protecting their players and DragonBalls. They'd use the faster characters as scouts to know where the enemy is gathering and bug the hell out of them. It is just another aspect to add to the strategy of the gamemode.
 
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After reading it, I have to say I really like it. It sounds like a genuinely good idea. (which doesn't happen that often :/ ) It really sounds solid. There be some unseen balancing issues and such, but if the team adopts it that would be found at test time.

Overall, I really like it. It would make CTDB a really fun addition to ESF.
 

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