Tremulous Forum

Community => Mod Ideas and Desires => Topic started by: Plague Bringer on April 08, 2007, 04:31:54 pm

Title: Mod Idea - Juggernaut
Post by: Plague Bringer on April 08, 2007, 04:31:54 pm
Here's the idea:

At the start of the game, a Juggernaut is chosen from each team. It could be random, could be the first dretch/rifle to spawn, whatever. The Juggernaut has 1.5x speed and/or 1.5x damage. The Juggernaut is colored differetly or has an aura so you can tell it apart from other players. Juggernauts gives 2x the evo/credits it would give if it was a normal player of that class or with that equipment when it is killed. Each time a Juggernaut dies (whether it be by world, tk, enemy or suicide another one is chosen at random (no builders are chosen). Everything else stays the same, no new weapons/classes/buildables or anything, just normal Tremulous gameplay but with a twist.
Title: Mod Idea - Juggernaut
Post by: Lord Baxter on April 08, 2007, 04:42:26 pm
sounds good, who's going to make it?
Title: Mod Idea - Juggernaut
Post by: Plague Bringer on April 08, 2007, 04:49:16 pm
Risujin :P

Lol, any experienced modder that shows intrest in this.
Title: Mod Idea - Juggernaut
Post by: f0rqu3 on April 08, 2007, 05:05:03 pm
most probably risujin
he may clone another UT game type for us
Title: Mod Idea - Juggernaut
Post by: Risujin on April 08, 2007, 05:39:06 pm
Quote from: "Plague Bringer"
Risujin :P

Quote from: "f0rqu3"
most probably risujin
he may clone another UT game type for us

Hey! I don't code up every mod idea that comes along! :x

...

A UT game type you say? Go on....
Title: Mod Idea - Juggernaut
Post by: Plague Bringer on April 08, 2007, 05:48:15 pm
Quote from: "Risujin"
Quote from: "Plague Bringer"
Risujin :P

Quote from: "f0rqu3"
most probably risujin
he may clone another UT game type for us

Hey! I don't code up every mod idea that comes along! :x


Yes, but we love you :P

And your mods.

MORE DOMINATION! BWAHAHAHA....
hehe
Title: Mod Idea - Juggernaut
Post by: Thorn on April 08, 2007, 06:18:25 pm
Hey, a semi-good idea from Plague Bringer.
Title: Mod Idea - Juggernaut
Post by: Plague Bringer on April 08, 2007, 06:20:44 pm
Thanks Thorn~!

oooh...squiggly....

>_< ~~~
Title: Mod Idea - Juggernaut
Post by: techhead on April 08, 2007, 07:29:45 pm
Ahh, another classic game-type adapted to Trem.

At the beginning of the game, either give it to a random player, or give it to the first kill of the match. If the juggernaut dies via suicide/building, then a random player on the enemy team is selected.
Title: Mod Idea - Juggernaut
Post by: Plague Bringer on April 08, 2007, 08:13:11 pm
I say it's a Juggernaut for each team, to keep it balanced.
Title: Mod Idea - Juggernaut
Post by: Raytray on April 08, 2007, 08:21:51 pm
Sounds fun.  Though, 1.5... how about 1.25, or some other number that wouldn't make luci insta-gib a tyrant.
Title: Mod Idea - Juggernaut
Post by: Plague Bringer on April 08, 2007, 08:26:11 pm
Hehehe.

 :tyrant: : OMG HAX! 75 hp after 1 SHot OMGZ!!
 :battlesuit: I'm the Juggernaut, bitch!
Title: Mod Idea - Juggernaut
Post by: ShadowNinjaDudeMan on April 08, 2007, 08:31:30 pm
:overmind: = And Im both of youze Momma, so go off to bed now! No reading!
 :battlesuit: = Yes Mom...
:overmind: = You too!
:tyrant: = Ok...
Title: Mod Idea - Juggernaut
Post by: Risujin on April 08, 2007, 08:33:08 pm
Work out the details guys:

1) How is a juggernaut labeled? Quad-damage aura?
2) Does each team have a juggernaut?
3) Whats to stop juggernaut kill whoring?
4) What game is this from? I don't remember this being in UT...

EDIT:

Need to prevent people grabbing Juggernaut and camping in base with a lasgun. Perhaps Juggernaut works like a rune, you drop it if you return to base or die. Tremulous Lithium anyone? xD
Title: Mod Idea - Juggernaut
Post by: ShadowNinjaDudeMan on April 08, 2007, 08:34:53 pm
Quote from: "Thorn"
Hey, a semi-good idea from Plague Bringer.


I could form a strong case against that motion Thorn...
Title: Mod Idea - Juggernaut
Post by: Plague Bringer on April 08, 2007, 08:52:01 pm
Quote
1) How is a juggernaut labeled? Quad-damage aura?

A colored aura, a different skin color, various markings on the body of said Juggernaut.
EDIT: Glowing red eyes, wings, devil tail, etc, etc. x,x


Quote
2) Does each team have a juggernaut?

Preferably.


Quote
3) Whats to stop juggernaut kill whoring?

Perhaps, since the Juggernaut deals more damage it can be slowed down every time it makes a kill?


Quote
4) What game is this from? I don't remember this being in UT...

I got the inspiration from Halo: Combat Evolved's Juggernaut game mode (or is it oddball).


Quote
Need to prevent people grabbing Juggernaut and camping in base with a lasgun. Perhaps Juggernaut works like a rune, you drop it if you return to base or die. Tremulous Lithium anyone? xD

Juggernauts can have a damaging aura that expands and damages their team's structures if they're in base for too long. It can start expanding at 60 (+/-) seconds.  To prevent them from just stepping outside for a moment and returning, there could be a 20-30 second cooldown before the aura dissapears. This damaging aura would have less effect if said Juggernaut's team is behind a stage or two, and more effect if said Juggernaut's team is ahead a stage or two.


Oh, and ShadowNinja, bite me >_<
Title: Mod Idea - Juggernaut
Post by: f0rqu3 on April 08, 2007, 09:50:32 pm
search for ut2004 mutant mod
Title: Mod Idea - Juggernaut
Post by: Odin on April 08, 2007, 11:32:10 pm
Why?

Tremulous isn't a game to be having common deathmatch mods. Tremulous needs more teamplay mods.
Someone needs to implement objectives.

Or, wait for 1.2!
Title: Mod Idea - Juggernaut
Post by: whitebear on April 09, 2007, 01:33:33 am
This is better for free-for-all deathmaches.
Objective based are made mostly by mapping.
I think "Heaven of relics" style mod for trem would be fun
Home page of it's (http://snow.prohosting.com/xdevs/xrelics/xrelics.htm)
That sure something that gives trem funny boost ^^
Title: Mod Idea - Juggernaut
Post by: Paradox on April 09, 2007, 02:16:34 am
Both team works together, and hunts down the jug.
Title: Mod Idea - Juggernaut
Post by: Risujin on April 09, 2007, 03:06:13 am
Quote from: "Odin"
Tremulous isn't a game to be having common deathmatch mods. Tremulous needs more teamplay mods.

Any teamplay mods besides objective?

Quote
Or, wait for 1.2!

Go have a peek at TJW's server, no objective gameplay in 1.2.

Quote
I think "Heaven of relics" style mod for trem would be fun

So many relics ... its like Lithium mod on crack! How could you make this Trem-specific?
Title: Play Modifier
Post by: player1 on April 09, 2007, 05:14:20 am
Quote from: "whitebear"
Heaven of Relics

Quote from: "Risujin"
How could you make this Trem-specific?


PowerUpGrades

PowerUps for Aliens
Strength, Speed, Endurance (all affect melee attack)

UpGrades for Humans
Reload, Tesla Cannon/Toggle Pack, Health/Armorboost (affect weapon, pack, health or armor)

for destroying enemy structures
Turrets, Teslas, and Telenodes
Acid Tubes, Barricades, and Eggs
first player to run through the acid splash damage or hot molten slag picks up the PowerUpGrade
Humans cannot use PowerUps (affect melee attack)
Aliens cannot use UpGrades (affect carried/worn item)

human structures give structure-specific powerup
alien structures give loadout-specific upgrade

for games over 60 minutes
during SD
SD over 10 minutes
callvote extendtime/reducetime >1
Title: Mod Idea - Juggernaut
Post by: Evlesoa on April 09, 2007, 05:48:07 am
So simple the idea...

Juggernaut is easy... Whoever kills it, becomes the new juggernaut and gets the bonuses... yeah easyy!!
Title: Mod Idea - Juggernaut
Post by: f0rqu3 on April 09, 2007, 05:55:09 am
make
team deathmatch -> mixed team deathmatch -> deathmatch -> mutant
ctf -> ctf rtf -> collect
bombing run
domination
onslaught
assault
incase I missed some
Quote
There are currently seven default modes of combat in Unreal Tournament 2004. Additional game modes may be added as development nears completion.

Assault (New in UT2004)
Assault mode returns! Redesigned for UT2004, this fan-favorite mode sees teams face-off to defend and attack fortified bases, from fast-moving trains, barreling across an arid alien desert to a Skaarj mother ship, poised to attack the human home world.

Onslaught (New in UT2004)
Onslaught mode takes team combat to the next level! Opposing teams are pitted against each other to capture and hold strategic points in order to attack and destroy the enemy power core. Taking place in massive outdoor environments, here is where vehicular combat comes into its own. Flying and driving machines take combatants to the frontline and gigantic mobile battle stations serve as a platform from which to launch devastating attacks.

Deathmatch
Players are pitted against each other in a balls-to-the-wall free-for-all. Anything goes. The one with the most kills wins.

Team Deathmatch
Join your teammates in the quest for battlefield supremacy. The team that kills the most enemy players is judged the winner.

Capture The Flag
Each level has two team flags. In order to score, one team must penetrate the opposing team's defenses, 'Capture the Flag' and return it to their home team's flag. If the flag carrier is killed, the flag drops to the ground for anyone to pick up. If your team's flag is taken, it must be returned before your team can take the opposing team's flag.

Double Domination
Each level has 2 Domination Points. In order to score, you must 'capture' each Control Point (by running over it) and keep them in your team's possession for 10 seconds. After scoring, the Control Points reset to neutral and will become available to Dominate again after another 10 seconds.

Bombing Run
Each level has one ball in the middle of the play field. The objective is to pick up the ball, deliver it to the enemy base and fire it through their goal. You must also defend your own goal to prevent the enemy from scoring. The ball is dropped when a player is killed and can then be picked up by anyone on either team.

Mutant
The player who makes the first frag becomes the mutant and is immediately equipped with all weapons, extra ammo, invisibility, agility and berserk. However, the mutant's health slowly decreases and can only be replenished by fragging other players. Once there is a "mutant," all other players are charged with hunting him down. Points are scored only by the mutant when they frag other players. As an optional twist, the player with the lowest score becomes the BottomFeeder -- he can frag other players who are not the mutant and receive points. As soon as his score isn't the lowest, a new player becomes the BottomFeeder.

Last Man Standing
This is similar to the Last Man Standing mode in the original Unreal Tournament. Players regenerate health when they frag an opponent. If a player stands in one place for too long, they will be revealed to other players as a camper and their location will appear on all opponent's displays.

Invasion
In this game type, players band together to defend against waves of incoming monsters -- including many of the monsters from the original Unreal. Players cannot respawn if they die during a wave, but as long as one player makes it to the end of a wave alive, everyone respawns for the next wave.


Quote
One Flag CTF
    In the middle of the map is a white flag which has to be brought to the enemies base

Overload
    In each team base is an obelisk which has to be destroyed

Harvester
    In the middle of the map is an obelisk which spawns a skull every time a player gets killed. Each player can collect several skulls and has to bring them to the enemies base


current gametype is overload :P
Title: Mod Idea - Juggernaut
Post by: Odin on April 09, 2007, 07:04:03 am
Quote
Any teamplay mods besides objective?
Objective is seriously the coolest mod ever. You do something different every map.
Title: oh, your idea...
Post by: player1 on April 09, 2007, 08:13:49 am
Quote from: "Evlesoa"
So simple the idea...

Juggernaut is easy... Whoever kills it, becomes the new juggernaut and gets the bonuses... yeah easy!!


Oh, yeah, on topic.

I like PB's original idea. Either first rifle/dretch or first killer on each team becomes Juggernaut. Human Juggernaut gets blue aura/skin/uniform/icon/powerup symbol. Alien Juggernaut gets red ditto.

Juggernaut power only works beyond your own team's build line (where there is no power or creep). The Juggernaut power starts with the two who were first awarded it. Either: A) there is an Alien Juggernaut, and only Aliens can pick it up when that player dies (and likewise a Human Juggernaut, which only Humans can pick up); OR, B) there are simply two Juggernauts in the game, and they are awarded to either the killer of the last Juggernaut or possibly the first person to run over the Juggernaut token/icon after the last Juggernaut dies.

The Juggernaut "power" could be increasing damage with every kill, especially per player. If you pick it up and get a kill, you get X1 or no damage multiplication. If you get a second kill without dying, you get X2 damage (you'd have say, a translucent, light-toned, team-colored aura). With your third kill without dying you'd get X3 damage (and your aura would stay team-colored, but get a darker shade, and more opaque). With your fourth kill as Juggernaut without dying, you'd get the fabled quad-damage, and get the super-shiny reflective skin (still team-colored: Human Blue and Alien Red).

Quad Damage would max out the Juggernaut damage power, and subsequent kills at Quad Damage level would even slow down the player's movement speed (1% for every kill at 4X damage). But for destroying enemy structures, you get your speed back (or health, as a tradeoff?) - say, 5% for every enemy structure destroyed, up to 110% max speed (and/or health?). The Juggernaut would reset at the death of the "Host" or "Carrier" (the person who is "It", i.e. the old Juggernaut). The next person to become the Juggernaut would then have to get kills to power up the Damage Multiplier and destroy enemy structures to get the speed/health boost again.

Thematically, the Juggernaut is actually a third race of creature, neither Human nor Alien, which can be symbiotic with either, and lives on conflict (actually these are the beings who started the Human/Alien War). Perhaps either an energy lifeform or what we would consider a paranormal being - a ghost. The dead player who was the Juggernaut could control the ghost until another player captures/kills it, or for a set amount of time.

Juggernaut TKs could be set to one of two modes: Friendly Juggernaut (Juggie TKs give evos/creds) OR Evil Juggernaut (no retribution). Of course, everybody will be trying to kill the Juggernauts, instead of playing Tremulous, and the Juggernaut's own teammates will be vying for that power, too. Makes the game much more King of the Hill/Team Runematch, but oh well. [I can't help about the shape I'm in. I can't sing, I ain't pretty and my legs are thin. Don't ask me what I think of you - I might not give you the answer that you want me to.]

Juggernaut damage to the Juggernaut's own team's structures do that much damage to the Juggernaut.

So Juggernaut power doesn't work in your own base (the kind that bonds with Humans is affected by power, but not by creep, and vice-versa). Damaging teammates or your own structures is penalized (causes self-damage or costs evos/creds). You get more power for staying alive with it, but kill-whoring is specifically penalized by loss of movement speed, while actually destroying enemy structures as Juggernaut is rewarded (with restored speed and/or health boost). Various degrees of translucency/opacity for effect/aura/skin to show degree of Damage Multiplication. If you kill a Juggernaut on your own team, you instantly explode (taking out anybody near you unexpectedly - You killed TEAMMATE Juggernaut!). Floaty, spinny, bouncy Human and Alien (or Universal) team-colored icon/token/ghost/skull/ball of light required, but not included with game.

OK, I hope I didn't overthink your cool idea and I think I addressed all of Risujyn's various points. Thoughts? Plague Bringer, what do you think?
Title: Mod Idea - Juggernaut
Post by: whitebear on April 09, 2007, 01:35:52 pm
I want to keep team play and team kills might become problem on the judgenaught game type (noobs backstabing team judgenaught)

If there is new gametype coming I hope it includes teamwork or pickup-powerups.

hold the flag or hold the point (with count down to win) would be probly simple enough to learn by n00bs and coding (as far as I know) not too hard.
Title: Mod Idea - Juggernaut
Post by: Plague Bringer on April 09, 2007, 03:35:55 pm
Tremulous was simpily not made for pick-ups. I still like my idea of the damaging aura the most, probably because it's mine though :P.

To prevent a thirst for power and tk's the next juggernaut is chosen at random whenever the current dies. No pickups. Ever.

2 Juggernauts on one team doing 1.2 - 1.5 damage? Can you say overpowered? Imagine two rants or two lucisuits, that's why I want a Juggernaut for each team, all the time, there should never be two on one team unless there's two on the other.

I don't like the idea of a damage multiplier each kill. Imagine a suicide saw Juggernaut with a quad damage aura! That's base ownage. Anyone with a luci would take down a rant in one fu***ng hit!
Title: Re: Play Modifier
Post by: Risujin on April 09, 2007, 10:03:13 pm
Quote from: "player1"
Quote from: "whitebear"
Heaven of Relics

Quote from: "Risujin"
How could you make this Trem-specific?
PowerUpGrades

player1, I think I owe you an apology. Over PMs I told you your idea wouldn't mesh with the game theme (and well it really doesn't!) but after seeing an implementation of it, frankly I think it could be very fun. :oops:

When we're talking about new gametypes we can assume the target audience are seasoned Trem veterans looking for a new twist. Their brains have already rewired to see bounding boxes in places of models so you can get away with breaking the theme a bit.
Title: Mod Idea - Juggernaut
Post by: Matt2k10 on April 09, 2007, 10:03:54 pm
The person who kills the juggernaut should get juggernaut status.

Maybe juggernauts can't wear bsuits? If someone were to kill the juggernaut in a bsuit, their bsuit would be changed to light armour+helmet and they get their 240 creds back.

Tyrants should be given a health decrease when they get the 2x damage bonus(max 300 maybe?).
Title: Re: Play Modifier
Post by: whitebear on April 10, 2007, 09:07:10 am
Quote from: "Risujin"
Quote from: "player1"
Quote from: "whitebear"
Heaven of Relics

Quote from: "Risujin"
How could you make this Trem-specific?
PowerUpGrades

player1, I think I owe you an apology. Over PMs I told you your idea wouldn't mesh with the game theme (and well it really doesn't!) but after seeing an implementation of it, frankly I think it could be very fun. :oops:

When we're talking about new gametypes we can assume the target audience are seasoned Trem veterans looking for a new twist. Their brains have already rewired to see bounding boxes in places of models so you can get away with breaking the theme a bit.

breaking the habit(?)
Why don't you just do something completely crazy like bubble gun that no-one agrees on. I'm sure that you'd become legend in seconds if you ain't yet.

Judgenaught could be pickup that killer of it could grab along but then again that is what relics are all about. 1 relic in middle of mach that makes the holder superior to all is pretty solo playing idea.
Title: Re: Play Modifier
Post by: Risujin on April 10, 2007, 05:14:46 pm
Quote from: "whitebear"
Quote from: "Risujin"
player1, I think I owe you an apology. Over PMs I told you your idea wouldn't mesh with the game theme (and well it really doesn't!) but after seeing an implementation of it, frankly I think it could be very fun. :oops:

When we're talking about new gametypes we can assume the target audience are seasoned Trem veterans looking for a new twist. Their brains have already rewired to see bounding boxes in places of models so you can get away with breaking the theme a bit.

breaking the habit(?)
Why don't you just do something completely crazy like bubble gun that no-one agrees on. I'm sure that you'd become legend in seconds if you ain't yet.

Actually I did make something no one agrees on. I don't think I'm becoming a legend (in a good sense...) anytime soon for it though.

I ported UT2k3's Heaven of Relics (http://snow.prohosting.com/xdevs/xrelics/xrelics.htm) to Tremulous. This is why I apologized to player1, because it's fairly close to his idea and probably even more out-of-theme. Problem is that, after playing a couple games I now realize that I was actually right in the beginning ... mods that break theme with Tremulous belong in a different game. Maybe if I'd made this for Warsow it would make sense but for Trem, it's just retarded.

However, I now have proof of this. Brave souls are invited to venture to "Risujin's Heaven of Relics mod" server. Bring a friend to frag or the relics won't spawn. Be warned though, this lolmod is just that, hardly worth the novelty. I have some screenshots (http://risujin.org/tremulous#relic).
Title: Mod Idea - Juggernaut
Post by: f0rqu3 on April 10, 2007, 06:40:31 pm
I said risujin would do it :D
Title: Mod Idea - Juggernaut
Post by: Plague Bringer on April 10, 2007, 08:16:09 pm
So, the original Juggernaut idea, no pickups. Juggernaut is chosen at random? Although I do like the idea of the Juggernaut's assasin becoming the new Juggernaut, that will lead to imbalance as:

1. One team will have the Juggernaut, and if the Juggernaut was good enough to kill the last Juggernaut, it's doubtful he'll die with the new powers.

2. If we have two starting Juggernauts (one human and one alien) then one team could end up with both, same situation as above but twice as bad for the loosing team.

A solution for 2. is perhaps the team with both Juggernauts stops recieving free credits/evos?

New problem arises.

Juggernaut Camping:

I had suggested a damaging aura that expands from the Juggernaut if he stays in base for too long, do you guys like this idea? If so, should it damage structures, players, both?
Title: Re: Play Modifier
Post by: player1 on April 10, 2007, 08:46:07 pm
Quote from: "Risujin"
Quote from: "whitebear"
Quote from: "Risujin"
player1, I think I owe you an apology. Over PMs I told you your idea wouldn't mesh with the game theme (and well it really doesn't!) but after seeing an implementation of it, frankly I think it could be very fun. :oops:

When we're talking about new gametypes we can assume the target audience are seasoned Trem veterans looking for a new twist. Their brains have already rewired to see bounding boxes in places of models so you can get away with breaking the theme a bit.

breaking the habit(?)
Why don't you just do something completely crazy like bubble gun that no-one agrees on. I'm sure that you'd become legend in seconds if you ain't yet.

Actually I did make something no one agrees on. I don't think I'm becoming a legend (in a good sense...) anytime soon for it though.

I ported UT2k3's Heaven of Relics (http://snow.prohosting.com/xdevs/xrelics/xrelics.htm) to Tremulous. This is why I apologized to player1, because it's fairly close to his idea and probably even more out-of-theme. Problem is that, after playing a couple games I now realize that I was actually right in the beginning ... mods that break theme with Tremulous belong in a different game. Maybe if I'd made this for Warsow it would make sense but for Trem, it's just retarded.

However, I now have proof of this. Brave souls are invited to venture to "Risujin's Heaven of Relics mod" server. Bring a friend to frag or the relics won't spawn. Be warned though, this lolmod is just that, hardly worth the novelty. I have some screenshots (http://risujin.org/tremulous#relic).


LOL'd

Can you leave that up for a couple of days? I have to take the MacBook in to have the SuperDrive fixed/replaced. All of those mods look fun.

TBH, I haven't played that much modded Trem. I was just responding to the idea of modding it with Deus Ex/UT/Q3a/Daikatana-influenced console-type arcade player levelups for the endgame. Just for certain conditions. When a game has gotten really long (over an hour), when it's already been Sudden Death for a while (SD +10 minutes), and when people start to call a lot of timevotes to distract from play (extendtime/reducetime callvote >2).

Also, Ris, would it be worth toning it down a bit, and making it dependent on destroying enemy structures, as well as making the PowerUps and UpGrades distinct and team-specific?

Maybe the Human Upgrades could also be structure-dependent (just Reload, Tesla Cannon, and Healthboost), just like the Alien ones (they'd be respectively, for destroying Acid Tubes, Barricades and Eggs). No icons or pickups required.

He who fires the final shot which destroys said structure gets the UpGrade (a one-time use which either reloads his weapon with some ammo, converts his weapon to the fabled Tesla Cannon, or gives him some kind of HealthBoost). The Tesla Cannon dies with the player, since Tremulous does not allow for battlefield pickups and dropped weapons or multiple carry, (beyond the blaster-and-one default). Reload would give you half of your total ammo, up to max carry. Tesla Cannon is the Lightning Gun. HealthBoost is half of total health up to full health (instant mini-medkit for destroying Egg). Tesla Cannon not available at Armoury, only awarded for destroying a Barricade/Trapper/Hive/Hovel (10 bp structure). Reload awarded for destroying an Acid Tube (for your weapon which is not your Blaster).

The Alien PowerUps would be awarded to the Alien player who destroys a Turret, Tesla or Telenode, whoever deals the final blow, again, no pickups or icons required, and woud be respectively: Strength, Speed, and Endurance. They could not be picked up by Humans (and Aliens cannot get Human UpGrades). Strength would give some added damage to the player's attack. Speed could either make the player move faster, or, ideally, make the player's reload time between melee attacks decrease - you could actually slash faster (dretches would have some kind of supersprint). Endurance would be akin to the HealthBoost in that you could either make the player invulnerable to damage for a certain period (Invulnerabilty) or have an additional armor value besides a health value (Shield) or you could simply make the player's health regenerate faster (Regen). Again, these would not be runes or icons, they would simply be a response by the Alien organism's hormones to the stimulus of having destroyed a structure. (echo: You destroyed a Turret. You have Strength!) These effects would be of short duration (say thirty seconds to three minutes) and again, no icons, he who destroys it gets the PowerUp.

Again, only in really long games, that are turning into a votefest, a campfest, or Rampage (I have nothing against Rampage, I just like variety). Only for destroying enemy structures (isn't that what Trem is all about?). What do you think of making it a little less over-the-top, team-oriented (we go attack their stuff, and we get new powers, it's a friggin' quest already, no-one can get two PowerUpgrades at the same time maybe so you might as well bring a buddy, it introduces RPG elements into RTS-oriented FPS).

The explication for the Human UpGrades is that the clones of Ked that are being telenoded to the battlefield have a built-in rewards system, using embedded nanite technology, which gives them a carrot for obeying the stick of their programming, under certain conditions (destroy stuff, get more bullets! destroy more stuff!)
Title: Mod Idea - Juggernaut
Post by: Plague Bringer on April 10, 2007, 08:52:33 pm
I'd rather rampage or extreme sudden death over pickups. As Risujin and I have said, pickups are not Tremulous style. One of the tings that attracted me to Tremulous was the lack of pickups. If you want a game like that, play Halo, or Unreal, or Quake.
Title: Oh yeah, about your idea...
Post by: player1 on April 10, 2007, 09:09:08 pm
On-Topic Mode Re-Engaged
Re: Juggernaut
OIC, well that way could be kewl, too.
First to spawn (or possibly, to kill) on each team becomes the Juggernaut.
Only one Juggernaut per team.
At the Juggernaut's death, modest Juggernaut powers awarded randomly to another player on same team (echo: You are the Juggernaut. Kill/Destroy! or The Juggernaut is dead. Long live the Juggernaut!).
Juggernaut powers, as originally suggested, somewhat modest (125% damage, 110% speed, 110-125% health/armor - times default, not in addition to).
TKing the Juggernaut only really of value on small servers (otherwise, one of your 13 to 26 teamates could be Juggernaut next).
Kill-whoring as Juggernaut wouldn't be wrong, it'd be your job. Tag, you're "It". Until you're dead, that is. Which will be soon, because friend and foe alike fear and envy you. (Your "Friendly" fire makes you a dangerous berserker). Get in the enemy base and open that can o' whoop-ass. The Juggernaut would be a TKing danger to his own team, in his own base (and probably catch a little "Friendly" return fire, too). Not to mention to his team's structures. One campy Jughead could ruin a team early.

Sorry about the double-post, I couldn't fit it all in one post. Talking about your idea and my idea, that is. I get the Juggernaut idea, now. Sorry to muck about with it.

Edit: Off topic - I was off double posting. Sup, Plague Bringer? Yeah, I would say no pickups required, if you destroy the structure, you get the ability. No icon, tokens, pickups, glowing balls of light, etc. He who destroys it get rewarded for doing so. Either one-time, or very briefly. Only during games that are already devolving or really long.

On topic - Likewise no pickups for Juggernaut. Agreed. Randomly assigned to living player on same team (or maybe next player to spawn?).

So Juggernaut (which allows one player per team to be Superman) is cool, but PowerUpGrades (which allows your whole team to be the Avengers) is not Tremlike enough for you?
 
PowerUpGrades encourages teamplay, and destroying enemy structures. Juggernaut encourages one player per team to go berserker. Even providing cover and support for Conan the TeamKiller is a pretty hard job. Any stray attack is deadlier, and the player is moving faster, and harder to kill (if you give armor/health boost).

It is a cool idea, though. I just don't see how's it's any more "thematically correct". I did provide you with a nice backstory tie-in though. How'd you like that? What, no "ty"? We pl0x pr0xies have to stick together. Brother....

As for the go-play-this-or-that game remark which gets tossed around so much, people who say it probably shouldn't be starting threads about modifying Tremulous. One could just as easily reply "Go play whatever game you got that Juggernaut idea from" and that would just be counter-productive, now wouldn't it? Offered in the spirit of plox-brotherliness. Brother....
Title: Mod Idea - Juggernaut
Post by: f0rqu3 on April 10, 2007, 09:23:42 pm
Quote from: "Plague Bringer"
I'd rather rampage or extreme sudden death over pickups. As Risujin and I have said, pickups are not Tremulous style. One of the tings that attracted me to Tremulous was the lack of pickups. If you want a game like that, play Halo, or Unreal, or Quake.

I watched you playing q3; you fail at picking up pickups
Title: Mod Idea - Juggernaut
Post by: Plague Bringer on April 10, 2007, 09:30:27 pm
I have never played Quake, I am also awaiting many flames.

It's the whole pickup part of powerupgrades that's just plain not Tremulous style IMO. Also, I just dont like the idea of powerupgrades, that's just me though, alot of people seem to like it. I dont see why Juggernauts would be TK'd or get TK'd any more then other players though, it'd be like TK'ing a lucisuit if the rest of your team is riflemen.
Title: Mod Idea - Juggernaut
Post by: player1 on April 10, 2007, 09:45:33 pm
Quote from: "Plague Bringer"
I have never played Quake, I am also awaiting many flames.

It's the whole pickup part of powerupgrades that's just plain not Tremulous style IMO. Also, I just dont like the idea of powerupgrades, that's just me though, alot of people seem to like it. I dont see why Juggernauts would be TK'd or get TK'd any more then other players though, it'd be like TK'ing a lucisuit if the rest of your team is riflemen.


I don't get your lucisuit if you die. On a small server, say 4-5 players per side, if you die, my chances of becoming Jughead are pretty good. Also, hanging around with a luci in base is generally not recommended. And that lucisuit better watch out if the rest of his team are riflemen. They fry pretty easy.

Edit: and no pickups would be required for PowerUpGrades. You destroy it, you get a benefit. You don't have to run over anything.
Title: Re: Play Modifier
Post by: Risujin on April 10, 2007, 11:42:05 pm
player1, you have officially beaten me for title of "Most Verbose Tremulous Player".

Quote from: "player1"
Can you leave that up for a couple of days?

Sure. It has a stability bug but its running on my home server. Look for "Risujin's Heaven of Relics mod" or poke me on IRC if its down.

Quote from: "player1"
Also, Ris, would it be worth toning it down a bit, and making it dependent on destroying enemy structures, as well as making the PowerUps and UpGrades distinct and team-specific?

The way to make it a better mod would be to heavily tone it down and turn them into some kind of objective reward. (I killed an egg -> Im probably egg-hunting granger-spam -> I get a relic that helps me do this, haste or something).

Basically it would be the old Q3 awards (remember "humiliation!" etc?) but they boost you somehow and they're dropped or given to you when you do something useful to your team (i.e. you repair more than x damage points, you earn a Builder relic or something).

I don't think just that would make it a mod worth playing though.

Quote from: "player1"
No icons or pickups required.

The pickups arent a big problem. They aren't thematically correct but they give you a choice, "Do I want this pickup?" ... sometimes the answer is no!

The only issue we had in Relic mod was spawning too many of them. If you spawn one per kill its fine, but three and you can't get to the one you want.
Title: Mod Idea - Juggernaut
Post by: Risujin on April 11, 2007, 12:11:09 am
Probably the one question this thread has failed to address is, why Juggernaut? The mod has to fit into existing Tremulous gameplay and accomplish a function that is needed now or replace an old function.


Here are some options --

Juggernaut is its own team

The Juggernaut gets a new model and weapon (think Predator) or is just a boosted version of whatever you were before.

Juggernaut wins at timelimit: The Juggernaut's goal could be to keep either team from winning.

Juggernaut wins when both teams are dead: When one team is dead, place that team on the opposite side and its all vs the Juggernaut, the Juggernaut loses if it dies.

Single Juggernaut

Kill the Juggernaut to become the Juggernaut. The Juggernaut's strategy is to either kill whore, camp, or both.

Anti-camp measure: Juggernaut is harmful to his team inside the base. A radiation aura harms everything around the Jug. This is interesting because it prevents camping by having one player always outside of the base.

Each team gets a Juggernaut

Killing the opposing team's Juggernaut will NOT give you Juggernaut status (unless perhaps if it steals your own team's Juggernaut and gives it to you).

Juggernaut is a prize: The player with the most kills, or highest accuracy, or highest razes (killed buildings) gets Juggernaut.

Anti-camp measure is still necessary.
Title: Mod Idea - Juggernaut
Post by: Plague Bringer on April 11, 2007, 12:16:29 am
Quote from: "Risujin"
Each team gets a Juggernaut

Killing the opposing team's Juggernaut will NOT give you Juggernaut status **(unless perhaps if it steals your own team's Juggernaut and gives it to you).**

Juggernaut is a prize: The player with the most kills, or highest accuracy, or highest razes (killed buildings) gets Juggernaut.

Anti-camp measure is still necessary.

This is the original idea I was going for.
Single Juggernaut could lead to higher imbalance due to stage imbalance. On the other hand it could lead to higher balance, but the negative outweighs the posotive because if there is a stage imbalance, it will be harder for the weaker to get Juggernaut status, and easier for the stronger to get/regain Juggernaut status.

**I do not like this idea. It could easily lead to TK wars and TB wars.**
Title: Re: Mod Idea - Juggernaut
Post by: Shadowgandor on February 19, 2008, 02:51:41 pm
Bump, for the sake of me searching first if the idea I had was already written down. I like this :)
Title: Re: Mod Idea - Juggernaut
Post by: whitebear on February 19, 2008, 03:08:08 pm
I think it was discussed to the bitter end. No one wants tk wars when there is opposing team to worry about.
Title: Re: Mod Idea - Juggernaut
Post by: Shadowgandor on February 19, 2008, 05:07:18 pm
Well, I for one would like  a mode like this. Maybe even make the juggernaut immune for TK?
Title: Re: Mod Idea - Juggernaut
Post by: player1 on February 19, 2008, 10:54:00 pm
Yeah, this idea died down a bit.

@PB: I'd take the most viable options raised and do a little mini-poll, I don't think we ever got any kind of community consensus on the answer to the question Risujin posed.

Also, I just realized that this might make a cool addition to the Research Idea, as one of the techtrees for either faction. It would also tie in nicely with that individual player FF discussion, as perhaps that would be the solution: on servers with FF on, Juggernaut FF would be limited by some agreed-upon factor (your attacks would be nerfed when damaging your own team, and strengthened when attacking the other team). The player with the most kills gets to be Juggernaut once that techtree is fully researched (or they can decline, and it devolves to the next best killer). Then the team will have chosen to utilize the technology, or they can choose not to, if they wish.

This is going to sound weird, but maybe instead of regular Tremulous weapons and classes being what is being researched, the "Research" mod would instead have separate techtrees, in addition to regular gameplay. If you are really good, you can put your spare evos or cred into research instead of share/donate/overflow, and instead of boring old killwhoring with the same old weapons and lamer teammates, now you can invest in technology. The only catch is that the people who put in the most cash dictate what tech the team gets, but they deserve it, and maybe they would have to get a 2/3 vote passed to utilize a fully researched Juggernaut that they personally financed (or somehow limit abuse, depending on who spent how much; maybe one player can never fully research one technology on his own).

Let me know. Wild brainstorming on a Tuesday afternoon, but it seems more like a part of a mod, than a mod all by itself.

Cheers!
Title: Re: Mod Idea - Juggernaut
Post by: techhead on February 20, 2008, 01:50:22 am
Version B of juggernaught could give each team a unique class, a gloom-like Mech for Humans and a large Über-Tyrant class for aliens.
Title: Re: Mod Idea - Juggernaut
Post by: Critters on February 20, 2008, 02:25:45 am
Here's the idea:

At the start of the game, a Juggernaut is chosen from each team. It could be random, could be the first dretch/rifle to spawn, whatever. The Juggernaut has 1.5x speed and/or 1.5x damage. The Juggernaut is colored differetly or has an aura so you can tell it apart from other players. Juggernauts gives 2x the evo/credits it would give if it was a normal player of that class or with that equipment when it is killed. Each time a Juggernaut dies (whether it be by world, tk, enemy or suicide another one is chosen at random (no builders are chosen). Everything else stays the same, no new weapons/classes/buildables or anything, just normal Tremulous gameplay but with a twist.

You mean like in Halo 3?

That is very fun
Title: Re: I Stole Your Mod Idea
Post by: player1 on February 20, 2008, 05:15:14 am
@Plague Bringer: Check out this post (http://tremulous.net/forum/index.php?topic=7391.msg112469#msg112469).