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New Game Modes for Infiltration

Discussion in 'General Infiltration Discussion' started by Psychomorph, Apr 11, 2006.

  1. Lemon.fr

    Lemon.fr SkaarjFruit

    Oct 28, 2003
    Likes Received:
    Ok, so lets call it "enhanced DTAS", using the INI you can spawn a laptop instead of a flag, and spawn an extraction point somewhere (close to random attackers base) and no player respawn.
    Last edited: Apr 13, 2006
  2. Burger

    Burger Lookin' down the iron-sights...

    Aug 9, 2004
    Likes Received:
    How about Domination with 5-8 second holding times? Instead of just running through an invisible object hovering in the air...
    And yes, I said domination.
    waiting for the sticks and clubs...
    Last edited: Apr 13, 2006
  3. Psychomorph


    Apr 21, 2003
    Likes Received:
    No, serious guys you are right, nobody will want to play these game modes.

    @geogob (specifically sort of, cuz long and... specific):
    Just to clarify my point, about what I had in mind. You say these game modes are almost a TC, I was just thinking about using the DTAS flag principe.
    I can't say for sure if this can be done that way coding wise, but the loooong text below explains it.

    Sabotage Game Mode (SF)
    The opposite team spawns in an area as it does in inf usually, they also spawns a sort of invisible flag, or just one player set it, like a player set a DTAS flag usually.
    This flag is not visible to the players, but defines an area, the "Security Area" This area can have a 40 meter radius, less or more, can be different for different map sizes also.
    Byside this, another invisible flag spawns randomly inside this target area, called "Target Point". That flag has a small radius, like 2, or 4 meters.

    Opposite Team:
    The team has to guard the "Security Area", they see the center of the area marked in the compass (just like you have the flag marked in the compass in DTAS).
    They is no distance meter, you just have the message at the bottom left of the screen. In DTAS it says "in range", but here it simply draws a "Security Area" message.
    If you leave the area, you have no distance meter, but can find the area by the compass mark, once you move into the area, the message "Security Area" appears again.
    You always will know what you have to secure, but you have no idea about the "Target Point", because the opposite team can't know the SF's target.

    SF Team:
    The SF team knows about the "Target Point", they have it marked in the compass, also have a distance meter.
    They do not see the "Security Area" mark, nor the message, but the area around the "Target Point" can potentionally be the guarded "Security Area", so at 80-50 meters near the target they have to move more careful, because they know they move into the enemy zone.
    Once they come to the maked "Target Point" area, a message in the bottom left appears telling them "Target Point". That's the point where the bomb can be set.
    Once bomb is set (quiet, not with peep sounds that you can hear over miles) they move back (or forth, the extraction zone can be on a totally different map point).
    At a save distance of 20 meters and a maximum remote range of 40 meters, the bomb can be blown up.

    The "Target Point" can be just flat ground, use your imagination, because it can be a camp under the ground. Someone saw the Clancy based movie "Clear and Present Danger"? The SF's found a big drug labour under the ground, they drop a bomb there and it destroyed the whole area of 15 meters.
    If the "Target Point" spawns randomly near a building, than this building could be the target. They are no limits.


    Hostage Rescue
    In case of the Hostage Rescue thing. The tangos spawn, with them the hostage.
    The hostage sets also an invisible flag, this flag defines the hostage savety area ("Hostage Area") where the tangos wont (can't) kill the hostage.
    If the hostage moves away from it (about 5 meters range) it can be killed by the tangos, as a penalty for escape, so the hostage better don't move.

    They have the "Hostage Area" marked in the compass, no distance meter, no message, they just know where the direction is (it is always a room, means the hostage has to keep beeing there).
    The tangos know the "Hostage Area" because they put the hostage there and know where it have to keep. The area have to be marked, because not every tango will spawn there and he knows the room allready and tango players have no need to ask those who spawned exacly near the hostage.

    They have the "Hostage Area" mark in the compass to find the hostage.

    The hostage has the mark in the compass too, but no further info.
    SF's can kill the hostage always, even if it is inside the "Hostage Area" (only tangos can't).
    Once the SF's reach the "Hostage Area" the invulnerability of the hostage disappears (point still marked in tangos compass) and it can be killed by everyone. Exactly because of this, the hostage has to react realistic and crouch down and hide behind cover untill the SF's clear the room. The SF's have to be careful too not to shoot the hostage.
    The hostage have to folow the SF's to the extraction point then.

    Just like the specialist in the "specialist game type", the hostage is part of the SF team and is marked with a flag in the score table. The difference is only that the hostage spawns with the enemy team.
    Just like the specialist or the fox (in fox hunt) the hostage is defined randomly.

    As for the question why the hostage player have to cooperate and not just run away and beeing killed to end the round, just out of fun. The round will not end, so the dead hostage player have to spectate instead to actively play, so he will try to cooperate and be save in the "Hostage Area" until he can escape with the SF's.
    If someone doesn't want to be a hostage, the round can be restarted via vote to randomly define another hostage.

    Ok, long post short sense, that's just how I thought about creating these modes, using the DTAS flag principes.
    The question only is, if all these aspects can be coded that way? Most definitely yes (see DTAS for range, compass mark and message in bottom left), but the specific things, like the invulnerability of the hostage toward tangos, but not SF's at the same time, is another story. I'm not the one who can answer that.

    But as said, you guys are right, nobody will want to play these game modes. It's just INF. INF stays INF. The (few) INF players stay INF players too.
    Last edited: Apr 14, 2006

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