Metallic Consideration?

I've been building on metallic for quite some time now, and I just realized that it doesn't have a lazer tag gamemode. It would be nifty to add that in your Metallic Project Krash. Unless there are too many datablocks on the metallic mod itself.
It would be nice though, to add that gamemode in, just incase when people get bored and want to shoot people, we could make a big stadium whenever and have some tournies. :)

Comments

  • mm, that would be fun. we get to shoot othes without getting kicked.
  • Seems like it would be a good idea. I've put together a list of some cool ideas that could be done with it and scratched down an arena I might like to build.
    Think I might start writing it tonight when I've got the time, hopefully have something workable for tomorrrow and get you guys to help build a halloween arena.
    I suppose it could be done in a sort of modular format as well so it could be downloaded and run on other servers without any hassle. Also toss in a global ranking system so there could be a little league or something...
  • ooh me wanna help =)
  • How's it coming along Krash? I got the arena finished, but it may need some spicing up with the haunting and decorations.
  • I had the basics down last night, but you weren't around. :p
    Most of the backend is done with the exception of the point system and gamemodes. An upgrade system for both the charge pack and weapon is in place, but the upgrades are not. For the moment you can fire a basic laser, fire laser grenades with secondary fire.

    Here's a list of some of the stuff I plan on sticking in:

    Dep / Pack
    • Same datablock as charge pack, switches to game charge pack.
    • Deploys main game computer (Configurable)
    • Deploys Team Cap/Spawn (Must be deployed facing down with space below)
    • Deploys Charge Station (Small inventory station datablock, modified trigger)
    • Deploys Arena Entry (or switches existing object to collision activated entry)
    Charge Pack: provides charge for the weapon and such (Health meter) as well as pack-specific powerups.
    Pack Powerups
    Shield (S): You will not lose charge for any hits scored on you for X hits or 30 seconds.
    Multi-Body (M) 1-2-3: An extra body to walk and fire when you do. Takes one hit to kill, second level adds another and third level gives them the same weapon upgrades as you have.
    Fullfire (F): Upgrades your weapons to the highest level until you are hit.
    Prox. Detonator: Changes your laser grenade into a proximity mine. Lasts until you need to recharge.
    Bail Out: Transports you out of a sticky situation back to your team cap. Doesn't go instantly, so you still have to watch your back.
    Fast Shot: Increases your fire rate. Combined with overcharge you'd have some pretty deadly shots going on.


    Charge Stations will recharge a player's available energy, as well as allow them to overcharge if they're maxed out.
    The arena entry will bring up a team selection window. If they choose not to join a team, or they use the entry point again, they will be reset to a regular player.

    Weapon powerups last until you're out of charge or you're forced to respawn. Each has about four levels as well as an overcharge option. If you overcharge before the last level, the shots will be the next level up until your overcharge drains. The main powerups are:
    Photon Blaster
    Deceptor Wave
    Field Thunder
    Long Shot (default)
    Another powerup can be unlocked if you are either a team captain or are one of the top players and score X consecutive hits on the enemies without being hit yourself.


    Game Config Options
    There are four main gamemodes I'm looking at adding for the start, these are:
    • Free for all: Shoot anything that moves, bub.
    • Team Deathmatch: Yeah.
    • Capture the Flag/Point: Fire a shot into the enemy cap to grab and return to fire it into your team's cap. Fire at a friend to transfer the info to their pack. The enemy need only hit you to take it back.
    • Capture and Hold: Fire into the enemy cap to activate the area sensor below the cap. The time it takes to score a capture point is determined by factors like the number of players trying to take it, the charge left in their pack, and the usual.
    The game owner will be able to choose game limits like the points to win, time limit, default refire rate, charge lost per hit, etc. There will be an option to make guns have a random jam and allow players to tap a key to recharge on the go or fire a power shot to drain a cartridge with low charge.
    The owner will also be able to balance the teams, select random names (Blue 55), select team captains, select distance around center to disable deploying, choose to enable a ranked match, and enable/disable the arena systems.
    Players accessing the computer will be able to view stats for players or teams, or switch to another team as long as it isn't stacked.

    I'm sure I left a few things out, but that's the gist of what I've got. Didn't throw in the doodles of course. You're welcome to toss in any ideas of your own if you want.
  • How's it coming with the laser tag? Been a week since I last checked.
  • Had there been any sign of interest I would've gotten down to it for a few hours and had an initial release complete by the morning after that post. A "Hey, sounds cool." would've sufficed. Without anything I set my priorities on other unrelated work.

    If I have an hour or two to spare tonight I'll finish it up, and if not it will be done by tomorrow.
  • Hey, that does sound cool. :)
  • That stuff is deadly. You do not want to get shot by one of those lasers.

    Can't wait to see. Is there any way we can help?
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