hmm treasure hunt prelude to matches?
if this is so, maybe the artifacts should become more and more obvious as the time passes, so it doesnt get boring and turn into a team deathmatch game instead... also its not gonna be easy deciding where 'random' is without actually breaking the gametype by having an arti spawn down a chasm or on a top of a mesa where nobody can reach it, in ut2k3 and 2k4 you have botpaths which can be relied on as 'safe' places to drop something, but no such thing exists for xmp...
what i was thinking, is like, 2 fully functional bases where the teams have to breach through subsystem after subsystem, it doesnt have to be identical, just evenly matched... i guess its not gonna be easy to make a balanced level thats this complicated, but i'll keep on talking about it anyway...
like the artifacts power certain subsystems that belongs to your base, maybe one can come after another , or they can be taken independantly , but they all should serve some purpose of defending the capture machine and help your base actually look like a base... removing an artifact from one of them shuts it down , and retrieving the corresponding artifact re-enables it... you know, stuff ranging from stationary shields to auto turrets to 'radiant goodies' (like auto turrets, but shoots at your own team, and heals/gives ammo/shields instead of hurts) to security systems (continuously hacks panels in your base and maybe other stuff in your teams favour,if you take down your enemy's , deploy points and generators they own are half-hacked by the time you reach them, and your own stuff are harder to hack away from you)
maybe its a bad idea, but at least it encourages teamwork...
if this is so, maybe the artifacts should become more and more obvious as the time passes, so it doesnt get boring and turn into a team deathmatch game instead... also its not gonna be easy deciding where 'random' is without actually breaking the gametype by having an arti spawn down a chasm or on a top of a mesa where nobody can reach it, in ut2k3 and 2k4 you have botpaths which can be relied on as 'safe' places to drop something, but no such thing exists for xmp...
what i was thinking, is like, 2 fully functional bases where the teams have to breach through subsystem after subsystem, it doesnt have to be identical, just evenly matched... i guess its not gonna be easy to make a balanced level thats this complicated, but i'll keep on talking about it anyway...
like the artifacts power certain subsystems that belongs to your base, maybe one can come after another , or they can be taken independantly , but they all should serve some purpose of defending the capture machine and help your base actually look like a base... removing an artifact from one of them shuts it down , and retrieving the corresponding artifact re-enables it... you know, stuff ranging from stationary shields to auto turrets to 'radiant goodies' (like auto turrets, but shoots at your own team, and heals/gives ammo/shields instead of hurts) to security systems (continuously hacks panels in your base and maybe other stuff in your teams favour,if you take down your enemy's , deploy points and generators they own are half-hacked by the time you reach them, and your own stuff are harder to hack away from you)
maybe its a bad idea, but at least it encourages teamwork...
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