<div class='quotetop'>QUOTE (Demigan @ Sep 29 2008, 04:34 PM) [url=index.php?act=findpost&pid=13338]<{POST_SNAPBACK}>[/url]</div>
Although I don't think you should add a build base mode in this mod (Unless you really got too much spare time and the mod is done) it would be very cool to see it one day on a renegade concept.
Just think about this: every player can put money in a special team oriented money fund. Buildings will be expencive (7500 credits? 10.000 as long as power is gone?). Every time the harvester returns to the refinery, 300 credits are added to the team-fund. Silo's will add a continuous flow of 1 credit a second to the fund.
Now both teams start with a construction yard and perhaps one or two more buildings (refinery would be best). Then both teams have to use extreme teamwork to defeat the enemy. The construction yard would be able to replace the harvester. But as a penalty, it will take 2 minutes for the construction yard to rebuild the harvester after it's destroyed, instead of the instantanuous that the warfactory and airstrip will guarantee.
For each 1000 credits donated to the fund, you are allowed to order the build of one building. So not just any noob can just waste the teams money in building anything useless.
Team 1 targets the enemy's construction yard but fails in the first 10 minutes to destroy it. Team 2 has targeted team 1 their harvester, earning lots of points and being able to build a building a lot faster.
A player in team 2 has donated more then 1000 credits and decides to build a barracks. As there is no powerplant, all characters are double the price! But it's well worth it as the enemy still hasn't got any buildings except their construction yard.
After a while, Team 1 buys an airstrip. This allows them to build powerfull (and ofcourse incredible expencive) vehicles and replace their harvester a lot faster, giving them an edge over team 2 as long as they keep destroying the enemy harvester and protect their own with ferocity and anti-infantry vehicles.
Team 2, despite that their harvester takes so long to be rebuild, manages to get slowly on top of Nod, as they gain a lot of points and money by damaging and destroying Nod vehicles. But then Team 1, having saved more money for the team fund instead of buying expencive anti-tank infantry, buys a powerplant. Greatly increasing their money flow and reducing the cost of buildings and vehicles.
And so on, and so on. Buying guard towers (1000 credits?) can help GDI incredibly in defence during the beginning of the game, but will make it a lot harder later in the game to stay on top as Nod will probably spend their money differently. Multiple base defences can be erected ofcourse, but will cost a tremendous amount of money (first a powerplant then the base defence). But being able to build 3 obelisks, a refinery, HON and Airstrip on one powerplant would be too much. So having 1 powerplant power up to 3 buildings (construction yard excluded) would balance it out. That would mean that having a full base of refinery, infantry, vehicle AND base defence would need 2 powerplants. Leaving 2 spots open for things like silo's, repairbays and perhaps if implemented helipads.
Yours sincerely,
Demigan.[/b]
Ah I can understand this. So you start out with a con yard, and then build up your base. A max of buildings can be build, and its quite expencive. Also a limited space prevents that you build just build everything haphazard.
It all revolves around using the strengths you have at that moment (quick infantry, or go for tanks? tanks for camping harv so they cant build quickly etc...)
But you could also give them the buildings they have on that map normally, or let the server choose them beforehand, and then let one player place it. So the build option will only be available in the beginning.
Enough about building, there are enough other interesting modes.
You can do deathmatch ofc. Or deathmatch with only vehicles (no infantry, you spawn as a tank, and if your tank dies you die)
Protect the beacon (a beacon of your team in your base, same for theirs. You have to disarm the beacon of the opponent)
traitors (nod vs nod, gdi vs gdi)
Ofcourse, you can just add more side options like
-vehicle bombers: die when you are in a vehicle and the vehicle blows up
-reinforcement: you get (a) free vehicle(s) every xx minutes at your base
-showdown: you both start with high level characters and big tanks start in your base
*last minute showdown: you only have 5 minutes to take the opponent down, rest is like showdown
-invisible mayham: all guys have invisible suits
*all vehicles are invisible too
*if turned off for one team, the other team has more costly units.
*default that 0 credit guys dont have the suits
*turn off for just the inf
-real tanks:
explosions do an awefull lot of extra damage
just spamming ideas, good or bad
Ban4life
And Kane said: SBH, you are stealty assassins. Hereby I give you... The Silenced Pistol
And the SBH replied: WTF
And Kane replied: ok ok, I'll give you a badass and VERY LOUD ANI VEHICLE laser rifle wich you will never use
And the SBH were silenced in awe forevermore