Capture the Gem - Shooter Style!
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Capture the Gem - Shooter Style!
so i was thinking of a new CtG style which would be for shooters, most of it is based on the standard CtG rules with a few alterations (kind of inspired by call of duty)
1) Choosing a class: this would be where you can pick 3 different classes to start with, the 3 being: Rifleman, Heavy Gunner, Scout.
Each class will have different set-ups, i will list these below:
.the standard loadout for a rifleman is a musket, 40 silver bullets, 2 grenades or 20 throwing knives, and a gold broadsword for melee
.the standard loadout for a heavy gunner is a minishark, 120 musket balls, 1 grenade or 10 throwing knives, and a gold broadsword
.the standard loadout for a scout is a handgun, 80 silver bullets, 3 grenades and 30 throwing knives, and a gold broadsword
for each class you can choose one perk, the choice of perks are: bottled cloud, wind anklet, cobalt shield, horseshoe or regen band.
on this gamemode all players are still medium core so they will drop the gem if they die, and they will also drop there guns and ammo for the enemies to use when they pick them up, but you are probably thinking "if i die then i lose my whole loadout, how do i get my equipment back?" the answer to that is chests, behind your side of the field will be 3 chests where each chest has each class so you know what you are picking up, also, you can not loot anymore of the loadout item from your chests or the enemies chests.
2) unlike standard ctg, the field of this arena will be alterated to make a map that is pre-built with obstacles and spots to take cover so you can shield yourself from enemy fire, so you can act tactically, the map should be around 500-1000 feet long depending on how many players are in it, on that note, a standard game of this can have between 2-8 players on the map at once, more players than that would cause too much havoc.
That is mostly all i have to say about this gamemode, i hope it is a decent suggestion
oh and 1 more thing, RULES: you are not allowed to break any block of the map as that would change the battlefield, and you must trash your pickaxe + axe upon entering game
there is 3 gems in both teams chests, 1 team is only allowed to take 1 gem per raid, so if they manange to loot the chest, they must only take 1 gem to score a point, and while 1 team member has an enemy gem, the other team members are not allowed to take anymore gems until the person with the gem has scored a point.
1) Choosing a class: this would be where you can pick 3 different classes to start with, the 3 being: Rifleman, Heavy Gunner, Scout.
Each class will have different set-ups, i will list these below:
.the standard loadout for a rifleman is a musket, 40 silver bullets, 2 grenades or 20 throwing knives, and a gold broadsword for melee
.the standard loadout for a heavy gunner is a minishark, 120 musket balls, 1 grenade or 10 throwing knives, and a gold broadsword
.the standard loadout for a scout is a handgun, 80 silver bullets, 3 grenades and 30 throwing knives, and a gold broadsword
for each class you can choose one perk, the choice of perks are: bottled cloud, wind anklet, cobalt shield, horseshoe or regen band.
on this gamemode all players are still medium core so they will drop the gem if they die, and they will also drop there guns and ammo for the enemies to use when they pick them up, but you are probably thinking "if i die then i lose my whole loadout, how do i get my equipment back?" the answer to that is chests, behind your side of the field will be 3 chests where each chest has each class so you know what you are picking up, also, you can not loot anymore of the loadout item from your chests or the enemies chests.
2) unlike standard ctg, the field of this arena will be alterated to make a map that is pre-built with obstacles and spots to take cover so you can shield yourself from enemy fire, so you can act tactically, the map should be around 500-1000 feet long depending on how many players are in it, on that note, a standard game of this can have between 2-8 players on the map at once, more players than that would cause too much havoc.
That is mostly all i have to say about this gamemode, i hope it is a decent suggestion
oh and 1 more thing, RULES: you are not allowed to break any block of the map as that would change the battlefield, and you must trash your pickaxe + axe upon entering game
there is 3 gems in both teams chests, 1 team is only allowed to take 1 gem per raid, so if they manange to loot the chest, they must only take 1 gem to score a point, and while 1 team member has an enemy gem, the other team members are not allowed to take anymore gems until the person with the gem has scored a point.
Last edited by AaronC on Mon Oct 31, 2011 3:41 am; edited 2 times in total
AaronC- Member
- Posts : 5
Join date : 2011-10-28
Age : 29
Location : United Kingdom, Scotland
Re: Capture the Gem - Shooter Style!
This is actually pretty good. The concept is well organized.z
Since the map will be pre-made and they start with gear, maybe you won't need prep time nor pickaxe/axe?
I think that's not such a good idea, but just throwin' it out there...
A suggestion: make it a rule so that they're not allowed to give away their starting gear to teammates. I'm sure you had your reason for giving musket balls to the heavy gunners and silver bullets for the rest. I'd say this'll help your intentions be fulfilled(dunno the words to use)...
For the chests behind the base, will they be given a large supply of ammo? If yes, then disregard the next paragraph of the post... ^^"
If not, then if they run out of ammo, are they allowed to loot from the chest? Probably not... but just asking.
Another suggestion, though, is to have a base built in the center and during the making of the map, make it so the Arms Dealer stays there. Otherwise, one team might get the Arms Dealer in their base while the other gets the Guide and that would tip the balance of power a lot.
Alternatives: build the house for the Arms Dealer in an unreachable place OR tell the teams that they're not allowed to use the NPC
My first suggestion was having him at the center so that teams can re-stock on ammo and it actually gives an incentive to push. The team that is able to stand their ground over the center will have the advantage. In other words, being a turtle and playing defensive will make you lose out a bit, late game. This doesn't seem important early on, but if the game drags on, control of the center will be vital to winning since the number of available ammo will decrease and probably diminish totally if they cross fire for, say, 30 minutes. Not to mention, it will help in keeping the enemy constantly pressured by attacks.
Since the map will be pre-made and they start with gear, maybe you won't need prep time nor pickaxe/axe?
I think that's not such a good idea, but just throwin' it out there...
A suggestion: make it a rule so that they're not allowed to give away their starting gear to teammates. I'm sure you had your reason for giving musket balls to the heavy gunners and silver bullets for the rest. I'd say this'll help your intentions be fulfilled(dunno the words to use)...
For the chests behind the base, will they be given a large supply of ammo? If yes, then disregard the next paragraph of the post... ^^"
If not, then if they run out of ammo, are they allowed to loot from the chest? Probably not... but just asking.
Another suggestion, though, is to have a base built in the center and during the making of the map, make it so the Arms Dealer stays there. Otherwise, one team might get the Arms Dealer in their base while the other gets the Guide and that would tip the balance of power a lot.
Alternatives: build the house for the Arms Dealer in an unreachable place OR tell the teams that they're not allowed to use the NPC
My first suggestion was having him at the center so that teams can re-stock on ammo and it actually gives an incentive to push. The team that is able to stand their ground over the center will have the advantage. In other words, being a turtle and playing defensive will make you lose out a bit, late game. This doesn't seem important early on, but if the game drags on, control of the center will be vital to winning since the number of available ammo will decrease and probably diminish totally if they cross fire for, say, 30 minutes. Not to mention, it will help in keeping the enemy constantly pressured by attacks.
frenzy85- Member
- Posts : 67
Join date : 2011-10-26
Re: Capture the Gem - Shooter Style!
frenzy85 wrote:This is actually pretty good. The concept is well organized.z
Since the map will be pre-made and they start with gear, maybe you won't need prep time nor pickaxe/axe?
I think that's not such a good idea, but just throwin' it out there...
A suggestion: make it a rule so that they're not allowed to give away their starting gear to teammates. I'm sure you had your reason for giving musket balls to the heavy gunners and silver bullets for the rest. I'd say this'll help your intentions be fulfilled(dunno the words to use)...
For the chests behind the base, will they be given a large supply of ammo? If yes, then disregard the next paragraph of the post... ^^"
If not, then if they run out of ammo, are they allowed to loot from the chest? Probably not... but just asking.
Another suggestion, though, is to have a base built in the center and during the making of the map, make it so the Arms Dealer stays there. Otherwise, one team might get the Arms Dealer in their base while the other gets the Guide and that would tip the balance of power a lot.
Alternatives: build the house for the Arms Dealer in an unreachable place OR tell the teams that they're not allowed to use the NPC
My first suggestion was having him at the center so that teams can re-stock on ammo and it actually gives an incentive to push. The team that is able to stand their ground over the center will have the advantage. In other words, being a turtle and playing defensive will make you lose out a bit, late game. This doesn't seem important early on, but if the game drags on, control of the center will be vital to winning since the number of available ammo will decrease and probably diminish totally if they cross fire for, say, 30 minutes. Not to mention, it will help in keeping the enemy constantly pressured by attacks.
nope, i editted it to say that you dont need a pickaxe or axe as they allow people to cheat, and yes, there will be no prep, just a starting countdown so everyone begins at the starting points
and also, the arms dealer will not be available to use as people would just try to use him as a easy source of ammo, and you wont even be getting any money in the fight anyway as there will be no mobs, lastly, the amount of ammo you start with is all you need for the amount of time you survive, and you also get extra ammo by killing enemies, because if they were allowed to replenish ammo after they run out then that means they could spam firing through the thing, especially with a minishark, so you have to use your ammo wisely, and if you do run out of ammo completely then you will have to depend on your melee with the sword, i hope that sounds fair enough?
AaronC- Member
- Posts : 5
Join date : 2011-10-28
Age : 29
Location : United Kingdom, Scotland
Re: Capture the Gem - Shooter Style!
sounds good but what if someone wants to swtich class? or is that not allowed?
Bigdog294- Member
- Posts : 32
Join date : 2011-10-28
Age : 29
Location : Pa. U.S.A
Re: Capture the Gem - Shooter Style!
Oh, sorry, didn't notice you edited your original post...
One last thing I need to ask, what's in the chest behind the bases? Only weapons or are bullets inside?
One last thing I need to ask, what's in the chest behind the bases? Only weapons or are bullets inside?
frenzy85- Member
- Posts : 67
Join date : 2011-10-26
Re: Capture the Gem - Shooter Style!
frenzy85 wrote:Oh, sorry, didn't notice you edited your original post...
One last thing I need to ask, what's in the chest behind the bases? Only weapons or are bullets inside?
all the basic loadouts including accesories are in the chest
and yes you can switch classes
AaronC- Member
- Posts : 5
Join date : 2011-10-28
Age : 29
Location : United Kingdom, Scotland
Re: Capture the Gem - Shooter Style!
As long as all the classes are all equally balanced so one team doesnt chose the same class it'll be fine
Re: Capture the Gem - Shooter Style!
This'll most probably work out well. I can't think of anything that might break the balance of the game too much, other than if the teams weren't balanced in terms of skills in the first place... ^^"
frenzy85- Member
- Posts : 67
Join date : 2011-10-26
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