Conquest Mode

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Red Devil
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Conquest Mode

Post by Red Devil »

I was thinking of adding a new mode to BZ2. OM started to do it awhile ago, but then got...distracted.

Basically, it's adding capture points to a map and having the DLL keep track of who has which points.

But, after thinking on it some, i realized that we already have capture points in the way of pools.

BZ2: Ahead of its time - again.
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Re: Conquest Mode

Post by Baconboy »

Well this thread is pointless, then.
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Re: Conquest Mode

Post by Red Devil »

no, you'rrrre pointless :P

still considering doing it, if only for the exercise.
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Re: Conquest Mode

Post by RubiconAlpha »

I am a big Warhawk (PS3) fan and one of the best modes is called "zones" which a team tries to connect and hold the most zones to win.

The more zones connected the faster the score adds up.

Here is an example. http://www.youtube.com/watch?v=3lqNYU0oIxg
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Re: Conquest Mode

Post by Cliffhangr13 »

I've been racking my brain over this because I want to make some support units that are loyal to whoever the "King of the Hill" is and also auto transfer command in MPI to whoever is doing the best..I'm in way over my head and I need to study the odfs for the iostand01to even figure out how it works with the script just to probably hit the inevitable brick wall. I remember in BZ1 we had the switcher weapon that could be used to temporarily "turn" an enemy unit into a friendly one but i have no idea of bz2 has anything like this..and I'd have to use it precisely to get the effect I'd need to turn whole base complex over to another player control..If someone has developed something to script (honestly atm I'm too scared to even learn how easy/difficult it is to get into script editing for bz2) conquest mode or has the odf files I mentioned please contact me. I imagine usurping combat commander script would be simple enough but the treacherous ai units seem like they'd be a bit more tricky especially if the player team is not the same.
hmm mayb you need more...inspiration...
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General BlackDragon
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Re: Conquest Mode

Post by General BlackDragon »

Battlezone Classic already has this mode. Codes written, if anyone wants it


@ Cliffhanger: Turning units like that is possible, but requires DLL. Also, BZ2 has no "switcher" class like BZ1 did, (Even in BZ1 it was removed from the armories in the 1.3 or 1.4 patch) But I think I can re-create it using DLL. I plan to do experiments with that today, actually.

But, yes, It'd be possible to give control over units to anyone inside a "king of the hill", or based on highest score.
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Re: Conquest Mode

Post by Red Devil »

G66 already has this.
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Re: Conquest Mode

Post by Ded10c »

Red Devil wrote:G66 already has this.
In a really, really terrible form. The MAS Grenade was awesome, what G66 has is just... not.
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Re: Conquest Mode

Post by General BlackDragon »

I was under the impression that G66's "Subversion Ray" was more of an AI Only type of weapon. How well does it handle the player using it?
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Re: Conquest Mode

Post by Ded10c »

Badly, from what I remember. Every G66 version I've played has been flaky as all hell.
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Re: Conquest Mode

Post by General BlackDragon »

Finished with Mas Grenade code. BZC now has a working Switchclass, Let the bughunting begin.
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Re: Conquest Mode

Post by Red Devil »

of course...

G66 one has been working for a year or more - plus other features...
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Re: Conquest Mode

Post by Ded10c »

Red Devil wrote:working
In the rudest sense of the word, from what I remember.
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Re: Conquest Mode

Post by General BlackDragon »

I'll let Axeminister explain how well the Subversion Ray works, since he plays G66 more then any of us.
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Re: Conquest Mode

Post by DarkCobra262 »

General BlackDragon wrote:I'll let Axeminister explain how well the Subversion Ray works, since he plays G66 more then any of us.
My 0.02c is that it works well... although I never actually see the ray, I just know that I randomly lose units and towers
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