An extra game mode

Waaay back in the days, when helis weren’t there, i made a post about an adittional game mode called “V.I.P. Hunt/Escort”…
it basically went like this:
every game 1 random player out of the 8 players is designated as “the VIP” (this gives the player a bit of extra resistance to all damage, but just a little) and the goal is to find him/her and hunt them down.
ofc, the friendly team knows from the start who the VIP is, but enemies do not, though they can find out by capping the enemy base.
If any other player exept the VIP capps enemy base they manage to reveal which enemy player is the VIP.
the base has 2 cap levels with the first level revealing the VIP and the second cap attaching “a tracker” that prevents the VIP from being able to hide (with either invisibility or any other way).

-Victory conditions:

  1. kill the VIP
  2. the VIP capps the enemy base (ONLY works for VIP doing it)

-Loss conditions:

  1. VIP killed
  2. enemy VIP capps the base

i think it would add a nice game mode that would put teamwork to the test, and could spice things up a bit…

what do you think about it people…?
:slight_smile:

8 Likes

Seems like a fun idea, I’d love additional gamemodes!

2 Likes

Just a small detail.
In current PVP we all know what’s the sad end for the last man standing when more than 2 or three players from the other team hunts down the fellow.

2 Likes

well, agreed on that part. but given what i wrote the last man standing should be the VIP otherwise the game was lost. also i wrote that thinking that the team should focus on both offence and defence instead as just running around like lemmings…
so you are right,but i feel you’ve gone beside the point.

here’s some more “food for thought”

3 and/or 4 teams Royal Rumble

3 teams RR
it involves 3 6-man teams competeng against each other. so instead of there just being friends and enemies, there could more chaos this way…similar to “for the emperor”, just with more teams

4 teams RR
this could work as a clan based RR and it would involve 4 4-man teams (clans) duking it out. like invasion it could be in an “arena type stage”.

just sayin’
:slight_smile:

this one isn’t about a game mode, but it is something i’d RLY like to be implemented…and that is a bit better clan mamagement scheme. it’s about invite/kicking options. as things are now, it’s kinda dumb, seeing that only the leader and liutenent (i think it’s called) can inv/kick ppl in/out of clan.

the reason i write this is 'cuz i’ve been asking my clan boss to rank me up above vet so that i can also inv ppl in, but got refused with the reason that “i could then kick him out of the clan”…

i totaly agree with that statement as i also wouldn’t want a stranger taking over a clan i raised, but it is annoying at times having to bother always pinging the leader when i want to invite someone.

needless to say, I DON’T WANT the power/choice to kick ppl as i believe that’s “the boss’ job”, so imo, things should be made like this:

-rookie- can neither inv or kick
-veteran- can ONLY invite
-lt.- can invite and ONLY kick players of same or lower rank (that would prevent the boss’ place being taken over)
-leader- can inv/kick anyone

this could also be added as a simple on/off option in clan settings, so that the leader can choose to allow vets to inv ppl without having to be there all the time and such…

any thoughts about it would be appreciated…

:grin:

2 Likes

game mode: “Death Race”

this one is inspired by a veeeery old game on Amiga, called Overkill. it’s basically a race game (no bases) for 8 players. weapons can be used but start empty/overheated and a specific boost can be collected on the track that would allow shooting but just 1 clip (number of shots depend on weapo(s) carried) or just untill the weapon heats up (and then the same boost needs to be collected again to reload/cooldown said weapon).

the point is more in the race than kills…

other than that, traps (like spikes or tank trap, or ramps that would send players flyin into obstacles or out of bounds or smt…) could be strewn randomly on the stage to inconvenience/harm players in some way…

1 Like

New Codriver: Oilslick
a former racer, he joined and later left the lunatics gang. some say he got fed up with billie (reason unknown, as he doesn’t talk about it, but some speculate it was the former’s obsession with blowing up…) and left the gang to become a merc.

spec skill:
Turbo Injectors - gathers a set amount of charges while driving/drifting and then, when activated, increases the car speed for a time.

pasive skills:
Shoot as you drive - increases rate of fire (may be proportional to speed)
Tight turner - increases turning speed of weapons (may be proportional to speed)
Race ace - increases wheel grip

:grin:

1 Like

here’s another one…
:grin:

i heard some ppl in the gen chat talking about Engraved Shell Casings and other such stuff so it got me thinking…
How About linking collections of those things to Adventure Mode? not saying “make it grindable there”, that’s not what i mean…what i mean is use adventure mode similarly to the “replay memory” thingy.
for example:
there’s a gate at the northern part of the map that is just “a part of the art”, so it could be used as an entry point to Northern Justice or some such thing. you would have to que up as a team (no rando crap) and be able to replay it (northern lights).
similar to that, other game modes or team plays could be introduced for the aforementioned casings and/or lighters, or simply any such specific materials…again, not asking for a way to “grind those like mad”, just as some extra stuff that can be done from adventure mode, or maybe add some more situational encounters like the “guard/destroy truck” (the green ones) that people could do for those materials…seems a waste of nice potential for adv mode to be kinda empty.
sometimes i just go to adv mode to drive around since it a nice wide open space that’s perfect for a drive around plus it’s also a decent and safe way to farm xp scrap and copper…if you’re tired of sealclubing…hahaha

toss yer 2cent about it, will ya…?
:grin:

some more stuff for adv.mode…
this was also inspired by a very old game i liked called firefall…for those who don’t know about it, it was a PVE MMO that had players pitted against an endless army of aliens and they had to defend the last livable parts of earth.

so…first make actual camps for factions. then those camps could be attacked by either ravagers or a rival faction which could give the players something to defend/attack, depending on faction chosen. this would work similar to situational encounters, and in case that said camp is destroyed, players of that faction could then try to storm and reclaim said camp.

a small digression…before starting adv mode you could for example allow players to choose if they want to be:

Mercenaries - do not belong to any faction. can attack or be attacked by anyone (players or AI), but they are allowed to take any and all factions’ side quests.

Faction member - can attack other factions (or players belonging to those factions). AI controlled friendlies could help those players against others (like you could “summon” them with the help button, or something). also, only side quests from own or friendly faction can be taken.
this could give players more varied choices of play, and imo revitalize adv mode somewhat…

side quest - A friend in need - it’s basically a crossbreed between “deliver and destroy” side quests. the player needs to rush to a certain place and help a faction member against multiple enemy faction cars trying to kill the friendly.

faction side quests.
as every faction has their own base, a player could obtain some kind of side quest by visiting said faction base camp.
firestarters could be used for arena brawls
scavengers could ask for escorts as they go dismantle something
lunatics could ask for assistance in a raid
steppenwolves could ask for protection of a site that they intend to make a watchtower of base camp in
nomads or dawn children could ask for an escort while they are analyzing an anomaly or something

ofc, such side quests could only be undertaken by players from those factions, or factions that are friendly, as well as “mercenary players” (who are allowed to take side quests from any faction).
so far, aside being just a flavor, factions per se have almost zero impact on the world, which is kind of a waste of a great potential, both as game options and world building…

1 Like

I like it sorry not got back to your post in my topic but yeah sounds fun. Played something like that in past on a game. Maybe it was Halo not sure :smiley:

nah mate, it was unreal tournament, the first one…
:grin:

also, thnx for getting back, no worries…

adendum
…i got that wrong. UT1 had another mode…teams would switch between attack and base defence, iirc.
can’t remember what was the name of the game that had “V.I.P. escort” game mode…but it was a shooter none the less…
:rofl:

thank you so much….

ok…?
may i know why?
:grin:

here’s some xtra stuff…
:rofl:

4 vs 4 LEVIATHAN SLUGFEST, because…why the hell not. no bases, just a simple slugfest. i mean it’s already there…just “add it to RNG In The Sky”… :rofl:

and now for some xtra Coo Coo Drivers. unlike the previous, i don’t have a short story for 'em…if anyone feels like you can post it her…np :grin:

Gimmi K.
spec skill Cowboy - after X successfull shots (can be activated or smt.), reduce reload time of mounted weapons for a time or smt.
skill Trigger Hippy - increased weapon rate of fire
skill Bolts ‘n’ Screws - increase durability of car parts by a very little. this is applied to every individual part of the armored vehicle, exept for Cabin, Weapons, Moving parts, and Modules.
skill Break a Leg - increases max speed for legs by 5km

Ice Flow
spec skill Snowborn - activates after a set amount of elemental damage (fire, ice, THUNDER!!! :rofl:). increase the “time to overheat stat” of all weapons for a set time (or smt)
skill Frozen Stiff - reduce enemy push speed or push effect against this armored vehicle
skill Crampoons - reduced slow effect from enemy ice based attacks
skill Cold as Ice - increased effects of “cold based debuffs”

Ro N. Tghen
spec skill El. Storm - disable enemy radars / locators / and other such items, for a certain time and within a certain radius. can be activated after a certain ammount of damage to enemy Cabins, parts that require energy to function, and any type of Movement parts. edit: also disables invisibility in same radius
skill Juiced Up - increase max speed of hovers by 5km
skill Shortcircuit - increase (Energy / Uncategorised) damage to Modules and Engines
skill Energy Distribution - reduce “charge up time” for energy and uncategorised weapons

Mark S. Mann
spec skill Bullseye - activates after X successfull shots at enemy cabin. gives a damage bonus against all non-structural parts for a time
skill Hawk Sight - increase max range of all weapons (bonus may vary depending on weapon type)
skill Paint Target - increase homming rockets speed (or active time, or tracking accuracy, or smt… )
skill Commando - reduced aquisition / spotting range, for enemy armored vehicles targeting this vehicle

that’s about it for now…
:grin:

1 Like

some more stuff:
Adventure mode
Search and Purge (side quest) - the opposite of “Search and rescue”, in this side quest the player has to reach a point and kill “the traitor” that is selling info to a rival faction, and the gangers he/she is selling the info to. the gangers consist of 3 grunts and 1 bruiser. after the traitor and 2 gangers are destroyed, the remaining 2 gangers choose to flee and must be delth with.

Faction situational encounters
ENGINEERS - “Rescue and Escort”: save an NPC from ravagers and escort him/her to the engineers outpost (similar to story quest).
LUNATICS - “Raid’s ON!”: raid a passing convoy (similar to attack the truck sit. enc.) and deliver the goods to the lunatic’s outpost.
NOMADS - “Escort and Protect”: escort an NPC or a team of NPCs to a certain location and defend him/her/them untill destination is reached.
SCAVENGERS - “Patrol and Defend”: patrol a specific area and defend scavs as they dismantle “something” (similar to defend the radio tower sit. enc.).
STEPPENWOLVES - “Patrol and Eliminate”: patrol a specific area and eliminate hostiles present. similar to egzisting side quest only lasts longer or there are more enemies.
DAWN CHILDREN - “Scout and Protect”: scout a specific area and protect NPCs that are “doing something there” like studying an anomaly or a weird piece of tech…ravagers are likely to be encountered.
FIRESTARTERS - “Locate and Purge”: find a bunch of deserters and eliminate them. player may choose to immobilise them (by shooting wheels or smt) and if successfull can sell them as slaves for an extra income…or smt…

Coo Coo Drivers

Peta Arda
spec skill It’s ALL in the mixing - for a short time adds a small ammount of explosive damage to “bullet type” damage
skill The Bigger the Better - increase AoE of weapons with an Aoe
skill Flame of Glory - self destruct damage increase
skill We have Explosives - returns a small portion of “ramming damage” recieved

Nin Jah
spec skill Shinoby - when activated highlights explosive modules of nearby enemies to all nearby friendlies for a short time
skill Caltrops - increased damage against movement parts
skill Weak point - increases penetration of weapons, or gives a small penetration bonus to weapons that have none
skill Discipline of steel - a very small reduction to the damage recieved by armored vehicle

NEW WEAPONS

Hedgehog (Legendary)
works same as Dove, but instead of exploding on landing, the rockets explode in the air and shower an area with spikes, dealing “bullet damage”. the area is somewhat smaller that the Doves’. treat each rocket as if firing “an Argument full charge” and the spikes are somewhere between an argument and a spike crossbows’ in size. spikes that don’t hit an enemy remain lodged in the ground for a sec or two (treat as rippers’ saws in that regard)

Fireworks (Epic)
works same as Hedgehog, but rockets drop clusters of small grenades. the effective AoE is larger than the Doves’, BUT each individual grenades’ AoE is SMALLER than standard (this could still result in smaller vehicles NOT BEING HIT even if Inside the actual AOE being targeted)

that’s it for now
:grin:

1 Like

new game mode:
Battle Leader
this game mode is played by two teams of 8 or 10 players of which 2 are always bots (no more, no less than 2).
before the game starts, 1 random player is designated as “Battle Leader” which basically gives him controll of the bots. the player may re-assign the role to another player before the game starts by
right klicking on another player and choosing the option to do so.
the controlling player may issue orders to bots with the quick chat button during the match. orders include:

-attack a player (self explanatory)

-defend a quadrant (remain in a specific quadrant and attack any enemy in range)

-scout ahead (the bots will break away from the group and scout ahead/the other side. as soon as enemies are detected, the bots will not engage but return to the leader)

-lure enemy (same as scouting, but the bots will take a few potshots at enemies before returning to the leader)

if no order is given (or after performing scout/lure maneuvers), the bots will automatically assume “escort mode” which is to say, they will remain within a certain distance of the Battle Leader and defend him/attack players in range or players attacking the Battle leader.

this way bots could be of use and not play like headless chickens… :grin:

no, just no

got a reason for it …or an explanation…?
:slight_smile:

because youre playing crossout, thats why it would never work