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Game mode: Evolution


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Game Mode: Evolution

 

 

Gun Game (as known in Call of Duty games) or Combination Roulette or Evolution (basically other words for the same thing) can be implemented easily in this game. For

 

Here is how it works:

 

 

IN MATCHMAKING

 

Proposed setting is a Free-For-All with at least 20x Players in the map (more about what kinds of maps and examples have been written below). As an example, consider this situation: all players start from Wasp-Fire and protection modules aren't allowed. So, There are 20x Wasp-Firebirds. When battle starts, everyone fights. Whoever gets a kill advances to the next turret. So, for example, I made a kill with Wasp-Firebird, so my combination now becomes Hammer-Hornet. I now have to get a kill with this combo to advance to the next combo - Hunter-Ricochet and so on. Let's take a look at some specifics.

 

 

Advancement:

I will propose the following combinations each time someone gets a kill.

 

Wasp-Fire 

Wasp-Freeze

Hornet-Hammer

Hornet-Twins

Hunter-Smoky

Hunter-Ricochet

Viking-Thunder

Viking-Vulcan

Dictator-Striker

Dictator-Magnum

Titan-Railgun

Titan-Shaft

Mammoth-Isida

 

Basically, you need 14x kills to win the game. 

 

However, if you are killed 3x times in a row, you demote to the previous combination (you had before advancing to the current one).

 

Logically, the advancement follows the following scheme: very close quarters (Pistols) to close (Shotguns, SMGs), then forwards to close-to-mid ranges (small arms), then to mid-to-long ranges (ARs, Scoped ARs, Miniguns), next to a willful rocket system and long range weapons (E-Guns, Snipers) before ending on a exciting finale: the melee (being Isida).

 

 

Fund:

I will leave this point at the discretion of the developers, they can decide on the value algorithm themselves.

 

 

Maps:

Following maps (already in MM Battles) are perfect for such games:

 

Aleksandrovsk
Barda
Desert
Forest
Highways
Industrial Zone
Iran
Kungur
Magistral
Massacre
Osa
Parma
Red Alert
Rio
Serpuhov
Silence
Solikamsk
Wolfenstein
Yorkshire
 
I would also prefer the following maps to be included for this mode (not in MM Battles currently):
 
Madness
Lost Temple
Berlin
Dusseldorf
Deathtrack
Esplanade
Kolhoz
Novel
 
 
Important:
In MM Battles, your own gear will be used in the game. If you have Firebird M0, you will have to use Firebird M0. However, in Pro Battles, everyone will have standard M0-3 equipment based on the game level. This will encourage more players to buy equipment and create win-win situation for both themselves and the game.
 
Potentially, everyone could be granted a default 10-20% protective module and supply boxes will not drop. Everyone will be on Double Armor, but using other supplies will be impossible. In this case, a health regen system will be put in place so that if you have just survived a fight, you can regain health. Although on the other hand, you could also have a system where you would need to use your own Repair Kits to gain health. Strategy will be the key for this mode!
 

 

IN PRO BATTLES

 

Blah blah blah... just kidding.

 

Majority of the stuff remains the same with Pro Battles too, except for the following points:

  • In these, you can create an EVL game on any map, however, it will not be possible to create this mode in tiny maps, for example Duel, Combe or Hill.
  • Potential for a custom set-up game where you could opt for close-range weapons only (which we up till Thunder), long range only (from Vulcan to Shaft) or random (any weapons from the start-finish) but all modes will always end with Isida).
  • Standard equipment for all players depending on the game level.

 

 

ORIGINAL IDEA:

 

- Order of Advancement -

 

This is the order in which turrets and hulls with advance:

 

Wasp-Firebird

Wasp-Freeze

Wasp-Isida

Wasp-Smoky

Wasp-Twins

Wasp-Thunder

Wasp-Vulcan

Wasp-Hammer

Wasp-Ricochet

Wasp-Striker

Wasp-Railgun

Wasp-Magnum

Wasp-Shaft

Hornet-Firebird

Hornet-Freeze

....

Hunter-Firebird

...

Viking-Firebird

...

Dictator-Firebird

...

Titan-Firebird

...

Mammoth-Shaft

 

Now, players can set the rounds. 1 round = 1 hull. So if you put 1 round, the first person to reach Wasp-Shaft wins. 2 rounds, and the first person to reach Hornet-Shaft wins. Similarly, if you put 7 (MAX) rounds, the first person to reach Mammoth-Shaft wins.

 

 

-Rank Limits -

 

We can split this into Ranks like all other current modes, but closer together so that the difference of M-level isn't much.

 

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- Configurations -

 

Starting Turret= Firebird

Starting Hull= Wasp

Paint= Any

Module=Protection Module "Zero"

MU= Off

Gold Boxes= Optional

Supply Boxes= Optional

Supplies= Optional

...= Optional

 

 

- FAQ -

A lot of players were showing concern over the aspects of this mode so I have created a little FAQ. Here are some of your most popular questions.

1. Does you turret or your hull demote in any way?

Yes, if you get killed 2 times consecutively (without you making a kill), your turret will demote. If you get killed 5 times consecutively, you hull will demote. Let's say I get killed and then I get killed again. I was on Mammoth-Freeze, so now, I will demote to Mammoth-Fire. But, then I get killed 3 times more, then I would demote to Titan-Fire.

2. Should there be a advancement effect every time you advance your turret/hull like that of ranking up?

No. Let's keep it simple. Every time you make a kill, you turret/hull quietly advances to the next one swiftly and smoothly.

3. Will you need to press a key to advance your turret/hull every time you make a kill?

No. Every time you kill someone, your turret/hull just advances to the next one without the need of doing anything, or in other words, automatically.

4. How would the battle fund be split among the players?

Consider there are 10 players playing Evolution. Evolution [EVL] is just like DM. The higher a player is, the more battle fund he/she gets. What makes EVL different from DM is that, every time you get a kill, your turret/hull advances as shown above. So, higher the combination as shown above (higher the number of kills), the more fund a player gets.

5. What if someone has M1s at a higher rank? M1s can't possibly be competing with M3s.

That is why I may edit this post soon. Instead of a new mode, EVL could be a tournament. M1 people can apply for M1 EVL, M2 people for M2 EVL, and similarly M3 people for M3 EVL. M1s can apply upto M2 EVL Tournaments and M2s can apply upto M3 EVL Tournaments. MUs are not an option, so no need to worry about M4s.

However, if this gets implemented as a mode, with some skill, even M0s can get kills in M3 battles. I am sure that not a lot of people have M0/1s at + (Excluding me [:P] )

6. Should there be an amount of kills needed to advance to the next turret/hull every time you kill someone?

No. 1 kill = 1 advancement in turret/hull.

7. Is abusing this mode possible?

Unfortunately yes, this is just like DM. You can gather your friend and keep killing him to advance. But that is against the rules. You will get punished for that.

 

 

- Edit History -

 

 

Edit 1: Added complete information for advancing of turrets and hulls

Edit 2: Added Ranks

Edit 3: Added option for Gold Box

Edit 4: Added options for Supplies and Supply Boxes

Edit 5: Added new possible name Evolution

Edit 6: Added FAQ

Edit 7: Added Striker and Magnum

Edit 8: Reformatted and redesigned

 

 

- FAQ -

 

A lot of players were showing concern over the aspects of this mode so I have created a little FAQ. Here are some of your most popular questions.

1. Does you turret or your hull demote in any way?

Yes, if you get killed 3x times consecutively (without you making a kill), your combination will be demoted.

 

 

2. Should there be a advancement effect every time you advance your turret/hull like that of ranking up?

No, or yes. Simply respawning would be fine, but why not have an effect.

 

3. Will you need to press a key to advance your turret/hull every time you make a kill?

No. Every time you kill someone, your turret/hull just advances to the next one without the need of doing anything, or in other words, automatically.

 

4. How would the battle fund be split among the players?

Consider there are 10 players playing Evolution. Evolution [EVL] is just like DM. The higher a player is, the more battle fund he/she gets. What makes EVL different from DM is that, every time you get a kill, your turret/hull advances as shown above. So, higher the combination as shown above (higher the number of kills), the more fund a player gets.

 

5. What if someone has M1s at a higher rank? M1s can't possibly be competing with M3s.

Please read above for this matter.

 

6. Should there be an amount of kills needed to advance to the next turret/hull every time you kill someone?

No. 1 kill = 1 advancement in turret/hull.

 

7. Is abusing this mode possible?

Fortunately, Matchmaking is here to save the day. In Pro Battles however, it could end up being a very different story.

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[gmmd]
I like that. It basically means that the higher your combination is, the more people will be trying to kill you to prevent you winning, so it will make it very hard to get an easy win even for the biggest druggers and buyers.

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^ I like that. It basically means that the higher your combination is, the more people will be trying to kill you to prevent you winning, so it will make it very hard to get an easy win even for the biggest druggers and buyers.

Lol, I forgot to mention that drugs are optional. Edited.

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Topic split


 

Another thing that would make the game mode more interesting and skill-dependent is instead of automatically equipping the next combo when a player gets a kill, the player would have to stop and press a different key to initiate the upgrading process, which would have a unique animation similar to the one for ranking up. During that process the player would be helpless and anyone seeing the animation would be able to come and kill them to prevent them advancing, in which case the player would respawn with the same combo and have to get a kill again before "evolving".

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:D

 


 

I kinda agree, but too many players evolving at the same time would cause sub-standard machines to lag or possibly lag out but that is the fault of the user, and on the whole, that's a different thing.

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 too many players evolving at the same time would cause sub-standard machines to lag or possibly lag out 

Please don't use lag as a criticism for any idea. There is no guarantee that changing equipment will cause great lag (it's not like there's lag now because of it) and developers can always find ways to optimise any feature.

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another way to make this idea better is the amount of kills needed to reach the next turret grows when you reach the next hull. For instance with wasp you'd only need one kill to reach the next turret, for hornet you'd need two kills to reach the next turret, and so on

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another way to make this idea better is the amount of kills needed to reach the next turret grows when you reach the next hull. For instance with wasp you'd only need one kill to reach the next turret, for hornet you'd need two kills to reach the next turret, and so on

That would make the game too long. With every combination being included, that's 77 combinations and 77 kills the players need to go through. 77 kills is already more than the average number of kills the first place in a 15 minute DM battle gets.

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What about every few consecutive deaths with no kills?

If it was every time the battles would be  a bit one-sided, favouring the person who gets more kills quickly and leaving the rest out.

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Guys, you are missing quite a few points. You get killed 2 or maybe even 3 times in a row, you demote. I thought about that fund distribution, I'll edit this topic soon!

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I love the idea. My one question is this: Would everyone have the same level turret or hulls, or would you be stuck with whatever level you owned? Because if you were stuck with what you owned, you could be an m0 combo vs a m3 combo, and never advance. Also, multing would be very popular, as if your friend let you kill them, and advance levels than you would dominate.

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Topic split

 

Another thing that would make the game mode more interesting and skill-dependent is instead of automatically equipping the next combo when a player gets a kill, the player would have to stop and press a different key to initiate the upgrading process, which would have a unique animation similar to the one for ranking up. During that process the player would be helpless and anyone seeing the animation would be able to come and kill them to prevent them advancing, in which case the player would respawn with the same combo and have to get a kill again before "evolving".

I have played a MineCraft mini-game that has that feature, and it is insanely fun.  I would get addicted to this game mode immediately

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I have played a MineCraft mini-game that has that feature, and it is insanely fun.  I would get addicted to this game mode immediately

Let me take a wild guess and say... Mineplex? 

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You play minecraft? LOL XD

Umm... no... umm... my friend... I heard that my friend plays it and he was talking about this game on this server. I mean, why would I know about some minecraft mini-game? Hell naw!

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