Announcement

Collapse
No announcement yet.

New Kind of assasination gametype

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • New Kind of assasination gametype

    Maybe an assasination gametype but not the typical assasination where are two teams in the game, and one team is supossedto protect one of their members and the other team have to kill that member

    My idea is that in one round of this gameplay there has to be one assasin who would have the thief abilities to sneak and hide, and there would be maybe one or two guards looking for the assasin, and all the other players would be just common civilians who would be able to defend theirselves with their bare hands or run for their lifes tryng to find a guard to help them

    The assasin would have an objective to kill, this objective woul only be kwon by him and nobody else and he would try to kill him after found him

    The civilians would wander around the map waiting to run for their lifes, the only thing they arent able to do is to stay too near the guards when they arent in danger maybe a punishment system like the Llama from jailbreak would help for this not to happen

  • #2
    And what would playing as a civillian be? Boring! Unless they are given some serious fighting ability, which would make them guards anyway.
    It's not my fault everything you like is terrible.

    Comment


    • #3
      Well the fun would consist on tryng to stay alive for a time or until the assasin still alive, if you arent the target you could assit the target or maybe, if youre very bored, start a streetfight with other civilian

      Comment


      • #4
        lol big heads and slap mode for night-blade! XD

        Comment


        • #5
          Speaking of slapping, will there be the option to go the fisticuffs in Nightblade? Or at least have, say, a secondary firemode that allows you to smack down some bitches with the stock of your crossbow. It was always rather queer watching guards with no melee weapons trying to fight up close in Thievery.
          Nightmaster,
          .:Mockers Thievery Guild:.
          - "until the cat is skinned"

          Comment


          • #6
            That game mode, sucks arse.
            The "beat down" with the weapon stock, has always been needed in tut, and would be great in Nightblade.
            How TuF are you?
            League of Legends
            Bloodbowl by Extensions

            Comment


            • #7
              A nice heavy kick would be good.
              Hippopotomonstrosesquippedaliophobia, n. See also Irony.

              Comment


              • #8
                Originally posted by Salvage
                A nice heavy kick would be good.
                I want akimbo kicking, like in Duke Nukem 3D.

                Comment


                • #9
                  Originally posted by Swiss Mercenary
                  I want akimbo kicking, like in Duke Nukem 3D.
                  Akimbo kicking R0XX0Red!

                  Perhaps if this gametype were a short time, say, 3 minutes, it'd be more feasable. Perhaps even rotate who the assassin is between the people that first joined the game after each 3 minute interval?

                  Comment


                  • #10
                    Hmm... to be completely different:
                    a) Everyone starts as a guard.
                    b) Each guard has to move between different places in the map - patrol it, as it were. These patrol points will be randomly selected for each guard.
                    c) The last guard to get to him/her first waypoint becomes the assassin.
                    d) Whenever a guard is killed, they respawn as an assassin.
                    e) The guard that patrols the most points before dying wins.
                    f) Special awards also go to the most effective assassin, too.
                    Immortius' Forge

                    Comment


                    • #11
                      A single assassin vs the rest of the server as guards would be fun too. The assassin would be pretty powerful, able to sneak and (if he/she is lucky) take out 3 guards at a time. Guards would always respawn after a minute or so, and the game would continue until the assassin was killed, then the next guard gets his chance to be the assassin. After everyone gets a chance to be assassin the game ends and the assassin who got the most loot / objectives / fastest time wins.

                      Comment


                      • #12
                        I sort of like the civilian idea, but I think some people misunderstood it ... The assassin would try to assassinate a certain civilian? Maybe as he assassinates civilians they should become guards? Of course, how would the assassin be chosen in the first place?

                        I say mix all these ideas as much as you can :0)
                        "Crack the panel!"
                        "Once upon a happenstance, I did myself connect to a game-hosting combobulation."

                        Comment


                        • #13
                          It's just so hard to make suggestions for a game you've never played. Like back in the day when we were under the impression that in Alien Swarm, each player would control 5 marines. Ha!

                          Comment


                          • #14
                            because we have not played it we are free to make any suggestion we wanted too, even some that the game engine makes completely impractical. We have no idea what will work or not so we can just have fun debating about these features.
                            Immortius, I would make it the first guard to make it to his patrol point so you do not get several people trying to be the assassin and nothing happening. And really I think it should play fast. Not very fast, just faster then normal so the assassin has to do an "Indiana Jones" style to find the objective. Matter of fact one really fast thief aganst full guards would make an entertaining game.
                            Conformity is the refuge of the unimaginative, the dull and the stupid
                            The internet based realm of Decompiler

                            Comment


                            • #15
                              A modification to the original idea posted here, based on a non-video group game. The difference comes from removing the "civilians." I think they could be made useful conceptually, but to be interesting for the civilian players, would need to several people per game, which would make pick-up games difficult to get going.

                              1) The assassin would initially be unknown to everyone but his/herself. Final pick would be random by the game. The game will need to wieght players in the selection process such that it would be most unlikey to determine the assassins identity through process of elimnation. Players would also have the ability to choose whether they are in the assassin pool or not, though other players would not know there selection.

                              2) All players would have the appearance of being on the same team. Each player should be easily differentiable by sight (Expect color to be the best).


                              The game would have two phases:
                              A) Guards must determine the Assassins identity, while the Assassin tries to take out as many of them as possible before being discovered. The Assassin does not have Stealth capability.
                              B) The assassin revealed, the game turns into a deathmatch. The Assassin know has stealth capability.

                              Phase A:
                              -The Guards learn the Assassins identity by either observing the in action, or by some other mental process.
                              -To "reveal" the Assassin (hence move to Phase B), a guard need only do damage to them. To prevent the guards from just whacking each other, a heavy price would be needed if they guess wrong. Heavy friendly fire and/or reverse friendly fire, or even Instant death should suffice.
                              -The Assasin should have access to traps and other nefarious items. Would also suggest a delayed instrument of death. This would allow the Assassin a chance to kill a group of players with chance of escaping detection. An animation would be required for the act so the guards have a chance to observe them making a kill. A short range blow dart might be good. They need to be relatively close, but once hit the other player is dead (or maybe they can buy an antidote?). Effect on the hit person would be walking along when suddenly there life starts fading away.
                              -This Phase should favor the Assassin.
                              -Main element for the Assassin is the tension of being discovered. For the guards, it is the uncertainty of not knowing who you can trust.

                              Phase B:
                              - Becomes a Thief vs. Guards deathmatch
                              - Begins when the Assassin is marked, or when there is only one gaurd left. A screen message will announce who the Assassin is. The Assassin then gains stealth properties



                              Other Thoughts:
                              - If there is enough people perhaps two Assassins? (game will have to note this)
                              - Tough AI guards needed of course
                              Give some taffer fire, and you'll keep him warm for the night with one less reason to cause trouble for the master.
                              Set a taffer on fire, and he will be warm for the rest of his life, and have no need to bother the master.

                              Comment

                              Working...
                              X