OR, Another Type Ten Thread
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Fireteam Co-op Mode Concept
Players join a lounge/chat area where they can join servers directly from chat, following links.
Players join server in HvH FFA DM mode until four players arrive.
In HvH FFA DM Mode: Players spawn with Painsaw and Blaster. Each kill advances weapon though sequence: Rifle/Shotgun/Chaingun/Lasgun/MD/Pulser/Flamer/Luci
At arrival of fourth player, Fireteam Co-op Mode begins.
Last player to join is designated Scout/Rifleman/Point/Recruit. (READY)
Player with greatest number of kills is designated as Team Leader. (TEAM)
Player with second greatest number of kills is designated Second-in-Command. (FIRE)
Player with least amount of kills is designated Assistant Automatic Rifleman. (ASSIST)
Players spawn with different weapons, and can get better weapons, as they progress.
READY spawns with a Rifle, a Blaster, a Helmet, and Light Armor, and can pick up a better weapon by dropping his Rifle. He can also pick up and carry Ammo, and pick up and carry a Medkit, as well as gather Health and Armor tokens. Uses Minimap.
TEAM spawns with a Rifle, a Blaster, three Grenades, a Helmet, and Light Armor, and can also drop his Rifle to pick up a better weapon. He can also pick up and carry Ammo, and pick up and carry two Medkits, as well as gather Health and Armor tokens. Uses Minimap & Command Pane.
FIRE spawns with a Chaingun, a Heavy Blaster, and a Battlesuit. He can drop his Chaingun to pick up another weapon. He can also pick up, carry and drop increased Ammo, pick up and carry a Medkit, and gather Health and Armor tokens. Uses Minimap and Command Pane.
ASSIST spawns with a Rifle, a Heavy Blaster, and a Battlesuit. He can drop his Rifle to pick up another weapon. He can also pick up, carry and drop increased Ammo, as well as pick up, carry and drop up to two Medkits, and gather Health and Armor tokens. Uses Minimap. Note enhanced carry and drop ability.
All four FIRETEAM members must complete a Co-op Level against a variety of bot entities, armed with whatever weapons/classes the mapmaker prefers. Also, each team member gets a certain limited number of respawns before a forced restart of the level (READY – 4, TEAM – 2, FIRE – 3, ASSIST – 3). Needs implementation of new features, including minimap/command pane/keyboard voice commands. Using taunt bind would produce different taunt for each team member: READY – TEAM – FIRE – ASSIST. Each Co-op Level to be Goal-Oriented: Defend the Structure, Capture the Waypoint, Capture and Keep, Defend the Waypoint, Flip-the-Switch-and-Lower-the-Drawbridge-then-Open-the-Crypt-and-Defeat-the-Megalo-Rant, etc.
Mapmakers can scatter Medkits, Ammo Boxes (Rifle and Chaingun) dropped weapons, Heavy Blasters, Grenades, Health tokens and Ammo tokens throughout the map, as well as enemy bot entities, and map-specific goals, triggers, switches, doors, drawbridges, elevators and the like. Levels can also be time-specific, as well as goal-oriented. If enemy entities are Human, players can drop their own weapon and pick up a better one. Players must always carry a Blaster or a Heavy Blaster. Players cannot drop their Blaster, but running over a dropped Heavy Blaster or a dead opponent (or teammate corpse) with a HB will automatically replace a Blaster with Airburst/Shockwave Heavy Blaster.
Up to seven players can play Fireteam Co-op; new arrivals spawn as READY members or can spectate and act to replace players who quit, pause or are otherwise AFK. If more than seven players attempt to spawn, the server will create a Squad of two Fireteams. If more than eleven players attempt to spawn, the server will create a Patrol of three Fireteams. If more than 15 players attempt to spawn, the server will create a Platoon of two Squads comprised of four Fireteams. At each level, the players are rated on skill and time on server, with command positions awarded accordingly. (Kills minus Deaths divided by Time on Server.)
Server will remain in Co-op Mode as long as FIRE and TEAM players remain on server. In the event either should need to Quit, FIRE can be field-promoted to TEAM, and ASSIST can be promoted to FIRE. The READY player who has been on server longest will be promoted to ASSIST in the case of a vacancy.
Should these conditions not be met, server reverts to HvH FFA DM.
Fireteam members:
READY – Point, Left Flank, 9-to-11 o’clock (PVT, Rifleman)
TEAM – Command, Center, 11-to-1 o’clock (LC or CPL, Leader/Grenadier)
FIRE – Squad Weapon, Suppression Fire, 11-to-1 o’clock (PFC, AR/SW Tech)
ASSIST – Sweep, Right Flank, 1-to-3 o’clock (PVT, Asst. AR/SW Tech)
READY2 – Sweep, Rear
READY3 – Point, Far Right Flank
READY4 – Sweep, Far Left Flank
Fire-and-maneuver Teams: Player act in pairs. One player moves while other provides cover fire. Players stay within a grenade toss of each other and can control an area about two to five times as large (maybe more with accuracy, practice, teamwork, skill, etc.).
As always, concepts are a dime a dozen.
Cheers!
/g_lurkmode 1
edit'd ofc