Capture the Flag
I haven't read the whole thread, so I apologize if I'm missing/repeating something.
My first thought for a Capture the Flag scenario wouldn't be possible yet, but the devs could conceivably add it. Each team has a "hostage" NPC which cannot be affected by powers (no stealth, teleportation, speed boost, etc. Also no damage, knockback, slow etc). When someone from the opposing team gets within a certain range, the hostage would follow them and they would try to lead them back to their base. The person leading the hostage would have to turn off stealth, not teleport or fly too high or outrun the hostage by too great a margin. If the player leading the hostage is defeated, the hostage would start running back toward their starting point.First team to find the opposing hostage and lead it back to their base wins.
I believe something like this could be implemented with the current tech, and would be simple enough (in my opinion, I am not a dev) to do.
It's not quite as detailed as some of the suggestions I have read in this thread, but it would work as a starting point.
I've seen CTF played in Warburg. Judges stand outside hospitals and give hero team(s) and villain team(s) a "3-2-1 GO!"
Both teams run to get the scientists underground and bring them back to their hospital. Team with the most scientist/flags in a set time period wins.
I've also seen it played where first team to launch a nuke wins.
50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
Overlord of Dream Team and Nightmare Squad
CTF should be Arena/PocketD type thing only.
Grappling hooks are mandatory. Do it, or it's not CTF
And the Stealth and Travel power suppression thing. However, all sprints are maxed out. Everyone gets Hover, and it's also maxed out, along with swift slotted auto for fly and run. There, decent moving.
CTF sounds fun, though. In Quakes, it's quite fun... I imagine this would be a real hoot, and would wholeheartedly be in, however it's implemented.
But it absolutely *requires* a real flag that has to be carried.
Further, if anything close to CTF shows up, I repeat the long talked about, never implemented, highly desired BIG RED BALL. In Talos, especially.
August 31, 2012. A Day that will Live in Infamy. Or Information. Possibly Influence. Well, Inf, anyway. Thank you, Paragon Studios, for what you did, and the enjoyment and camaraderie you brought.
This is houtex, aka Mike, signing off the forums. G'night all. - 10/26/2012
Well... perhaps I was premature about that whole 'signing off' thing... - 11-9-2012
@ OneAboveAll: That's the best implementation of CTF I've read. Especially as it seems to fit in with in the game mechanics.
I think this could work if it was on instanced maps like WoW battlegrounds are.
Also make the flag carrier unable to use any powers (thusly no immortal tankers with the flag) except "Drop Flag"
Surpress travel powers and incapable of being TPed for 30 seconds after Hospitaling.
make the "flag" a device that makes you flow bright red or blue depending on what side you are on similar to Warburg and Bloody Bay ores/code.
Have the "flag" give the flag carrier a very high perception bonus so that they can see stalkers but still can't fight back without droping the flag.
Run, Fly, and Jump enhancements have no effect during CTF, meaning you're running on base speeds.
If the NPC implementation would end up anything like the RSF Tech...then no.
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CTF would be easy.
Flags=Scientist/Hostages
Single Flag 3 Caps = 3 Scientists/Hostages.
Team one starts at the door or computer where hostages need to go(go=bases). Team 2 spawns next to the Scientists/ Hostages.
In order to cap a scientist you must click him (5 sec click or somethin) or free him from a prison for him to follow you. Travel powers don't get suppressed but you have to move at the speed of the Hostage so he doesnt lose you and stealth is supressed just like in pve.
High HP toons like tanks, scraps, brutes would now be useful in pvp. You can try capping more then one hostage/scientist at once as well.
In order to stop the team from capping once they have clicked a hostage/scientist is to 1. kill the capper 2. kill the hostage/scientist (which is buffed somewhere between scrap and tank hp and res. 3. taunt the hostage and click em 4. placate the hostage and clickem. 5. -percep the capper and click the hostage.
Hostage/Scientist can be effected by buffs and debuffs.
This makes more sense then heroes and villains running around with a flag.
Could also do this with a bomb instead. but then people would never be able to kill a tank who is holding the bomb.
MultiFlag CTF = 3 Hostages/Scientists on each side and 1 Computer or Door on Each side.
Objective: Take opposing teams scientist/hostage to your computer or door.
Other Games:
Territories
5 IoP's set up across a map. Team tries to gain all 5 IoP's each one increasing the the power of the team during the game giving them greater advantage. OR Could make it so everyone in map is exemped to lvl 1, everytime you gain an item of power your team's exemp lvl is raised. Team wins when all 5 IoP's are captured and everyone is killed at lvl 50.
Assault:
Destroy opposing teams Glowie.
* you could make it interesting by having the hostages having travel powers like fly pack, jump pack. this would allow flyer's in pvp.
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I would definately want this.
Flag would be an arena-Temp Power that could suppress Stealth, Pools, and not allow friendly TP's... (last one not sure) and possibly it could "Personal Resist Friendly Buffs -1000%" or something?
Possibly 'norm' them over to something - make all AT's resistant the same, with similar hp and/or Mez - so it won't be a Tanker by default?
We probably already have several ways of setting up our own CTF, it's just that no one's bothered to plan them out b/c they'd require everyone to agree on some structure. Examples of "flags" we have: Scientist in Warburg. The RV Heavies for each Side that's on the far end of the map from their base. A single Tanker on "Team 3" in the Arena who's required to behave like a hostage(well, you'd actually need 2 tanks, one for each "base").
...plenty of ways of doing it already and the only thing getting in the way is someone bringing a Kin (So just BAN kins from using SB...pretty simple really)
I would like to see this. One thing that I would like to add is that the flag carrier has to have some type of tp foe protection or high -tp defense that tohit buffs and set bonuses don't have a chance to be a factor off. Other then that this sounds great.
Isn't RV supposed to be the Devs take on CTF?
Nope. it's a control point game.
Capture the flag has to do with an item each team attempts to steal/secure, and bring it back to thier base/spawn point.
Though it'd be pretty interesting if you could move the pill boxes around the zone. >.>
This is the way I would do it-
* 1 flag capture the flag *
- 1 Glowie on in middle of the map, 2 goal points on opposite sides
- Flag is like the warburg codes/bloody bay meteor shards
-instant pickup-5 second pickup
- Flag carrier has stealth suppression, movement suppression (think ouroboros), -tp, cage suppression
- Whoever kills the flag carrier gets the flag
- Waypoint to flag carrier
2 flag CTF's and other multiflag variations could easily be adapted off of that.
@Grava-T
Liberty Server
why not suppress TP altogehter such as in Pocket D?
Or better yet, supress all pool powers and make the +speed in things like AM and SB "turned off" in those particular types of events?
I'd say nonstop travel suppression on the flag bearer, and also suppress all teleport on them (no tp foe or recall). In return, perhaps consider a +hp, +def, +res compensation.
CTF would be pretty fun in coh. Either instanced in "long" maps (Steel, IP) or in a new pvp zone (hah).
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I'd say nonstop travel suppression on the flag bearer, and also suppress all teleport on them (no tp foe or recall). In return, perhaps consider a +hp, +def, +res compensation.
CTF would be pretty fun in coh. Either instanced in "long" maps (Steel, IP) or in a new pvp zone (hah).
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I like this idea here. Another thing to think about is having the drop zone for the flag being bigger then force bubble or any other repel range.
the only way i could see CTF or KotH being made is if the Devs made it for arena. and i think travel powers and shealth would have to be off for the whole event. if not ppl would just fly to the ceiling and hide there. so no Travel powers or hide type powers. the only travel is ur sprint. q
for the CTF: players would have to fight to click a glowie. once the person gets the glowie they get points for every minute they hold onto it. the glowie could be a temp power to help them hold onto the glowie A.K.A. Flag. the Devs could make the CTF 8vs8 or a all out FFA.
i dont have ne ideas for the KoTH.
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the only way i could see CTF or KotH being made is if the Devs made it for arena. and i think travel powers and shealth would have to be off for the whole event. if not ppl would just fly to the ceiling and hide there. so no Travel powers or hide type powers. the only travel is ur sprint. q
for the CTF: players would have to fight to click a glowie. once the person gets the glowie they get points for every minute they hold onto it. the glowie could be a temp power to help them hold onto the glowie A.K.A. Flag. the Devs could make the CTF 8vs8 or a all out FFA.
i dont have ne ideas for the KoTH.
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IMO if the Devs do design some form of CTF for this game then travel and stealth suppression for the "flag" bearer is sufficient.
There is no need to nerf powersets by taking away stealth and travel powers for everyone. There are already ways to deal with those issues from all kinds of different player powers.
[ QUOTE ]
[ QUOTE ]
CTF would be easy.
Flags=Scientist/Hostages
Single Flag 3 Caps = 3 Scientists/Hostages.
Team one starts at the door or computer where hostages need to go(go=bases). Team 2 spawns next to the Scientists/ Hostages.
In order to cap a scientist you must click him (5 sec click or somethin) or free him from a prison for him to follow you. Travel powers don't get suppressed but you have to move at the speed of the Hostage so he doesnt lose you and stealth is supressed just like in pve.
High HP toons like tanks, scraps, brutes would now be useful in pvp. You can try capping more then one hostage/scientist at once as well.
In order to stop the team from capping once they have clicked a hostage/scientist is to 1. kill the capper 2. kill the hostage/scientist (which is buffed somewhere between scrap and tank hp and res. 3. taunt the hostage and click em 4. placate the hostage and clickem. 5. -percep the capper and click the hostage.
Hostage/Scientist can be effected by buffs and debuffs.
This makes more sense then heroes and villains running around with a flag.
Could also do this with a bomb instead. but then people would never be able to kill a tank who is holding the bomb.
MultiFlag CTF = 3 Hostages/Scientists on each side and 1 Computer or Door on Each side.
Objective: Take opposing teams scientist/hostage to your computer or door.
Other Games:
Territories
5 IoP's set up across a map. Team tries to gain all 5 IoP's each one increasing the the power of the team during the game giving them greater advantage. OR Could make it so everyone in map is exemped to lvl 1, everytime you gain an item of power your team's exemp lvl is raised. Team wins when all 5 IoP's are captured and everyone is killed at lvl 50.
Assault:
Destroy opposing teams Glowie.
* you could make it interesting by having the hostages having travel powers like fly pack, jump pack. this would allow flyer's in pvp.
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I would definately want this.
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/signed but maybe instead of hostages you can make the "flag" a weapon like the nemesis staff. You can hold it and its visible but you can still fight.
Now everyone keeps saying suppress travel powers then the teams are gonna consist of 1 tank/brute and 7 Earth/rad controllers spiking the movement speed of the enemies movement. I would just cut the movement speeds in half and disable all forms of tp.
[ QUOTE ]
I've seen CTF played in Warburg. Judges stand outside hospitals and give hero team(s) and villain team(s) a "3-2-1 GO!"
Both teams run to get the scientists underground and bring them back to their hospital. Team with the most scientist/flags in a set time period wins.
I've also seen it played where first team to launch a nuke wins.
[/ QUOTE ]
Now that sounds like it would be fun
Capture the Flag would make for an interesting diversion if it's done through Pocket D or the Arena.
To keep things interesting and fair I think that everyone should have their travel powers removed, buffs are allowed however the maximum speed is capped out so that you don't simply have someone running back and forth from capture points at high speed.
All stealth powers should indeed be surpressed when traveling with the flag.
The flag can be retrieved from the target by either defeating them (causing them to drop it) or hitting them with brawl. When you hit them with brawl you are then in possession of the flag and can return it manually to it's resting spot for bonus points. If the flag is dropped it cannot be picked up and remains at where it dropped for 30 seconds, requiring the defending team to focus protection upon it. After 30 seconds it automaticlaly returns to the resting spot.
All points are based upon the flag, players and the team get no points for killing someone who didn't have the flag. This is to deter people from running around solo treating it like a deathmath which can often happen in popular CTF games like Team Fortress. If the flag holder is the only person you can score personal points from then it unifies the team to genuinely work to protect their flag.
Points are scored based upon capturing as well as defending the flag. 5 points for a cap, 3 points for returning it to its resting spot and 1 point for defeating someone who is holding your flag. To encourage people to defend the flags resting point there will be a multiplier applied to all points the team scores the longer the flag is left uncaptured by the opponents. Lets say if the flag has not been captured for 3 minutes then all points earned by team members is multiplier by 2, 8 minutes it becomes x3, 15 minutes is x4 and for every 30 minutes beyond it rises by a factor of one each time. A cap should NOT be placed upon the multiplier. If the flag is captured up at any point the multiplier is reset and starts over, simply touching the flag does not reset the multiplier. This avoids the point system from being exploited by people allowing someone to pick up the flag in order to score points from them. The most successful team are capable of defending their flag while capturing their opponents again and again. Additionally a less organised team who make frivolous raids on their opponents flag are simply boosting their opponents scores.