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Control Mode

Posted: Sun Jan 10, 2010 1:23 am
by Maveritchell
Since I've got a pretty good selection of maps to play around on now, I decided to take a quick break from working solely on maps and make one of the new modes I've been planning. This mode is control mode.

In control mode, each team has a set reinforcement count and pre-defined non-captureable command posts. The goal of control mode (akin to a reversed assault mode) is to completely eliminate your opponent's reinforcements.

The reason this mode is called "control mode" is because there are several command posts - control points - scattered across the map. These control points may be captured, like command posts in conquest, but you don't need to capture them to win, and capturing all of them won't win the match for you. They are captured much more quickly than normal conquest command posts, which means they will change hands often over the course of a match.

You will want to capture them, though, because each control point you control gives you a distinct advantage.

Each map using this needs to have a minimum of four control points, but it may have more (depending on the size of the map). The four primary control points provide one of the following bonuses to your team:
-An AI hero player to support your team
-A health regen for every unit on your team
-A regenerative shield for every unit on your team
-Higher energy regeneration rates for all units on your team

Any control point added past the original four will provide a reinforcement bonus to your team. If the opposing team captures a control point you previously owned, your bonus will be removed and they will take that bonus. In the case of some bonuses, units must either respawn or enter a command post to activate their bonus - which means that if you're diligent and try to stay alive, you can keep a bonus even if the other team has taken back a control point!

The control points are on fixed locations in every map, but their effects are randomized at the start of every battle. For example, the control point that gives you the hero bonus in one battle may give you a reinforcement bonus in another.

Because the hero is available as a bonus, there will only be one hero on the field at once and it will only be available to the AI. You still have access to the hero support units for either team, though.

In the below pictures you can see some of the aspects of control mode:
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This first picture shows the difference between control points and noncaptureable command posts on your minimap. Note that all the control points are neutral at the beginning of the battle.
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Each control point uses a different mesh than the standard control post as a means of differentiation. (For the astute of you out there you will notice it's the formerly-incomplete "original" CP model.)
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As shown above, it's worth capturing and holding as many control points as possible at once. The bonuses all stack - the Bothan Spy above has the shield bonus, health bonus, and just spawned his team's hero.

This mode was fun to make and is a lot more flexible than wave mode, which means I can easily add it (and probably plan to) to any land-based map for Rising Son.

Re: Control Mode

Posted: Sun Jan 10, 2010 1:27 am
by genaral_mitch
This sounds very intersting. Like a cross between hunt\xl\capturable cps.

Re: Control Mode

Posted: Sun Jan 10, 2010 1:35 am
by Nova Hawk
Ooh, sounds like alotta fun! I like the new CPs.

Re: Control Mode

Posted: Sun Jan 10, 2010 1:47 am
by Nihillo
Nova Hawk wrote:Ooh, sounds like alotta fun! I like the new CPs.
I agree, this should be good, but what about the losing team? What happens to the balance of the match when one team has all Control Points?

Re: Control Mode

Posted: Sun Jan 10, 2010 1:52 am
by Maveritchell
Nihillo wrote:
Nova Hawk wrote:Ooh, sounds like alotta fun! I like the new CPs.
I agree, this should be good, but what about the losing team? What happens to the balance of the match when one team has all Control Points?
It is obviously shifted in the favor of whichever team has more control points, just like conquest is shifted in favor of whoever has more command posts. However, since the control points are set up fairly equidistant from opposing teams' spawns, they're easy to capture back. As with any mode, AI autobalance kicks in if one team is far ahead.

Re: Control Mode

Posted: Sun Jan 10, 2010 1:55 am
by Sky_216
Looks like fun, but two questions:


1) playable online?
2) why does it have to be on land based maps? Surely any map with conquest will work?

Re: Control Mode

Posted: Sun Jan 10, 2010 1:58 am
by Maveritchell
Skyhammer_216 wrote:1) playable online?
2) why does it have to be on land based maps? Surely any map with conquest will work?
1) No reason it shouldn't be. For obvious reasons it has not been tested.
2) Land-based instead of a space (vehicle) map. Any map that has infantry fighting works.

Re: Control Mode

Posted: Sun Jan 10, 2010 4:50 am
by lucasfart
WOW!! This is a really good idea mav! one question though, if starts off alot better than the other, wouldn't it be basically impossible for the other team to get back in the game, even with autobalance, if the other team has all the bonuses? say one team had the hero bonus, regen bonus and the shield bonus, wouldn't it be virtually impossible for the other team to recover?

Re: Control Mode

Posted: Sun Jan 10, 2010 4:55 am
by DarthHamster
Interesting idea, you never stop modding do you. :D All this new stuff going into the Rising Son is really getting me hyped for it!

Re: Control Mode

Posted: Sun Jan 10, 2010 5:06 am
by Maveritchell
lucasfart wrote:say one team had the hero bonus, regen bonus and the shield bonus, wouldn't it be virtually impossible for the other team to recover?
It's not impossible or even tremendously difficult. That's part of why I made the capture times for the control points minimal - the bonuses should and do switch around relatively often in a well-pathed map.

No unit is going to be invincible with the bonuses, even stacked all on top of each other. They will help you out, but if you get overwhelmed, you're going to die, shield/health bonus or not. The biggest reason this stays balanced is because the losing team can't get "cornered" like they can in conquest - the map is still entirely open to either team and it's virtually impossible (for a single player) to hold the whole map by himself.

Re: Control Mode

Posted: Sun Jan 10, 2010 5:11 am
by Broken_box
That looks like fun,

Dark Times = Awesome
Rising Sun = Dark Time + Sequel + New Maps = Awesome
New Maps + Control Mode = Awesome :bowdown:

Re: Control Mode

Posted: Sun Jan 10, 2010 11:34 am
by Blade117
This looks really awesome Mav! Can't wait.

Re: Control Mode

Posted: Sun Jan 10, 2010 11:39 am
by sampip
Wow, how do you come up with these good ideas? :D

Re: Control Mode

Posted: Sun Jan 10, 2010 12:01 pm
by Hebes24
Very interesting. This mode sounds like a lot of fun.

Re: Control Mode

Posted: Mon Jan 11, 2010 12:28 pm
by Anakin
what about an Republik Comand team insteat of a hero??
special:
the comandos reacts on your commands you can give with the F5-F12.
I know in the opinions/controlls stands something about funktions for this keys but it doesn't work so if you play for exampel Boss you can tell the other rcs if they schout stop go behind infront of you or atack...

Re: Control Mode

Posted: Mon Jan 11, 2010 8:06 pm
by AQT
^ I believe by the time period Dark Times/Rising Son takes place, the Republic Commandos (pretty random idea) were already "extinct"...

Fascinating concept, Mav. I'm sure it will be a blast!

Re: Control Mode

Posted: Tue Jan 12, 2010 1:20 pm
by Anakin
Skiratas private arme??

@Mav.: do you upload an asselt so that everybody can use it??

Re: Control Mode

Posted: Tue Jan 12, 2010 5:27 pm
by Ping
Anakin wrote:Skiratas private arme??

@Mav.: do you upload an asselt so that everybody can use it??
This isn't the Clone Wars era. You want something like you're proposing, then I suggest you make it yourself.

Re: Control Mode

Posted: Mon Jan 25, 2010 6:53 pm
by CCO!
Incoming Randomness! Just a thought, and if this proves impossible to code forgive me, but I think that some tooltips (you know, like the one that comes up when you can use a lightsaber block) should appear upon reaching a Control Point. For Example

"Seize this Control Point to Spawn a Friendly Hero"

"Seize this Control Point to Gain a Regenerative Bonus"

That's just a "little thing" that I thought of.

Re: Control Mode

Posted: Mon Jan 25, 2010 7:15 pm
by Maveritchell
CCO! wrote:Incoming Randomness! Just a thought, and if this proves impossible to code forgive me, but I think that some tooltips (you know, like the one that comes up when you can use a lightsaber block) should appear upon reaching a Control Point. For Example

"Seize this Control Point to Spawn a Friendly Hero"

"Seize this Control Point to Gain a Regenerative Bonus"

That's just a "little thing" that I thought of.
I thought about adding in something similar, but part of the point of the mode is the fact that your control points are random - discovering what they do and planning around that is part of the strategy. Even if I were to implement exactly what you said, it would only quicken the "discovery" aspect by a short period of time - and it would also remove some of the incentive to capture an unknown control point sooner.