FAQ  •  Register  •  Login

Game Format Ideas for Development

<<

Bootza

Zone Bunny
Zone Bunny

Site Admins
Site Admins

Past Committee Member
Past Committee Member

Site Operator
Site Operator

Posts: 42

Joined: 25 Mar 2014, 14:30

Site Rep: QLD

Post 21 Apr 2014, 13:02

Game Format Ideas for Development

Have idea's for Game Formats you would like to see developed.? Go!
<<

Azrael

User avatar

Zone Poster
Zone Poster

Site Admins
Site Admins

P&C Representative
P&C Representative

Posts: 254

Joined: 25 Mar 2014, 17:01

Location: Adelaide, South Australia

Site Rep: SA

Post 21 Apr 2014, 13:40

Re: Game Format Ideas for Development

I've cannibalised an old game format document that Steve sent me, and found a bunch that could be made...

Already sent details to Rakesh about them, but will try to dig the ideas out again soon, and post them up publicly here.
I aim to misbehave.

"Hey... Isn't P&C in Melbourne?" - Pal, 2012 (On Subtlety)
"And I will pay $50 to get out of Jail again, because this game is a ****" - Vector, 2013 (On Monopoly)
"I do mistrust dinosaurs..." - Rep, 2014 (On Forum Policy)
<<

Ginny

Zone Target
Zone Target

Committee Member
Committee Member

Site Operator
Site Operator

Posts: 64

Joined: 06 May 2014, 20:49

Location: Timezone And Laserquest Geelong

Site Rep: VIC

Post 19 May 2014, 00:15

Re: Game Format Ideas for Development

Colour ranked teams :)
<<

Azrael

User avatar

Zone Poster
Zone Poster

Site Admins
Site Admins

P&C Representative
P&C Representative

Posts: 254

Joined: 25 Mar 2014, 17:01

Location: Adelaide, South Australia

Site Rep: SA

Post 19 May 2014, 16:10

Re: Game Format Ideas for Development

I was thinking of a game primarily aimed at training, particularly for base attack/defense drills...

Picture a Nexus Insanity-esque NUTS game... every time a base gets destroyed, it shuffles the teams evenly. Perhaps even on the last "round"'s performance.
This would require hyper-adaptation to a situation, along with people learning different strategies of attack and defense.

What do you guys think of it?
I aim to misbehave.

"Hey... Isn't P&C in Melbourne?" - Pal, 2012 (On Subtlety)
"And I will pay $50 to get out of Jail again, because this game is a ****" - Vector, 2013 (On Monopoly)
"I do mistrust dinosaurs..." - Rep, 2014 (On Forum Policy)
<<

shiny

Zone Bunny
Zone Bunny

Posts: 8

Joined: 08 May 2014, 18:10

Site Rep: TAS

Post 21 May 2014, 09:43

Re: Game Format Ideas for Development

Not sure I'd like it for structured training; it sounds interesting, but I am failing to see how it will improve upon just training with those other teammates at other times.

Personally I'd just like a few bloody NUTS type scripts that have editable parameters. Those of us who don't have permission to go monkeying around with the script (despite being over-qualified software engineers...) need some flexibility sometimes and what we've got at home right now is sorely lacking.
<<

Ginny

Zone Target
Zone Target

Committee Member
Committee Member

Site Operator
Site Operator

Posts: 64

Joined: 06 May 2014, 20:49

Location: Timezone And Laserquest Geelong

Site Rep: VIC

Post 21 May 2014, 11:27

Re: Game Format Ideas for Development

Azrael wrote:I was thinking of a game primarily aimed at training, particularly for base attack/defense drills...

Picture a Nexus Insanity-esque NUTS game... every time a base gets destroyed, it shuffles the teams evenly. Perhaps even on the last "round"'s performance.
This would require hyper-adaptation to a situation, along with people learning different strategies of attack and defense.

What do you guys think of it?


I actually really like this.

training games are always so structured forcing people to adapt to different opponents could be a good thing
<<

Azrael

User avatar

Zone Poster
Zone Poster

Site Admins
Site Admins

P&C Representative
P&C Representative

Posts: 254

Joined: 25 Mar 2014, 17:01

Location: Adelaide, South Australia

Site Rep: SA

Post 21 May 2014, 13:55

Re: Game Format Ideas for Development

shiny wrote:Personally I'd just like a few bloody NUTS type scripts that have editable parameters. Those of us who don't have permission to go monkeying around with the script (despite being over-qualified software engineers...) need some flexibility sometimes and what we've got at home right now is sorely lacking.


I agree with this :P.
Especially when wanting to train for Worlds - being unable to set stun time properly and etc.
I aim to misbehave.

"Hey... Isn't P&C in Melbourne?" - Pal, 2012 (On Subtlety)
"And I will pay $50 to get out of Jail again, because this game is a ****" - Vector, 2013 (On Monopoly)
"I do mistrust dinosaurs..." - Rep, 2014 (On Forum Policy)
<<

LingLing

User avatar

Zone Sentinel
Zone Sentinel

Global Moderators
Global Moderators

Hobart Arrogantish

Posts: 152

Joined: 31 Mar 2014, 20:45

Site Rep: VIC

Post 21 May 2014, 16:06

Re: Game Format Ideas for Development

Azrael wrote:I agree with this :P.
Especially when wanting to train for Worlds - being unable to set stun time properly and etc.


Yep.. it's been a pain getting settings for our training. We've found p&c's tournament mode has more 'correct' settings then anything else we had at least.
It's just a pain you can't change any of the settings without editing the script.
Image
<<

Ginny

Zone Target
Zone Target

Committee Member
Committee Member

Site Operator
Site Operator

Posts: 64

Joined: 06 May 2014, 20:49

Location: Timezone And Laserquest Geelong

Site Rep: VIC

Post 22 May 2014, 19:06

Re: Game Format Ideas for Development

we just installed targets, it would be really cool if there was a format that was very interactive and responsive to tagets that could be used for small or even single players
<<

Lolance

Zone Bunny
Zone Bunny

Posts: 23

Joined: 08 May 2014, 20:09

Location: Victoria

Site Rep: VIC

Post 22 May 2014, 20:25

Re: Game Format Ideas for Development

Colour ranked time warrior >.>
<<

Azrael

User avatar

Zone Poster
Zone Poster

Site Admins
Site Admins

P&C Representative
P&C Representative

Posts: 254

Joined: 25 Mar 2014, 17:01

Location: Adelaide, South Australia

Site Rep: SA

Post 22 May 2014, 23:28

Re: Game Format Ideas for Development

Ginny wrote:we just installed targets, it would be really cool if there was a format that was very interactive and responsive to tagets that could be used for small or even single players


For single: make it a 60 second game, put the domination profile on, send them in with one vest, and try and get them to tag as many targets as fast as they can. We've set up a high-scores board for it, and called it "One Man Mission". Made a harder version - 40 targets, 40 shots, and 1sps. Called it Iron Man Mode.

There's another thing that I used the Domination profile for - 8 min game, for 3 players (1 on each colour) or for 6 players (anything more than that, and it tends to be not as fun imo) and call it Maze Lords. Domination Cycle is the only thing that gives you points. Tagging players gets you 0 points, bases are off, and target tagging is 0 points. 1.5 sps from memory... screwed around with the parameters a lot. If you like the sound of these two, I can get the exact settings that I put on for them?
I aim to misbehave.

"Hey... Isn't P&C in Melbourne?" - Pal, 2012 (On Subtlety)
"And I will pay $50 to get out of Jail again, because this game is a ****" - Vector, 2013 (On Monopoly)
"I do mistrust dinosaurs..." - Rep, 2014 (On Forum Policy)
<<

Ginny

Zone Target
Zone Target

Committee Member
Committee Member

Site Operator
Site Operator

Posts: 64

Joined: 06 May 2014, 20:49

Location: Timezone And Laserquest Geelong

Site Rep: VIC

Post 23 May 2014, 12:15

Re: Game Format Ideas for Development

Azrael wrote:
Ginny wrote:we just installed targets, it would be really cool if there was a format that was very interactive and responsive to tagets that could be used for small or even single players

I can get the exact settings that I put on for them?


That would be great :)

im interested in how you scored the game :)
<<

LingLing

User avatar

Zone Sentinel
Zone Sentinel

Global Moderators
Global Moderators

Hobart Arrogantish

Posts: 152

Joined: 31 Mar 2014, 20:45

Site Rep: VIC

Post 23 May 2014, 14:05

Re: Game Format Ideas for Development

Jeeez.. and here I am running our targets on burst, random or base shields :p

We've ran target domination once or twice and it wasn't great (imo)..I'm sure we could do something to improve the experience.
Perhaps we need to reduce the number of active targets or only have the 'base' targets on with the bases too.. Any suggestions?
Image
<<

Azrael

User avatar

Zone Poster
Zone Poster

Site Admins
Site Admins

P&C Representative
P&C Representative

Posts: 254

Joined: 25 Mar 2014, 17:01

Location: Adelaide, South Australia

Site Rep: SA

Post 23 May 2014, 16:07

Re: Game Format Ideas for Development

LingLing wrote:Jeeez.. and here I am running our targets on burst, random or base shields :p

We've ran target domination once or twice and it wasn't great (imo)..I'm sure we could do something to improve the experience.
Perhaps we need to reduce the number of active targets or only have the 'base' targets on with the bases too.. Any suggestions?


imo depends on grouping, placement, and number of targets. We run 40 over all, and they're spread out from each base.

I'll get the parameter and scoring tables for those formats I mentioned earlier shortly. I also wrote up a short booklet of different formats I made out of the target controller.
Will try and dig the booklet out, and post it up on the other thread
I aim to misbehave.

"Hey... Isn't P&C in Melbourne?" - Pal, 2012 (On Subtlety)
"And I will pay $50 to get out of Jail again, because this game is a ****" - Vector, 2013 (On Monopoly)
"I do mistrust dinosaurs..." - Rep, 2014 (On Forum Policy)
<<

LingLing

User avatar

Zone Sentinel
Zone Sentinel

Global Moderators
Global Moderators

Hobart Arrogantish

Posts: 152

Joined: 31 Mar 2014, 20:45

Site Rep: VIC

Post 23 May 2014, 17:21

Re: Game Format Ideas for Development

Cool. Do you have a map with your targets by chance?
We have 60 in a very small arena as we have an elevator shaft and stairwell in the middle.

Because they're grouped so close it made domination quite boring (for me) without much activity/movement.
I guess we just need to modify the profile to disable some.
Image
<<

Azrael

User avatar

Zone Poster
Zone Poster

Site Admins
Site Admins

P&C Representative
P&C Representative

Posts: 254

Joined: 25 Mar 2014, 17:01

Location: Adelaide, South Australia

Site Rep: SA

Post 23 May 2014, 18:04

Re: Game Format Ideas for Development

LingLing wrote:Cool. Do you have a map with your targets by chance?
We have 60 in a very small arena as we have an elevator shaft and stairwell in the middle.

Because they're grouped so close it made domination quite boring (for me) without much activity/movement.
I guess we just need to modify the profile to disable some.


I've got an ID and location map somewhere... don't know exactly where it is... Will try and dig it out sometime next week
I aim to misbehave.

"Hey... Isn't P&C in Melbourne?" - Pal, 2012 (On Subtlety)
"And I will pay $50 to get out of Jail again, because this game is a ****" - Vector, 2013 (On Monopoly)
"I do mistrust dinosaurs..." - Rep, 2014 (On Forum Policy)
<<

Vector

User avatar

Zone Target
Zone Target

Section Moderator
Section Moderator

Posts: 59

Joined: 26 Mar 2014, 18:00

Location: Launceston, TAS

Site Rep: TAS

Post 23 May 2014, 19:09

Re: Game Format Ideas for Development

FYI - Attached: Zone 3 Hobart Target Locations.
Attachments
targets-hobart-v2-plain.png
Zone 3 Hobart Target Locations
targets-hobart-v2-plain.png (92.42 KiB) Viewed 138805 times
<<

Ginny

Zone Target
Zone Target

Committee Member
Committee Member

Site Operator
Site Operator

Posts: 64

Joined: 06 May 2014, 20:49

Location: Timezone And Laserquest Geelong

Site Rep: VIC

Post 23 May 2014, 21:07

Re: Game Format Ideas for Development

@Vector I really like the spots you have put them :)
<<

Azrael

User avatar

Zone Poster
Zone Poster

Site Admins
Site Admins

P&C Representative
P&C Representative

Posts: 254

Joined: 25 Mar 2014, 17:01

Location: Adelaide, South Australia

Site Rep: SA

Post 23 May 2014, 21:18

Re: Game Format Ideas for Development

LingLing wrote:We have 60 in a very small arena as we have an elevator shaft and stairwell in the middle.


"58 Arena + 1 demo/briefing"

You lied! That's 59! :P
I aim to misbehave.

"Hey... Isn't P&C in Melbourne?" - Pal, 2012 (On Subtlety)
"And I will pay $50 to get out of Jail again, because this game is a ****" - Vector, 2013 (On Monopoly)
"I do mistrust dinosaurs..." - Rep, 2014 (On Forum Policy)
<<

Ginny

Zone Target
Zone Target

Committee Member
Committee Member

Site Operator
Site Operator

Posts: 64

Joined: 06 May 2014, 20:49

Location: Timezone And Laserquest Geelong

Site Rep: VIC

Post 23 May 2014, 21:22

Re: Game Format Ideas for Development

we can have a briefing target :O
<<

Vector

User avatar

Zone Target
Zone Target

Section Moderator
Section Moderator

Posts: 59

Joined: 26 Mar 2014, 18:00

Location: Launceston, TAS

Site Rep: TAS

Post 24 May 2014, 00:42

Re: Game Format Ideas for Development

Yup. Latest version of GS.
<<

LingLing

User avatar

Zone Sentinel
Zone Sentinel

Global Moderators
Global Moderators

Hobart Arrogantish

Posts: 152

Joined: 31 Mar 2014, 20:45

Site Rep: VIC

Post 24 May 2014, 00:50

Re: Game Format Ideas for Development

It's pretty.. It turns off and on (red) like a pack.
Was very handy for explaining targets to peeps the whole 1 day I worked at zone.

It clear that Dan forgot about the super target that only lingling can see.
Okay maybe I lied :(

Awesome map btw Dan.
Image
<<

Ginny

Zone Target
Zone Target

Committee Member
Committee Member

Site Operator
Site Operator

Posts: 64

Joined: 06 May 2014, 20:49

Location: Timezone And Laserquest Geelong

Site Rep: VIC

Post 24 May 2014, 15:13

Re: Game Format Ideas for Development

Vector wrote:Yup. Latest version of GS.


:o) in guessing it still needs to be attached to the target controller?

My briefing room happens to not be on the same level :(
<<

Vector

User avatar

Zone Target
Zone Target

Section Moderator
Section Moderator

Posts: 59

Joined: 26 Mar 2014, 18:00

Location: Launceston, TAS

Site Rep: TAS

Post 26 May 2014, 10:13

Re: Game Format Ideas for Development

Yeah, unfortunately that's the case. If you can run a cable from the closest controller straight to the briefing room you might have some luck.
<<

FITZY

Zone Bunny
Zone Bunny

Posts: 43

Joined: 11 May 2014, 11:34

Site Rep: VIC

Post 31 May 2014, 14:09

Re: Game Format Ideas for Development

It'd be cool to have an infusion style vampires game on nexus. - unlimited lives for the vampire, limited shots for the humans, customizable shot rates and deac times for peasants and vampires etc.
Next

Return to Development

Who is online

Users browsing this forum: No registered users and 1 guest

cron