GUNROX is a hardcore old-school turn-based PvP game with full loot drop where you can take all of your opponent's equipment after killing him
hardcore old-school turn-based PvP game with full loot drop where 
you can take all of your opponent's equipment after killing him
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Types of Battles - discussion

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Types of Battles - discussion
I am starting this thread to add discussion on whether or not we should try to encourage the Dev Team to move this up on their "to-do" list. Also, lets put our heads together for the different styles that we could possibly play. Can anyone help me draft a possible rule-set for "Protect the Leader" or "Capture the Flag" or any others you guys can think of...
1. Protect the Leader
Each team chooses a player who will be the leader (or leadership may be randomly assigned), and each team must eliminate the leader of the opposing team. All teams that are NOT the leader cannot be hurt, must protect the leader or kill the opposing leader. Only the 2 "Leader" teams may take damage. Once all 3 units of a leader's team is killed, the game is over.
Thanks to: Ed_hunter, Notorious

2. Capture the Flag

Each team has 1 flag to be captured, and it is in 3x3 base near enemy starting positions. In the center of the map a 5x5 base is where the flags will be returned. The flag will act as a weapon with no attack and 100% health buff. If the player who had the flag dies, the flag will fall to rest at that position. The flag can be dropped, disarmed, and traded, but not destroyed. First team to return flag to middle base wins, or by deathmatch.
Thanks to: Ed_hunter, Chicken

3. Multi-Base King of the Hill

Two 3x3 bases are near Team 1 with color Red. One 5x5 base near Team 2 with color Blue. Team 1 can only score on Blue base and Team 2 can only score on Red bases. Same rules as KotH. Team assignments are random.
Thanks to: knutistgut
4. Long and Narrow
A map with cells that can be traversed only on 25x50.
Thanks to: Ed_hunter
5. Hole in the Middle
A map like 50x50 with a 15x15 hole in the middle.
Thanks to: Eastlake12
6. Rows of Blockers
A map with fixed rows of crates, trees, and/or walls to make a pattern.
Thanks to: Wolf_Lord
7. Hostage Situation or Plant the Bomb rotation maps
Randomly, one of the 2 scenarios will be generated. Each team will be assigned randomly as well. Both scenarios require a fixed house in the middle of the map with 4 doors (one on each side). Hostage Situation requires 4 fixed "npc" in house which may be rescued by Team 2 by ending a turn next to them. Team 1 will attempt to prevent this from happening. This scenario will be 20 turns long. Plant the Bomb requires Team 2 to somehow START their turn in the house... if they survive. Any unit can "plant" the bomb and win the game. Team 1 will attempt to make sure no one survives a turn in the house. This scenario will be 20 turns long.
Thanks to: knutistgut, Chicken
7. Vampire
Vampires' feature
- each damage brings you 50-20% HP (did 100 damage - you have 20-50 HP heal like a med-kit) -> "striking harder you live longer". Strike power depends on lvl diff.
Vampires' round dance
- every 2-3 rounds (round is when all players did a turn) teams are randomized. "You had an ally covering your back? Now he's feeding you with bullets". Some combination between FFA and a team play.
- Vampires' feature is in place to encourage people not to hide.
Thanks to: George
Note: I will edit this first post as we add more ideas to this thread. You will be credited if I used your idea. I do not know if the developers are looking for ways to change the game, so do not assume any of these ideas will be implemented. We can hope and pray ☺
Edited 1 week, 4 days later by .
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My ideas:
Protect the Leader: each team chooses a player who will be the leader, and each team must eliminate the leader of the opposing team. The leader receives a bonus HP, because if the leader does not have an advantage, few, or no one will want to be the leader, it will be the focus of most attacks without receiving anything in return. Each unit that die, except the leader, make the leader lose HP, this will make him help in the battle, instead of just hiding. Danger Zone: Yes
Capture the Flag: each team has 5 flags to be captured, and they are in the enemy camp. In the field there are 2 places where these flags must be taken. Who take the flag receive a bonus HP or a bonus resistance to damage. If the player who have the flag dies, the flag stay on his bag, and anyone can take it, the flag can be droped with the melee perk "disarm". Wins the team who return 3 flags first. Danger Zone: No
Death Road: a map of 30x60 or something like this (i see it on other Thread, i just don't remember what). Not much cover, each team start on 1 of the small sides and need to run to the other side and kill the enemys. Danger zone: only on the big side (like 30x58; 30x56; 30x54...)
Maze: A map full of walls. Like King of the Hill, will be a blue zone in the center of the map, but the players will need to walk on the maze to get into it. There will be a way to go to the enemy camp instead of going to the center. A game type good for low range weaps, and traps. Danger zone: Yes
P.S.: Tell me if i wrote something wrong or something hard to understand, my english isn't perfect and i need to use google translator sometimes 😝
Edited 2 minutes later by .
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We havent made an option to turn off the red-zone yet. Don't think of ideas with it 'off' just yet ☺
I mentioned longer narrow maps earlier, I got a reply from Astor/berserker that they were only coding linear maps. Needs to be a square (mirror) map. Revise Death Road if you can. I suppose we can add "walls" into a square map, lol.
Edited 5 minutes later by .
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good ideas but for capture the flag- no arts, respawn, and you keep weapons on death-unless thrown away-also ammo IS USED UP, and a respawn points-basically its so theres not just 1 person on each side with 5 hp to scared to come out to fight.
16 years ago Quote
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good ideas but for capture the flag- no arts, respawn, and you keep weapons on death-unless thrown away-also ammo IS USED UP, and a respawn points-basically its so theres not just 1 person on each side with 5 hp to scared to come out to fight.

You are suggesting we change the game mechanics too much for these ideas. I hear what you are saying and will keep it in mind, but I'm afraid I cannot use respawns and keeping weapons on death.
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yes that WOULD make sense... i like tweaking with things so ill keep thinking for a different suggestion
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one idea i had in another thread was having a map like 80x80 with a 50x50 hole in the middle. So teams would have to decide to stick together and push 1 way around the map or split up and fight on 2 sides on the map, or have a main force attack 1 side of the map and a small force go around and flank.
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I suppose we can add "walls" into a square map, lol.

Good idea. I don't need to revise Death Road, u did this for me 😝
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Countdown to Extinction (Megadeth 😁): A game with a preset time, and the size of the map is proportional to the time (1 hour - 30x30 ; 2 hour 40x40 ; 3+ hour - 50x50). Good for the players that eventualy says on the game: "i need to get out in a few minutes" (like me sometimes). Win the team who have more players alive at the end of the time.
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Seems like a large map, anything else you want me to add Eastlake12? Try to exclude theories behind it (we can figure out why this is a good idea) and include in game regulations and restrictions.
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Countdown to Extinction (Megadeth 😁): A game with a preset time, and the size of the map is proportional to the time (1 hour - 30x30 ; 2 hour 40x40 ; 3+ hour - 50x50). Good for the players that eventualy says on the game: "i need to get out in a few minutes" (like me sometimes). Win the team who have more players alive at the end of the time.

Please explain once more. You mean to say the map increases in size as the time goes on? Or the map shrinks? When does the game end again?
16 years ago Quote
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thatd be cool

Another Idea: im not thet good witht the whole ...X... so anyway... a map that has a kinda idea like the war- both sides are bloked by a row of doors about 5 spaces away from far borders, the doors only open one way, i know alot of people would jsut start game then leve for supper adn let others get bored so Idea#2: Trenches 5 spaces from border again with lowered ground using stairs on back, this increases accuracy-theres a solid part of land in the middle of trenches for a fight.
the middle would have crates or behind walls,trenches- heres badly drawn maps

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the ||| are stairs, gap is trench, then wall*
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The map will not Shrink and will not Increase the size, i mean that u will put a time to the game end, like 1 hour, 2 or 3+ hours. Cause some players don't like to play long games. And the size of the map will depend on the time u preset to the game: If u preset the game to be a 1 hour match, the map will start at 30x30, but if u preset to be a 2 hours game, the map will start at 40x40.
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he means like you just tough it out in the field-or hide, team with most people(because if we did HP the higher levels might have it because of level adn perks...) at end of the preset time wins.
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and my maps would be 52 length and 13~26 width for doors,
60 length/13~26 Width for trench
Edited 7 minutes later by .
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Hmm i understand, with all due respect though, I am not sure this is unique enough to require a new set of programming. Don't you think this is a little too similar to the normal game that we have now?
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his idea- now that i thinka bout it yess, if you talking about my idea i dont understand-yet, 'cuz i bet you'll/you'd tell me!
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Actually if you do a 80x80 map with a 60x60 hole cut out it wouldnt be that much larger then Junkyard as far as movable tiles goes.
50x50 = 2500 movable tiles
(80x80)-(60x60) = 2800 movable tiles
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and my maps would be 52 length and 13~26 width for doors,
60 length/13~26 Width for trench

I want to avoid maps that require having different size than a square. I made 1 exception to such rule but I'm not sure it can be done. As of right now the maps are random as well, perhaps we cannot add fixed locations for "walls". Hmmm
16 years ago Quote
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Actually if you do a 80x80 map with a 60x60 hole cut out it wouldnt be that much larger then Junkyard as far as movable tiles goes.
50x50 = 2500 movable tiles
(80x80)-(60x60) = 2800 movable tiles

But that is SO HUGE! lol, Holy cow... Thanks for the Hole in the Middle idea, if this gets implemented we will have no control over the actual size ☹
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I want to avoid maps that require having different size than a square. I made 1 exception to such rule but I'm not sure it can be done. As of right now the maps are random as well, perhaps we cannot add fixed locations for "walls". Hmmm

i see you're point... maybe just 50X50 or 30X30... i still think it might be a good idea.
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Download Play Now GUNROX is a hardcore old-school turn-based PvP game with full loot drop where you can take all of your opponent's equipment after killing him