Author Topic: Mod Idea - Juggernaut  (Read 29398 times)

Plague Bringer

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Mod Idea - Juggernaut
« 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.
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Lord Baxter

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Mod Idea - Juggernaut
« Reply #1 on: April 08, 2007, 04:42:26 pm »
sounds good, who's going to make it?
quot;Unless you count the Chinese. But at this point, NOBODY can count the Chinese."

Known as Hydra ingame,
1227 apparently, can't change that now...

Plague Bringer

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Mod Idea - Juggernaut
« Reply #2 on: April 08, 2007, 04:49:16 pm »
Risujin :P

Lol, any experienced modder that shows intrest in this.
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f0rqu3

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Mod Idea - Juggernaut
« Reply #3 on: April 08, 2007, 05:05:03 pm »
most probably risujin
he may clone another UT game type for us

Risujin

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Mod Idea - Juggernaut
« Reply #4 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....

Plague Bringer

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Mod Idea - Juggernaut
« Reply #5 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
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Thorn

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Mod Idea - Juggernaut
« Reply #6 on: April 08, 2007, 06:18:25 pm »
Hey, a semi-good idea from Plague Bringer.

Plague Bringer

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Mod Idea - Juggernaut
« Reply #7 on: April 08, 2007, 06:20:44 pm »
Thanks Thorn~!

oooh...squiggly....

>_< ~~~
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techhead

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Mod Idea - Juggernaut
« Reply #8 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.
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Plague Bringer

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Mod Idea - Juggernaut
« Reply #9 on: April 08, 2007, 08:13:11 pm »
I say it's a Juggernaut for each team, to keep it balanced.
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Raytray

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Mod Idea - Juggernaut
« Reply #10 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.
}MG{Raytray

Plague Bringer

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Mod Idea - Juggernaut
« Reply #11 on: April 08, 2007, 08:26:11 pm »
Hehehe.

 :tyrant: : OMG HAX! 75 hp after 1 SHot OMGZ!!
 :battlesuit: I'm the Juggernaut, bitch!
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ShadowNinjaDudeMan

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Mod Idea - Juggernaut
« Reply #12 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...
My favorite player is Jesus, because everything is forgiven when he respawns.

NOM!NOM!NOM!

Risujin

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Mod Idea - Juggernaut
« Reply #13 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

ShadowNinjaDudeMan

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Mod Idea - Juggernaut
« Reply #14 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...
My favorite player is Jesus, because everything is forgiven when he respawns.

NOM!NOM!NOM!

Plague Bringer

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Mod Idea - Juggernaut
« Reply #15 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 >_<
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f0rqu3

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Mod Idea - Juggernaut
« Reply #16 on: April 08, 2007, 09:50:32 pm »
search for ut2004 mutant mod

Odin

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Mod Idea - Juggernaut
« Reply #17 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!

whitebear

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Mod Idea - Juggernaut
« Reply #18 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
That sure something that gives trem funny boost ^^

Paradox

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Mod Idea - Juggernaut
« Reply #19 on: April 09, 2007, 02:16:34 am »
Both team works together, and hunts down the jug.

∧OMG ENTROPY∧

Risujin

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Mod Idea - Juggernaut
« Reply #20 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?

player1

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Play Modifier
« Reply #21 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

Evlesoa

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Mod Idea - Juggernaut
« Reply #22 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!!

f0rqu3

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Mod Idea - Juggernaut
« Reply #23 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

Odin

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Mod Idea - Juggernaut
« Reply #24 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.

player1

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oh, your idea...
« Reply #25 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?

whitebear

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Mod Idea - Juggernaut
« Reply #26 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.

Plague Bringer

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Mod Idea - Juggernaut
« Reply #27 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!
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Risujin

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Re: Play Modifier
« Reply #28 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.

Matt2k10

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Mod Idea - Juggernaut
« Reply #29 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?).