Game modes suggestions

Strategy, feedback, or anything SUBTERFUGE-related
Fri Oct 30, 2015 2:00 pm

  • Some game modes that can be added (a lot) later in the game:

    KING OF THE MINE
    No player can make mines and there is one mine equally distant from all players on the map. The mine will have 3x production speed to make up for only being 1 mine. Martys will not be able to destroy this mine, only the drillers/specs occupying it. To win, a player must gain 150kg of Neptunium (can be changed), or be the last man standing.

    TEAM DEATHMATCH
    Host can decide how many teams there will be - randomly assigned, or set before game. Energy and Neptunium is shared between players, and drillers cannot harm an ally's base (they would work like gifts). The Neptunium mine winning limit would be raised accordingly. Team to reach the limit first wins, or last team standing.

    CAPTURE THE DRILL
    A "Drill" or flag starts out on an outpost equidistant from all players. Those who capture it (it takes up a specialist slot) and bring it to their Queen gain a point per every six hours held. First to 16 points or 4 days (can be adjusted by host), or last person, wins. Could also work with teams.

    IRONCLAD
    One random player starts with Ironclad status meaning they get 3x (scales with amount of players) boost to shield, energy and driller production. All other players try to destroy the Ironclad's Queen. The person to capture the Ironclad's Queen becomes the new Ironclad, gaining the boost status. The just defeated Ironclad loses his boost and his Queen is reset in a random outpost of his (if none left, he is eliminated). First person to be Ironclad for 3 days, or is the last man standing wins, except the first person who needs 4.5 days to win (the first 1.5 days don't count, so people can get their bases started).

    CRAZY SPECIALISTS
    Only one change: all specialists have their effect multiplied by 2. (Helmsman travels 4x speed, Tycoon increases driller production by 100%, Martyr range increases to 50%, etc)

    SEA MONSTER
    An AI (very basic, I'll explain in a second) starts equidistant from all players. The AI (called Sea Monster) has a 4x production, shield, and energy boost (scales with amount of players). Every six hours, Sea Monster factories will send 20% of its drillers at the nearest enemy outpost and send 10% of its drillers to a random outpost it already owns (simulating reinforcements). Person who captures the Sea Monster Queen, or is the last man standing wins.

    BROKEN SONARS / CLEAR WATER
    Everyone's sonar range is reduced by halfed. Everything else is the same. / Everyone's sonar range is doubled. Everything else is the same.

    CONQUEST
    The game starts with no dormant outposts (all outposts are evenly divided amongst players); Everyone starts with one mine. All factories start with 40 drillers, and generators start with 10. Queen starts with two specialist hires (The second one has a one hour delay after the first)instead of one. First to 200kg Neptunium wins.

    WARRIOR ROYALTY
    Game starts like a normal game except all players start with three additional Princesses. In order to attack an enemy outpost or sub, a Queen, King, or Princess must be in that sub, or the sub will be unable to launch. First to 200kg Neptunium wins, or be the last man standing.

    CONVERSION
    At mines and factories, a new UI is added called "convert." At mines, clicking convert will convert 1kg of Neptunium to 9 drillers. At factories, clicking convert will convert 12 drillers to 1kg neptunium. Everything else is the same.

    FLOODED MINES
    There are no generators or factories on the map, and no dormant outposts. Everyone starts with the same amount of mines with 100 drillers in each mine. First person to 200kg (can be changed) Neptunium wins, or be the last man standing.

    THE GREAT BOULDER
    A dormant outpost with (infinite) drillers starts equidistant to all players. Specialist who attack the Boulder are sent back to their nearest outpost at 2x speed. Martyr will only do 10 driller's worth damage to Boulder, but its blast can kill other drillers who are attacking boulder. Mines are disabled. After five days (can be changed by host), person who did most damage to the Great Boulder, or is the last man standing wins.
    Reporting from the Bridge
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    pandasecret
     
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Fri Oct 30, 2015 8:55 pm

  • The ones I like are King of the mine, ironclad, and crazy specialists
    kingtwyf1
     
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Fri Oct 30, 2015 9:04 pm

  • I'd want to try all of these, haha. Great ideas! Reminds me of Age of Empires game modes.
    "Can I make a suggestion that doesn't involve violence, or is this the wrong crowd for that?" -Hoban 'Wash' Washburn, Serenity
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    roadkiehl
     
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Fri Oct 30, 2015 9:35 pm

  • Interesting ideas
    Here are some of mine

    BEAT THE CLOCK
    10 days to play. Ranking will be decided on whoever has the most Np after those 10 days. Ties will be broken by calculating who reached X Np first, where X is the amount Np that the tie is concerning.

    ELIMINATION
    No mines. After 3 days, the player with the least amount of drillers gets eliminated. His specialists and drillers don't disappear. Process repeats every 7/(amount of players - 1) days after that.

    CAPTURE THE FLAG(S)
    No mines. 2 teams of equal players are chosen. Map is generated with 2 columns of flags (totaling 20) separating the two teams (to prevent easy attacks against the enemy). Each team has the same number of generators and factories. Every flag captured gives a +5% increase to driller production speed of that team, as well as a +100/(amount of players per team) to each player in the team. Subs launched at teammates act as gifts. To win, capture at least half (rounded up) of your enemy's queens. Princess hires are not available.

    CHESS
    This one's a bit more complicated...

    Players are split into two teams. Map is generated in an exact 8 by 8 grid-like fashion. The world is flat (you can't go across the edge of the board to end up on the other side). Each teams owns 15 outposts at the start of the game, all in the first 2 rows, except for one dormant outpost where the King is in chess, and this outpost will have a 'King' on it (explained later). This outpost can be taken by some agreed member of the team. Some players may own more outposts than others at the start of the game. Subs sent to teammates act as gifts.

    The name of 'Queen' is replaced by the name of 'King'. The 'Kings usual function does not apply, and since there is only 1 King, the King lets everyone hire a 'piece' every 12 hours, as well as a specialist every 17 hours like the queen, on any square which you occupied at the start of the game. You must save up 'piece hires' to hire a piece. A pawn, knight, bishop, rook, queen, takes 1, 3, 3, 5, 9, 'piece hires' respectively (that is how many points they are worth in chess). You cannot hire a pawn and put it on the first column. You can also choose to make a piece disappear by selecting a 'resign' button for that piece, which takes 10 minutes.

    There are 4 slots in a sub. 3 for specialists and one for a piece, as well as space for any drillers you might have. You can only send subs to the squares which would be 'attacked' if you had that piece in chess. So for example, you could move drillers on an outpost with a rook anywhere on that row or column, as long as it is not blocked by another piece. Only 1 piece can occupy an outpost at any one time. You cannot move anything at an outpost if a piece is not on that outpost. It takes 8 hours for a piece to move from 1 square to another, regardless of the distance (so a rook can move 7 'squares' in 12 hours, while a pawn can only move 1'. If your a sub arrives at an outpost with a piece belonging to your team on it, the piece disappears and is replaced with the one on the sub. Once a piece has departed from an outpost, it is considered no longer there. If an enemy sub arrives at an outpost you own, the usual combat between specialist and drillers occurs, and the piece of the side that wins goes on the outpost and piece of the losing side disappears. Therefore, pieces are not for combat, they are only for movement. You may move as many pieces as you want at any time (or otherwise restricted by L1 clearance). If a pawn reaches the opposite side, it may promote according to the rules of regular chess. Pawns move forward, and can move diagonally is there is a piece there, like chess. En Passants are also allowed, provided your opponent is moving a pawn two squares forward/the pawn is still there. Once your sub reaches the outpost, the result of the combat at that outpost also determines the fate of the enemy's pawn. If you win and the pawn is still travelling on the sub, the sub disappears, if the pawn has reached the outpost 2 squares in front, then only the pawn disappears. If you enemy wins then nothing happens to the pawn or his sub. Pirates cannot target a sub without a piece also on the sub, in which case it can target any sub. Pirates move one square every 5 hours, and go to the nearest outpost at the rate of one square every 2.5 hours.

    You win by making your opponent's King disappear. (by occupying the outpost he is on). No stalemates, but agreed draws are allowed (if more than 0.6 (rounded up) of players agree to draw from each side)

    Phew! Long idea, but seems cool.
    Kings aren't OP

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    tw2000
     
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Sat Oct 31, 2015 5:08 am

  • Not sure if this would break the game or not. But I would simply like a faster game option. For example instead of it taking players 10 hours to get to a outpost. The game could be set at half the time or even less than that.
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    bytes
     
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Sun Nov 01, 2015 1:06 pm

  • impressive work for both of you. seems that the game really "hooked" (have to use sea-related terminology) :)
    ludora seria est
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    monorator
     
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Sun Nov 01, 2015 4:22 pm

  • I love all of these ideas! I had a few ideas of game modes while I've been playing:

    --World domination--
    Only one survivor. Fight to the death, no shield regeneration on outposts, no outpost can have more than 100 drillers at a time (to prevent stalemates).

    --Lone wolf--
    You start with 1 factory that spawns 1 drilles each cycle rather than 6. Only outposts spawn, no outposts have shield, and no specialists can be hired. If you loose your factory you are eliminated. Last man standing wins.
    (This would be so much strategy)
    R10t--
    Software Engineering student by day, avid gamer by night.
    r10t--
     
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Sun Nov 01, 2015 8:39 pm

  • r10t-- wrote:--World domination--
    Only one survivor. Fight to the death, no shield regeneration on outposts, no outpost can have more than 100 drillers at a time (to prevent stalemates).

    Sounds a bit like The Hunger Games don't you think? Thats what it should be called hahaha
    Kings aren't OP

    "Imagination is more important than knowledge"
    ----Albert Einstein
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