V.I.P. Mode

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Maveritchell
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V.I.P. Mode

Post by Maveritchell »

Because I knew I wanted at least one more standard-type game mode, off-and-on in my free time this week I've been sorting out this mode. Today I sat down and wrote it and implemented it - it's not a tough mode to implement (I can just use the conquest layer) and it didn't require much writing and re-writing of the mode's script. The ease of using this mode makes it a great mode to implement globally, just like Control mode.

V.I.P. mode is an "unbalanced" mode in the sense that both teams don't have the same objective. One team's goal is to hunt down and kill the enemy V.I.P. a certain number of times, while the other team's goal is to defend their V.I.P. while killing as many of the opposing team as possible.

On the surface it is very simple. At the beginning of the match, one team is randomly selected to be the "V.I.P. defense" team. That team has an AI hero as an ally who will randomly spawn at any of the friendly CPs. To help players move towards and defend their V.I.P., a marker is placed on the CP the V.I.P. spawns at - get there quick so that you don't lose track of your V.I.P.!
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The opposing team - the team whose goal is hunting down the V.I.P. - is slightly smaller than the defending team (and of course does not have the advantage of an AI hero). Their task is made a little easier, though, because they're given a marker directly on the V.I.P. - they can follow the V.I.P. easily anywhere around the battlefield.
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Like control mode, this is designed to be a quick and dirty skirmish-type battle. By default, the V.I.P. defending team will have to take out 80 reinforcements, while the attacking team will need to kill the V.I.P. five times (this can be adjusted).
Hidden/Spoiler:
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As with all the modes, this is fully integrated under the umbrella of the random units/heroes in any map, so in addition to the V.I.P. team being random, the V.I.P.s themselves will be random as well.
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Re: V.I.P. Mode

Post by genaral_mitch »

Sounds cool.
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Re: V.I.P. Mode

Post by kinetosimpetus »

genaral_mitch wrote:Sounds cool.
Qft. Cool idea, Mav.
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Re: V.I.P. Mode

Post by Hebes24 »

Great idea, Mav'! Keep up the good work.
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Re: V.I.P. Mode

Post by Nova Hawk »

Wow, that's one impressive looking mode there, Mav. You are really outdoing yourself with this mod... Once this is released, I don't think any other mod will compare to it.
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Re: V.I.P. Mode

Post by Twilight_Warrior »

I'm assuming the VIP isn't playable by humans, right? I can see some major balance issues in multiplayer if it is...
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Re: V.I.P. Mode

Post by Delta-1035 »

Hebes24 wrote:Great idea, Mav'! Keep up the good work.
QFT, sounds nice. :)
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Re: V.I.P. Mode

Post by Maveritchell »

Twilight_Warrior wrote:I'm assuming the VIP isn't playable by humans, right? I can see some major balance issues in multiplayer if it is...
Right. The V.I.P. is on a separate team.
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Re: V.I.P. Mode

Post by Teancum »

Yet another reason to download the new version when it comes out. This is one of those modes that'll keep this going for a long time. :thumbs:
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Re: V.I.P. Mode

Post by Eggman »

This looks like a really fun mode. I swear Mav, when you're done with BF2 modding you'll have gobbled up just about every possible idea out there for modes and features. :thumbs:
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Re: V.I.P. Mode

Post by impspy »

This looks really cool Mav, nice wok. :thumbs:
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Re: V.I.P. Mode

Post by Valthero »

I've always dreamed of something like this as a game mode, but I never thought it was possible. This is awesome, Mav! Great work!
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Re: V.I.P. Mode

Post by DarthHamster »

Maybe you should rename Dark Times II into Star Wars Battlefront 3 because you have pretty much created an entirely new game!! V.I.P Mode, Control Mode, it's all to much! :faint:
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Re: V.I.P. Mode

Post by acryptozoo »

wow mav you and the DTII never stop amazing me
cant wait :thumbs:
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Re: V.I.P. Mode

Post by Maveritchell »

One quick thing I forgot to mention - if only to allay concerns or questions you don't even yet know you have - is that the V.I.P. is both forbidden from entering vehicles(/turrets) and immune to mines, regardless of the character. It's a departure from how the heroes play, but it is an important aspect of mode balance.
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Re: V.I.P. Mode

Post by StarkillerMarek »

Looks cool.

One off topic question though: Is the color of the objective arrows natural, or did you have to retexture the stock yellow? What I mean is, can anyone have different colored objective arrows?
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Re: V.I.P. Mode

Post by RED51 »

I wanted to say something snarky that relates to this on some points, but I won't. :P

Anyway, nice job! Also, about MP, will all humans be forced to one team?
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Re: V.I.P. Mode

Post by Maveritchell »

StarkillerMarek wrote:Looks cool.

One off topic question though: Is the color of the objective arrows natural, or did you have to retexture the stock yellow? What I mean is, can anyone have different colored objective arrows?
The game supports several different colors natively for markers (look at an example of one used in a stock campaign script and you'll understand). The marker texture itself is white and the game has different colors built in (in Dark Times, I've used red, green, blue, yellow, white, and orange, and I assume there are more but I haven't tried).
RED51 wrote:Anyway, nice job! Also, about MP, will all humans be forced to one team?
There's no reason they should be. This and control modes are both modes I'd consider "standard" modes, in that they're designed to be fought and won by either of two even teams.
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Re: V.I.P. Mode

Post by kooster »

I think all the new features of the Dark Times II are amazing!!
Cant wait to try :)
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Re: V.I.P. Mode

Post by Fluffy_the_ic »

Sounds pretty sweet so far, Mav! :)
Just wondering, but might there be a version of this with a VIP on each team, too?
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