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MP TDM/LMS


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why can't we just have or hope someone can develop a LMS siege gametype instead of hoping GRIN will do it for us?

One of our guys who fixed the m/p code for FarCry and did alot of work on the upcoming 1.4 patch said he'd look at it. He's a code genious.

I will be looking at it also :) ... take the game apart :)

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My thoughts...

1) TDM with spawn area that covers 1 x length GR grid horizontally or verically

In that you could spawn randomly for public servers. (hard to explain but i think you get what i mean) That would give 4 spawns... 1 the whole east edge of the map, one the west, one the south, and one the north... randomly spawning withint your teams edge.

Since public servers will allow in game joining it gives you a chance to get out of your spawn.

For no spawns, the whole team's 1st insert will be random along there teams edge.

This could work for hamburger hill and other game types also.

2) SAR would be fun, with killable hostages. -1 for killing a hostage or auto loss if the opposing team kills the last hostage. That way you need to check your fire.

3) Siege with real bases or objective like a sam site

or an ai general you need to take (no more smoke but a real objective)

It's late but i'm sure i will think of more ideas.

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2) SAR would be fun, with killable hostages.  -1 for killing a hostage or auto loss if the opposing team kills the last hostage.  That way you need to check your fire.

How does this work in most MP games? It seems to me that you would have to start with the AI in a well protected area to begin with, so they can't just be sniped from a distance. Is this how most games do it? I don't think I have ever played this mode in an MP game.

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How does this work in most MP games? It seems to me that you would have to start with the AI in a well protected area to begin with, so they can't just be sniped from a distance. Is this how most games do it? I don't think I have ever played this mode in an MP game

Objective isn't to kill the hostages but to contact them in a central place and lead them back to your base. In GR1 they weren't killable. You touched them and they would follow you. Which ever team got all the hostages back won.

I figured making them killable and a penalty would add to the tatics as you couldn't nade the enemy for fear you would kill the hostage.

SAR = Search And Rescue

Edited by ROCOAFZ
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How does this work in most MP games? It seems to me that you would have to start with the AI in a well protected area to begin with, so they can't just be sniped from a distance. Is this how most games do it? I don't think I have ever played this mode in an MP game

Objective isn't to kill the hostages but to contact them in a central place and lead them back to your base. In GR1 they weren't killable. You touched them and they would follow you. Which ever team got all the hostages back won.

I figured making them killable and a penalty would add to the tatics as you couldn't nade the enemy for fear you would kill the hostage.

SAR = Search And Rescue

Ahhh...I see. I agree...that would add a tactical twist to it...not to mention another level of realism. If you could just throw a nade from cover and kill the escorts, leaving the hostages standing there to grab, that wouldn't be something I would be interested in. Which is probably why I never played it. :)

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a) no respawn in TDM period.

b) a tactical map that is like the one in RvS. Only difference being that anyone who is dead can see it while the current round is still in progress. That way you can visually co-ordinate your attack between rounds.

c) random insertions - not just one or two please. Cuts out dropshots and spamming at the start of the round.

d) replays

e) a decent GR style lobby

f) a server interface that is easy to work with

g) the ability to manually switch players into another team

h) random weather

i) have the maps change slightly. Same real estate, but a random roadblock here or there to alter the rounds.

j) the ability to mute the text of anyone you don't want to listen to calling everyone campers or generally acting the ######.

k) a button you can push that brings up some text outlining the ip and password of the server's coms. Be nice if you could copy and paste from it - or the message was saved to a text file so that you could just quickly paste the addy into your TS interface, rather than having to alt tab in and out of the game 6 times because you keep forgetting.

l) armpatches for our clans, names on the back of our fatigues, and the ability to put our country flags on as well.

m) registration of clan names. I'll go first. Go the ANZAC [ANZ] clan. At least a dated list where we could sign up as proof of registration. Kind of a backup to relying on our honour to do the right thing.

n) Full stat tracking - including everything EXCEPT kills and deaths. If you put K/D ratio people will wait out the end of a round rather than try to finish off the other team, or complete the objective. It's worse than camping. Accuracy stats and location damage percentages would be good etc etc.

I would like 2 free 7900gtx, a Austin Martin DB9, a Vila in Spain, and 6 wifes.

But i guess i cant have everything can i. =/

Nope, I'd quit at the 6 wives if I were you. These aren't demands :P

In my experience, these are the things that are desirable to make TDM "the best it can be." Just suggestions.

o) The opposing team always appears as opfor, like in AA.

p) Players should not be able to change name in server. This prevents dead people giving away live players positions by changing their name.

q) vote system like RvS.

r) instant boot for anyone who types the word 'camp' into the chat console.

s) instant boot for someone who kills team members in the spawn area, or has a certain number of friendly casualties in a match. This could be set by the server operator.

Edited by tonytwotoes
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r) instant boot for anyone who types the word 'camp' into the chat console.

ROFLMAO :rofl: No doubt!!!

But the voting function, yes...that is very important. Vote to change the map and vote to boot dickheads.

yes cause in a perfect world admins would be present at all times...however in reality-ville we need votekicks. :rocky:

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i don't know how much this appeals to anyone else but....

i'd like to see an ammo dump in the spawn. if you can make it back to it in a match you can change up weapons, reload on ammo, grab more grenades, etc. durring a match. this idea might promote camping at the start but at least the team that is trying to flush out the camping team could refill it's pockets with more nades and ammo to continue with the flush instead of running out of nades and flashes and being forced to either let time run out or rush into a heavily camped area.

there was a team on the top of clanladder for a long time in RVS who's stategy was to camp the spawn every time and force you to try and flush them out. this was the entire team mind you. matches took hours....

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don't know how much this appeals to anyone else but....

i'd like to see an ammo dump in the spawn. if you can make it back to it in a match you can change up weapons, reload on ammo, grab more grenades, etc. durring a match. this idea might promote camping at the start but at least the team that is trying to flush out the camping team could refill it's pockets with more nades and ammo to continue with the flush instead of running out of nades and flashes and being forced to either let time run out or rush into a heavily camped area.

This was in delta force landwarrior. It made for some fun because if spawns were on you could switch to a support weapon to cover your spawn then back to the dump for another weapon to move on with.

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Lots of insertion zones to go along with the random insertions.  GR1 had 4 insertion zones on each map for LMS games.  8 or more would be awesome.

you want tactical team game,, but prefer to Land man standing Just play DM with NO respawns, DONE

Capteenix, you are no fan of no-respawn you have stated that. Do you ever think about what you write?

If you play DM with no respawns, what prevents you from winning the game by simply eliminating the other team and ignoring the DM rules? Domination is about controlling zones, when you have respawns then you concentrate on aquiring real estate, not wiping out a renewing enemy. With no respawns, you now don't really have to bother with the zones, you just eliminate the other team. Since this mode is set up w/ tactical points rewarded for control of supply lines, you never really get access to decent weapons because you are simply killing the other team quickly. Point here is, DM won't work with no respawns. In 4 years of matching on GR, I don't think I ever played one match w respawns on. I enjoy respawns in fun games, (seige and command and conquer) but nothing personally gets my adrenaline flowing like a one-life, death in an instant game like lms.

I won't tell you how to play multiplayer, quit telling us please, and think before you type.

Now on with the topic at hand. There are a lot of good suggestions, basically what I would like is the GR1 options with a little better server info and admin control. Things like Iggy suggested - the match info packet; and stuff like the ability to boot or move players, even in game.

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Lots of insertion zones to go along with the random insertions.  GR1 had 4 insertion zones on each map for LMS games.  8 or more would be awesome.

you want tactical team game,, but prefer to Land man standing Just play DM with NO respawns, DONE

Capteenix, you are no fan of no-respawn you have stated that. Do you ever think about what you write?

If you play DM with no respawns, what prevents you from winning the game by simply eliminating the other team and ignoring the DM rules? Domination is about controlling zones, when you have respawns then you concentrate on aquiring real estate, not wiping out a renewing enemy. With no respawns, you now don't really have to bother with the zones, you just eliminate the other team. Since this mode is set up w/ tactical points rewarded for control of supply lines, you never really get access to decent weapons because you are simply killing the other team quickly. Point here is, DM won't work with no respawns. In 4 years of matching on GR, I don't think I ever played one match w respawns on. I enjoy respawns in fun games, (seige and command and conquer) but nothing personally gets my adrenaline flowing like a one-life, death in an instant game like lms.

I won't tell you how to play multiplayer, quit telling us please, and think before you type.

Now on with the topic at hand. There are a lot of good suggestions, basically what I would like is the GR1 options with a little better server info and admin control. Things like Iggy suggested - the match info packet; and stuff like the ability to boot or move players, even in game.

Good points, I would also like to see a server option where you can have an Auto-kick or auto block feature for players who have really high pings. Also, the ability to see players pings while in game, instead of just pregame. An auto-kick feature would also work well for Tkers. Nothing worse than joining a game without a host and having a "team" of tkrs ruining the fun with no way to ban them. :wall:

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We keep hearing that the maps are bigger than GR1 had, including lots of nooks and crannies to hide in. I played 5 min no respawn for a couple years, but I'm wondering if that won't work well in GRAW.

So:

1) Make time more scaleable, so that a server could have a 7 minute timer if one wanted it (5 was too short, 10-15 too long).

2) How about a grid hint by cross-com if a team heavily outnumbers the other. Say you have 4 peeps searching for 1 camping idget on a fat map, wasting 27 players time for the next 7 minutes. So server would say "Opfor spotted in F5 block". I.E. the "locals" squeal on the minority team. Server side option of course.

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i don't know how much this appeals to anyone else but....

i'd like to see an ammo dump in the spawn. if you can make it back to it in a match you can change up weapons, reload on ammo, grab more grenades, etc. durring a match. this idea might promote camping at the start but at least the team that is trying to flush out the camping team could refill it's pockets with more nades and ammo to continue with the flush instead of running out of nades and flashes and being forced to either let time run out or rush into a heavily camped area.

there was a team on the top of clanladder for a long time in RVS who's stategy was to camp the spawn every time and force you to try and flush them out. this was the entire team mind you. matches took hours....

Wouldn't this lead to people sitting right on top of the ammo dump and spamming with their grenade launcher?

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We keep hearing that the maps are bigger than GR1 had, including lots of nooks and crannies to hide in.  I played 5 min no respawn for a couple years, but I'm wondering if that won't work well in GRAW. 

So:

1) Make time more scaleable, so that a server could have a 7 minute timer if one wanted it (5 was too short, 10-15 too long).

2) How about a grid hint by cross-com if a team heavily outnumbers the other.  Say you have 4 peeps searching for 1 camping idget on a fat map, wasting 27 players time for the next 7 minutes.  So server would say "Opfor spotted in F5 block".  I.E. the "locals" squeal on the minority team.  Server side option of course.

If you want TDM style play with a grid hint... why not set up a server with domination, no spawns and high starting points? Then you have the hud telling you when there's an enemy in the zone you're in and it's just a matter of tracking the last enemy down zone by zone and once someone's found the right zone, calling the rest in for backup.

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