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View Full Version : Team Fortress style game



Kerrik13
23 May 07, 08:20 AM
Half Life players would probably recognize this style of gameplay.This is more of a paintsoft style game, so mil-sim players may not enjoy it as much.

Two teams go head to head to control objectives on the field. Every half hour or hour, controlled objectives add to the total points a team owns and both teams have a flag that can be captured for extra points.

When a player registers at the field, they pick a team (Red or Blue) and a class (tentatively Medic, Gunner, Soldier, Engineer, Sniper, or Leader). Each player gets a team armband on one arm (red or blue) and a class armband on the other (to designate their class). The event OC keeps track of how many people are on each team so they know what team new players are going to be joining to keep the sides even. The game is designed to be run in timed phases instead of structured missions, so players coming and going on the field won't hurt either team all that much. This means people can jump in or leave throughout the day without much alteration to the game.

Each class has a unique ability that they can use. Medics can heal others, but have weapon restrictions. Gunners can use boxmags and saws. Soldiers can crawl while wounded (body armor rules). Engineers can rebuild/build things and use rocket launchers. Snipers can use sniper rifles and guillie suits. Leaders can call in airstrikes or have a certain number of instant respawns they can hand out to others. Not entirely sure of what abilities every class will get, but each one will be unique (just pulled those off the top of my head). Players can pick the class that suits them best and may change their class after a predetermined amount of time (say, after lunch).

Sounds complicated, but I think it would be a lot of fun to play.

Cochesse
23 May 07, 08:24 AM
I would love to do this. Count me in and I am sure I can get other I.C.E. guys to come.

Agent J
23 May 07, 08:33 AM
I'm in. TFC is such a great game. I owe four kills at OP Round Up to my skills garnered from playing a spy.

I like the way it sounds, but I'd advise having uniforms to seperate teams, and armbands just for classes. Maybe something even more recognizable for classes, like headgear (lets see, there's boonies, bare heads, bandanas, baseball caps, watch caps, that might be enough for one per class). Or how about hairstyles? Dreadlocks are gunners, etc. (kidding!)

Maybe desert camo and tan for one team (gold team) and woodland for the other team (green team). That'd make things easier. After all, stealth is not a big thing in TFC, except for spies (which won't work in this game, I think), and sometimes snipers.

Also, how are you going to tell if a ghillie-suited sniper is wearing an armband or not? That could be awful tricky.

TomE
23 May 07, 08:50 AM
AJ where would our ACU's fit in?!

I would be up for something like this, I am a huge TFC fan...

Agent J
23 May 07, 08:53 AM
I'd toss you guys onto Gold Team. They're grey and a little tan. The point is, they are definitely not green.

And we need someone with an umbrella to be the Hunted.

Ben
23 May 07, 09:03 AM
you could do armbands, red and blue teams. A player in the spy class would have both red and blue armbands, so they can "disguise" themselves to look lik they are a member of the opposite team. That way you'd have to make sure u know who is on ur team and spot spies that are undercover.

Downslide
23 May 07, 10:19 AM
TFC for Teh WInZorZ!@1~!~1@! :D

ShadyMilkMan
23 May 07, 10:34 AM
Sounds like a lot of fun.

Renshai
23 May 07, 10:36 AM
Sounds fun.

Maybe the ACU/Multicam guys could be the spies...?

Anyway, yeah, you should run it as a tan vs green type of game, just to keep things less complicated. Or, if you did it in the summer, one team in red tshirts, one in blue. Or something. But yeah, nice idea man. I'd show.

Ghostbear
23 May 07, 10:38 AM
Armbands wont work with snipers in ghille suits.

You could drop the ghille suits, no snipers, only designated marksmen, and they have to have a spotter. Then no ghille suits to get in the way.

Also, the idea of tan based and green based camo is a good way to do it. I have seen that time and time again work out just fine.

Since this is only an idea, and nothing planned. Make sure you all remember that. Kerrik isnt planning this game, only kicking the idea out there. So, dont get your panties in a bunch if it never happens.

Ben
23 May 07, 11:10 AM
Maybe the ACU/Multicam guys could be the spies...?



the whole point of the spy is to blend in and infiltrate the other team, if they have their own uniform designation, it would kind of defeat their entire purpose.

Agent J
23 May 07, 11:20 AM
Agreed. Giving them both armbands should work fine, IMO. Hmm . . . in TFC you could check whether someone was a spy or not by shooting them (only spies would bleed) or making them fire their weapon (spies cannot fire weapons without losing their disguise). If we're defending objectives, we might need to include some such test. The problem is still one of balance.

What about designated spy spotters? Maybe all spies can tell who each other are or something like that, or the special spotters can detect spies somehow.

sufi_army
23 May 07, 04:52 PM
IF you're gonna do this, maybe you can make the people of each class wear a piece of cloth with a symbol on it:

Medic - Red cross
Gunner - Bullet
Soldier - Gun (or nothing)
Sniper - Crosshairs
Engineer - Wrench
Leader - Special headgear?

these are just ideas, and the symbols are from battlefield 2

-Lunchbox

Gryphon
24 May 07, 03:18 AM
What I've been doing at Nostromo games is just issue team ID cards when the players register. Spies get two IDs - their real one, and a fake "forged" one that looks almost but not quite like the IDs of the other team. To detect a spy, sentries have to check IDs. I usually give Medics red cross armbands and either Ziplocs full of yellow "bandages", or MediPak envelopes if we're using advanced Wound rules; and my Engineers get big plywood wrenches or plastic toolboxes to lug around. Engineers are fun to have when there's armor on the field, because they can "capture and repair" the enemies' derelict tanks.

So, Sufi, do you want to learn how to RUN scenario games, or is this your way of begging for the kind of games you'd like to PLAY, or do you just enjoy riffing ideas (which IS a lot of fun, after all)? No big deal, I'm just curious....

Kerrik13
24 May 07, 05:36 AM
Does anyone have feedback on what an engineer class would actually do in an airsoft game? The most obvious use is to repair tanks, but vehicles are rare or a special case in airsoft games.

I was thinking about giving every engineer a 20 foot strip of marking tape and they can build a "minefield" with it. Enemy units can't set foot in the other team's minefield, but an allied player can.

Guerilla Dan
24 May 07, 05:58 AM
This is the best game idea anyone ever came up with and because it's TFC i might actually play.


Btw. Post your steam ids, lamers, so we can play TFC together.

mine is Baby Bowser

Downslide
24 May 07, 06:06 AM
STEAM? wow, uh, Downslide...of course...

I may have to reload it though...

sufi_army
24 May 07, 12:36 PM
So, Sufi, do you want to learn how to RUN scenario games, or is this your way of begging for the kind of games you'd like to PLAY, or do you just enjoy riffing ideas (which IS a lot of fun, after all)? No big deal, I'm just curious....

Well, I would like to run games in the future, but only once I get enough experience and get older (probably more than 4 years from now) and I enjoy giving people ideas.

Also, Kerrik, the engineers could repair weapons (if a shot to the gun means that you can't use it) but that could get complicated

-sufi_army

Renshai
24 May 07, 03:56 PM
I like the minefield idea Kerrick. How about you need engineers to raise flags at objectives, so teams can claim them? Or the engineers could call in airstrikes... Or something.

Guerilla Dan
25 May 07, 04:11 AM
Will we be allowed to conc jump?

Texx
25 May 07, 08:01 AM
What I've been doing at Nostromo games is just issue team ID cards when the players register. Spies get two IDs - their real one, and a fake "forged" one that looks almost but not quite like the IDs of the other team. To detect a spy, sentries have to check IDs.

I can attest to this fact. I was a spy at Nostromo II, but the lack of "checking" for IDs until after the player had been shot prompted me to keep the cash I was to supply to the team... :(

Let's just say I could have given the "most greedy bastard" of that game a run for his money...