[Alpha] Different gamemodes

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UnKuT
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[Alpha] Different gamemodes

Postby UnKuT » 14 Jul 2015, 01:55

CM Version (alpha or Regular): Alpha

Summary (a quick, 2-3 sentence summary): Add more, different gamemodes other than always the same strict Infestation one.

Benefits (How this will benefit the server and game as a whole): Remove the repetitiveness factor that the server has

Details (Description of how you think this would work, the benefits, etc): (I don't know if this was already talked about or planned so apologies in advance if so) So I'll be honest, this server is amazing and provides an excellent gameplay experience given that it's different and provides much more action and excitement for marines due to its edgy Aliens based rounds. But I think the main problem that CM has is that it can get a little repetitive at times. Comparing to other servers, they all have a lot of possibilities to occur in just one round. It can be a syndicate round, a traitor round, a blob round, a malf AI round, a rev round... you get the point. This ensures that the player doesn't know what will happen in a round, or at least fully, which keeps things interesting. However in here everybody always knows what will happen. From a marine PoV for example, you simply wake up, get geared, get briefed, and then head to Nostromo. There you eventually find aliens and spend the rest of the round fighting them. And repeat. This is great don't get me wrong, but it's possible that it eventually gets tiring, which leads to players constantly looking forward to events, because besides being special admin run occasions, they are also different and unpredictable.

Implementation (Optional, if you have an idea how to implement it): While the above is a strong suggestion of mine, the following is more of an open discussion, as I'm not fit to know which gamemodes are best suited/able to be implemented, but I'll mention them anyway.

Aliens vs. Predator round: Yes I'm sorry for being this obvious already, but I heard some rumors here and there that the Predator would be added in Alpha. Again just a rumor, I don't know if it's true or not. But if it is, why not make this a default game mode? Or at least make it default with a lower probability to happen. Just have an option in the Setup Character tab that says "Be Predator" and you set it to yes or no, much like Alien or Survivor. Then a few players spawn as Predators. Again though I have no idea if this is easy to accomplish and to make the Predator class balanced, etc. Just food for thought though. EDIT: In order to prevent the Predators and Aliens from killing each other before marines even get to the planet, either add a rule for those two not to engage until marines arrive, or have Predators spawn rather far away from the Aliens with strict orders not to head to their Hive or explore, maybe even give them their own little spaceship?

Alien Isolation round: Now this one, despite not respecting the Colonial Marines title, I think would be an awesome type of round. You all already guessed it and probably know it better than me, it just consists of, instead of players spawning as Marines, they spawn as Scientists/Researchers/etc on the base map, and instead of multiple aliens, there is only one. To make it balanced the human players would have weaker weapons compared to marines but ofc could still overpower the alien in numbers, forcing him to be cunning and stealthy. Add a few objectives like sending a distress beacon/finding a spaceship/any way off the planet for the survivors, in a manner that eventually forces them to scatter so the Alien doesn't have a hard time picking them off, and we got a spectacular type of round. Also since the planet map is already bloody and desolate and looking like a disaster already happened then this round could also, RPly speaking, begin after the creature already broke loose and killed the majority of the facility, so mappers don't have to work around this issue. EDIT: Also to make sure the Alien isn't controlled by somebody who has no idea of what they're doing, ruining the round, maybe player statistics as xenomorphs could be tracked, and whoever has more kills/surviving time/overall best play ability would be suited and chosen for this. Or maybe being the Alien in these types of round are not a player choice but an admin choice? AKA one can choose to be the Alien themselves or choose a player specifically for the task. Finally if the player was to have to leave midround and go braindead, then the Alien spot should be possible to be transferred to another player already on the round on the fly.

Predator (Isolation?) round: Same as above pretty much, except instead of an Alien there's a Predator. Much more terrifying imo, knowing a hunter could be stalking you and hiding in plain sight at all times.

Predator round: Basically a normal round like we have right now, where Colonial Marines head down to the planet after a distress signal was sent, only instead of Xenomorphs they face a group of Predators. Again I can't go fully into detail as how this could be balanced as I don't have any type of knowledge on that whatsoever, but I still think it would be a great round while still being faithful to the Colonial Marines title.

Syndicate/Rebels/Pirates/Mutiny/etc round: I'm not particularly fond of these types of rounds, but a lot of other players are so I'll mention it. Basically when marines head down to the planet, instead of the usual, horrifying monster creatures they usually find, they simply find out that the facility was just invaded by "normal" terrorists, such as Syndicate, or that a mutiny happened, etc. Basically it makes the armed players fight other armed players. I guess it's good for a change, but it's not really my thing mainly because it's unusual for the CM server. But again a lot of you love these types of rounds, they used to be requested as events often so this should still be up to debate. EDIT: Combat Synthetics?

Necromorph round: I never played this type of round, not on this server, but I heard it was hosted as an event. Personally even if this goes against the Aliens lore I still think it's an spectacular idea. At least make it a very low chance to be a round type, or still leave it as an option for events. VERY RELEVANT EDIT:
► Show Spoiler


I had a few more round types in my head but I don't remember them now, will add them as I do though. Again the game modes above are a subject of discussion, while I think they would be very cool to be added I don't even know if it's even possible, would love it though. Also apologies if this was already discussed.
Last edited by UnKuT on 30 Jul 2015, 23:55, edited 4 times in total.
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Re: [Alpha] Different gamemodes

Postby 1138 » 14 Jul 2015, 02:33

Regarding the Syndicate or Rebels:

Possibly a five-six man team of not-so-angry but-really-evil infantry that spawn on the surface near the aliens? They're outfitted with more murderdeath gear, and their job would be to annihilate both the USCMC and the alien infestation. It'd be basically nuke ops, but, eh.

Just my idea.
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Re: [Alpha] Different gamemodes

Postby UnKuT » 14 Jul 2015, 03:13

Maybe, but it would take some time to balance everything and make sure that squad wasn't too OP. If that round type did happen though I personally think that team of five-six men should be, story-wise, a crew hired by Weyland Yutani to contain the accident and silence any witnesses, including the Colonial Marines.
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Re: [Alpha] Different gamemodes

Postby SecretStamos (Joshuu) » 14 Jul 2015, 05:09

I had the idea of throwing in a team of Weyland Yutani PMCs with a set of random goals. They're not strictly for or against the Colonial Marines, but their (classified) objectives could put them at odds. (IE if one of their goals was to destroy the Sulaco supermatter engine, steal some documents, capture all survivors)
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Re: [Alpha] Different gamemodes

Postby Felkvir » 14 Jul 2015, 05:33

Reasons why having predators as anything else than occassional antags for competent people is an extremely bad idea:

1. Unless we add enough shit to them, players are going to adapt to them very easily and they'll just become a nuisance.

2. They will die quickly/cause a major anti-climax.

3. Their reputation will go from secretive badasses, to a normal 'faction' that unrobust people can froth over. Game over man, game over.


No offense to unrobust people, but yeah.

Also, pretty sure there was a thread like this made. Or at least, i know i made a suggestion similar to this one.


The several running gamemodes idea is a distant plan with all the things dev team is working on atm if i had any idea, so iunno if we really should think of this at this moment in time.. Though we could do the same as with my thread and just necropost when it becomes more relevant, maybe


EDIT: found my thread, a bit relevant viewtopic.php?f=59&t=2637
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Re: [Alpha] Different gamemodes

Postby UnKuT » 14 Jul 2015, 11:42

Even if it seems distant I strongly suggest that it be prioritized somewhat even so. It would make the server much more interesting imo never knowing how a round is going down. Always the same strict type of infestation round can make players be on the server for only one/two rounds a day, understandably since there is no innovation or surprise.

Regarding the Predators... I can't comment, maybe you're right, or maybe devs have found a way to make them balanced and a very strong threat to the marines. I mean Predators are supposed to be badasses, but the AvP games are proof that they can be somewhat balanced while still being a very terrifying menace, right?

Either way I would just love to see it work. Maybe apply the idea of Alien: Isolation to Predators where only the most robust of players can be picked to play them. Or at the very least keep the Predator: Isolation idea given that would mean the Predator would be practically unkillable as instead of marines there would only be researchers with weak, low caliber weapons, and could only kill him if they really ganged up on him. Something difficult to do on such a large map.

EDIT: I checked your thread, and while it is an excellent idea I believe these gamemodes I mentioned would be easier and require less work to code in, so maybe there's still hope?
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Re: [Alpha] Different gamemodes

Postby UnKuT » 15 Jul 2015, 08:10

There was a Aliens vs. Predator round last night on the Alpha test, and it was the proof that it can work perfectly.
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Re: [Alpha] Different gamemodes

Postby coroneljones » 15 Jul 2015, 08:20

Reaper round?

ASSUMING DIRECT CONTROL!



As for other modes,they would be nice,but after a week people may get tired
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Re: [Alpha] Different gamemodes

Postby TopHatPenguin » 15 Jul 2015, 09:38

coroneljones wrote:Reaper round?

ASSUMING DIRECT CONTROL!



As for other modes,they would be nice,but after a week people may get tired


oh god not reaper events again, to be fair the sprites were great.
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Re: [Alpha] Different gamemodes

Postby coroneljones » 15 Jul 2015, 10:23

Mr. Penguin wrote:
coroneljones wrote:Reaper round?

ASSUMING DIRECT CONTROL!



As for other modes,they would be nice,but after a week people may get tired


oh god not reaper events again, to be fair the sprites were great.


Direct Intervension is required
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Re: [Alpha] Different gamemodes

Postby Juninho77 » 15 Jul 2015, 12:22

I like this. Lots of potential, though as Felk pointed out, a few tweaks will be necessary.
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Re: [Alpha] Different gamemodes

Postby MrGabol100 » 15 Jul 2015, 12:53

Felkvir wrote:Reasons why having predators as anything else than occassional antags for competent people is an extremely bad idea:

1. Unless we add enough shit to them, players are going to adapt to them very easily and they'll just become a nuisance.

2. They will die quickly/cause a major anti-climax.

3. Their reputation will go from secretive badasses, to a normal 'faction' that unrobust people can froth over. Game over man, game over.


No offense to unrobust people, but yeah.

Also, pretty sure there was a thread like this made. Or at least, i know i made a suggestion similar to this one.


The several running gamemodes idea is a distant plan with all the things dev team is working on atm if i had any idea, so iunno if we really should think of this at this moment in time.. Though we could do the same as with my thread and just necropost when it becomes more relevant, maybe


EDIT: found my thread, a bit relevant viewtopic.php?f=59&t=2637


Could start off with a bunch of human vs human rounds, no PMCs, unorganized rebels, a regular rogue army, etc...
Then move to aliens, second alien round is predators and aliens, then PMCs and then a round of a bunch of all at the same time.
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Re: [Alpha] Different gamemodes

Postby Felkvir » 15 Jul 2015, 13:39

Going to be honest here Gabol, that sounds awfully messy and i doubt that many would want something like that after the first time of trying it out despite how exciting it may sound..
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Re: [Alpha] Different gamemodes

Postby MrGabol100 » 15 Jul 2015, 14:02

Durp hurp
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Re: [Alpha] Different gamemodes

Postby UnKuT » 15 Jul 2015, 16:01

coroneljones wrote:Reaper round?

ASSUMING DIRECT CONTROL!



As for other modes,they would be nice,but after a week people may get tired

I think it would be much more difficult for them to get tired of several types of rounds that differ a lot from each other than they would from always the same one.
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Re: [Alpha] Different gamemodes

Postby LordeKilly » 15 Jul 2015, 16:33

+1. I remember on the old Sulaco with the cult rounds and how many times people got chopped up and slain for Nar'sie. But on a serious note, having a variety will give metagamers and people who expect stuff they shouldn't a slap in the face. I'd be perfectly ok with going down to the planet, finding nothing and turning out there is a changeling amongst us.
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Re: [Alpha] Different gamemodes

Postby TopHatPenguin » 15 Jul 2015, 16:35

Would be nice if we had a exploration round type or something like that.. where we investigate multiple planets/stations.
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Re: [Alpha] Different gamemodes

Postby UnKuT » 15 Jul 2015, 18:52

LordeKilly wrote:+1. I remember on the old Sulaco with the cult rounds and how many times people got chopped up and slain for Nar'sie. But on a serious note, having a variety will give metagamers and people who expect stuff they shouldn't a slap in the face. I'd be perfectly ok with going down to the planet, finding nothing and turning out there is a changeling amongst us.

Changeling round Now there is an excellent idea. Or maybe at least a normal Aliens round but with a Changeling thrown into the mix? The possibilities are endless.

Mr. Penguin wrote:Would be nice if we had a exploration round type or something like that.. where we investigate multiple planets/stations.

That would kinda give the mappers a little too much work though, I think.
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Re: [Alpha] Different gamemodes

Postby UnKuT » 27 Jul 2015, 13:30

Bump. Please read this thread.
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Re: [Alpha] Different gamemodes

Postby Rahlzel » 27 Jul 2015, 14:57

Nice ideas. Sticky'd.
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Re: [Alpha] Different gamemodes

Postby johners12345 » 27 Jul 2015, 15:26

UnKuT wrote:
LordeKilly wrote:+1. I remember on the old Sulaco with the cult rounds and how many times people got chopped up and slain for Nar'sie. But on a serious note, having a variety will give metagamers and people who expect stuff they shouldn't a slap in the face. I'd be perfectly ok with going down to the planet, finding nothing and turning out there is a changeling amongst us.

Changeling round Now there is an excellent idea. Or maybe at least a normal Aliens round but with a Changeling thrown into the mix? The possibilities are endless.

Mr. Penguin wrote:Would be nice if we had a exploration round type or something like that.. where we investigate multiple planets/stations.

That would kinda give the mappers a little too much work though, I think.


I remember when a changeling/Xenomorph round did occur. The marines had to rescue two representatives who turned out to be changelings.. Never got to see the end of the round but it was chaos..

I'm Neutral on this due to how we've always done Xenomorph rounds.. But it would be interesting to see some other round types be included Mins wizard since the wizard would just get robusted. A nuke ops would be interesting seeing as it would need more men to even the playing field But in theory could work. That is pretty much all I got.
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Re: [Alpha] Different gamemodes

Postby Surrealistik » 27 Jul 2015, 15:27

Cult rounds; Nar'sie confirmed as canon per the ruins. :p

Cult vs Marines vs Aliens clusterfuck.

Cult may not be able to convert Xenos, but it can soulstone them.
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Re: [Alpha] Different gamemodes

Postby Lostmixup » 27 Jul 2015, 17:54

I personally think it'd be great if the special mob rounds weren't just limited to events, and instead were mixed in with the standard CM mode. For the predator, as you said, we can just make it so that it doesn't appear that often, maybe once or twice every couple of rounds. Mixing in the other types would be great too because it'd promote more RP oriented styles along with other different play styles in general.
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Re: [Alpha] Different gamemodes

Postby Terminator541 » 27 Jul 2015, 23:54

I like the idea of an Isolation kind of gamemode, the only issue with it is that on a server that typically peaks from 50-60, and much more when running the Alpha, one xeno wouldn't really cut it as a threat, even if it is buffed as hell.

My proposition to make things a little more interesting would be to throw in synthetics among the crew who's objectives would likely involve the capture of the alien, and the elimination of all crew.
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Re: [Alpha] Different gamemodes

Postby UnKuT » 28 Jul 2015, 00:10

Terminator541 wrote:I like the idea of an Isolation kind of gamemode, the only issue with it is that on a server that typically peaks from 50-60, and much more when running the Alpha, one xeno wouldn't really cut it as a threat, even if it is buffed as hell.

My proposition to make things a little more interesting would be to throw in synthetics among the crew who's objectives would likely involve the capture of the alien, and the elimination of all crew.

Hmm you actually have an excellent point. I think your Synthetic idea is an excellent one to solve the problem though, what I suggest though to avoid metagaming is that the synthetics should always spawn with a random name, or if it's needed to step things up a notch altogether then in Isolation rounds there would be no such thing as static names, all the crew would start with randomized names. This way players wouldn't know this guy or that guy is a synthetic, and as a side note would originate mass paranoia which would make the round all that more interesting, knowing you can't trust anybody.

If Synthetics aren't an option then maybe there could be a antag faction, like survivors gone insane, rebels, or Weyland Yutani staff trying to "cover up" the incident? Just food for thought.
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