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rush mode

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#113842

rush mode

Hey guys ;D
I've got a brilliant idea for a new game mode. Rush mode.

The Objective of the game is for the attacking team to destroy the defending team's objectives.

Objectives could be bunkers, flak towers, buildings, factories, secret weapons, heavy artillery and much more.

The attacking team will start with a high number of resources, but will not get more until their objectives are destroyed.

The defending team will start with a low number of recourses, but will instead have a completely normal resource income.

Both teams will have the same PopCap.

The defending team will win, when the attacking team runs out of recourses and have no units left.

The attacking team will win when all objectives is destroyed.

The defending team's base has a pair of objectives to protect, and when both objectives have been destroyed, the map is expanded, making room for a new base with a new set of objectives to protect, where the defenders have to fall back. This process is repeated until the last defending base is lost. A number of 6-10 objectives per map would be nice.

The idea is taken from the battlefield games with a game mode called Rush, just fitted into COH style of play.
Quite honestly who in their right mind would replace a Calliope for a Jumbo?
#113844

Re: rush mode

Good ol Rush from Battlefield gotta love it.

But how would this work?

Would you purchase troops from Mustering Tents and stuff, and produce vehicles from Tank Factory's?

Or would you call men from off the map?

Just curious how this would work, its easy in Battlefield games as you just spawn on bases as a single troop and once you have captured a base Tank, Helicopters, Jets etc would spawn.

Oh and what about the Command Tree's they may make things a little OP.
They come for our blood but drown in their own!
#113846

Re: rush mode

hhhhhhhhhhhhhhmmmmmmmmmm ???
yes I can see what you mean.
but so far I have not come yet.
i think of map would be best.
doctrins I dot think they will cause problems.
Quite honestly who in their right mind would replace a Calliope for a Jumbo?
#113858

Re: rush mode

Dont mean to rain on anyone's parade but IIRC the devs said no more mini games :(.
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#113865

Re: rush mode

^ i dont remember us saying that, i think?

either way i did have something like this planned and in a sort of alpha state, ill see where it goes
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#113868

Re: rush mode

robotnik wrote:
^ i dont remember us saying that, i think?


MaxiKing6 wrote:
There won't be any additional game modes like the Red Tide/Blitzkrieg or Operation Save Christmas in the near future. Sorry, guys.


That's what I remembered :P.
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#113869

Re: rush mode

^ maybe from them, but if i am able to get something like this working i dont see any reason for it to not be included. However, game modes like these are not much of a priority for most of the devs, and are mostly side projects that get done when the devs feel like working on them, so maybe he meant something like that
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#113881

Re: rush mode

Robo we already had an idea of that before you came into the dev team lol.
I identify as a four-eyed bird man. /s
#113901

Re: rush mode

^oh wow, well i guess there might already be something planned then lol
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#113916

Re: rush mode

I said that referring to some posts in the Dev section where it was said that those alternative game modes hinder main progress. But well, I guess it wasn't so dramatic then, lol.
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#113920

Re: rush mode

MaxiKing6 wrote:
I said that referring to some posts in the Dev section where it was said that those alternative game modes hinder main progress. But well, I guess it wasn't so dramatic then, lol.


:p I think it should stay in the Devforums then
I identify as a four-eyed bird man. /s
#114806

Re: rush mode

I think there is some merit in the Idea of extensible maps for the Campaign system. Maxi did a tutorial on Action flags sometime ago in Mapping. When a certain number of objectives were held an action flag would 1. save the existing map. 2. go into an interlude where the new map is loaded. if the other team turns the tide the action flag would return you to the previous map. The Existing OBs could be handled as a call-in to the new map base area with a FHQ and one builder.

This would be real nice for the encirclement of Kiev, advances on Moscow, Rostov, and the Narva campaign,(some one is/has developed a good historical map for the Opening battles there). It might even work for Stalingrad; but I can see a lot of difficulties for that one.
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War
#114821

Re: rush mode

Otto wrote:
I think there is some merit in the Idea of extensible maps for the Campaign system. Maxi did a tutorial on Action flags sometime ago in Mapping. When a certain number of objectives were held an action flag would 1. save the existing map. 2. go into an interlude where the new map is loaded. if the other team turns the tide the action flag would return you to the previous map. The Existing OBs could be handled as a call-in to the new map base area with a FHQ and one builder.

This would be real nice for the encirclement of Kiev, advances on Moscow, Rostov, and the Narva campaign,(some one is/has developed a good historical map for the Opening battles there). It might even work for Stalingrad; but I can see a lot of difficulties for that one.


AFAIK, that tutorial was concerning mapping details for effect markers, but I'm not sure if I'm talking about the same thing. I don't think you can make the Essence Engine automatically save. If you fail a campaign mission typically you have to start from the beginning...the only campaign mission I ever "Failed" was the Tiger Ace's initial assault on Expert...I had to start over.
"Balancers are 10 a penny"
#114858

Re: rush mode

Cranial, you are correct again. The tutorial I did some time ago dealt with the so called "action markers", a way to add sounds or visual effects to a map. However Otto is on the right path, there is some other kind of markers, the scar markers, closely related to the action markers; they just serve another purpose - to trigger events, spawn units, let timed artillery rain down on a certain area of the map, to state only some examples. Scar is the scripting language Company of Heroes uses; without it, no campaign mission would really work. My knowledge about scar is very limited, thus please ask Walki or Rizz for more details.  :)
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#114878

Re: rush mode

Seems to me that when playing campaign mode and win a scenario you are given The option to continue. IIRC in wolfheze II the PE army resets to base area. I remember having an MG42 squad that got stuck in place in the restset though.
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War