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Legacy:Mod Ideas/Hoard

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Mod ideas for UT 2003 – Hoard

Description[edit]

The gametype itself originally has been implemented in Descent 3. It's basically a Death Match mode. The difference is: You don't get points for fragging people but for collecting "orbs" killed players drop and bringing them to a "Hoard Base".

When a player is killed he drops all orbs he was carrying at that time. If the kill was not a suicide then the player drops an additional orb. The general formula for calculating the scores in Descent 3 was:

        orbs² + orbs
score = ------------
              2

This means:

  • 1 orb -> 1 point
  • 2 orbs -> 3 points
  • 5 orbs -> 15 points
  • 10 orbs -> 55 points

Interested Scripters[edit]

If you are interested in developing this mod for UT2003 then add your name to the list. Once you start development you should indicate that below (and hopefully include a link to a journal page). Before you start development you should also check this section to see if anyone else has started.

Discussion[edit]

Wormbo: I already did this for UT (it's played on DOM maps), but I'm not sure whether I want to redo it for UT2k3.

EntropicLqd: Sounds very much like the Headz mod for Quake. You collect peoples heads after you've killed them and take them to a "pyre" somewhere on the level to score. The scoring was calculated in an identical manner. I thought about suggesting it - but did wonder if a team based version played on DD or CTF maps would work better (where you take the enemy heads back to your control point/flag to score).

DJPaul: It's like that level on Diddi Kong Racing (N64), where you have to return the ballons to the castle - minus the killing, of course.

Will: I am working on this, now.

Mysterial: I already did something almost identical (except for a different scoring calculation) called Greed.

Will: Well bugger. I just got it pretty much finished, too. Just had to test it fully.


Kagato: I had an idea along these lines, but is probably too similar to deserve its own topic.

Rather than inspired by Descent, I was inspired by Sonic the Hedgehog. :)

A (large) number of tokens are spawned throughout the map (one option would be to replace adrenaline). There is a constant number of tokens in play. The goal is to pick up, and hold, as many tokens as you can. You score, for example, 1 point per second for every token you hold. If a player is killed, he drops all his tokens; if he is hit for X damage, he drops one. (If tokens land in a kill volume – eg lava – they'd have to respawn elsewhere.)

Or, if you want to be really nasty, a player's score is exactly how many tokens he holds. Games run to a time limit, and (a bit like musical chairs) the player holding the most tokens at timeout wins.