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  • New Gamemode: "Onslaught of the undead" (OOTU)

    Do you think "Onslauhgt of the Undead" would be a cool gamemode be added on the server?

    • Yes, I like the idea man!

      Votes: 10 62.5%
    • The concept is nice, but their needs to be some improvements! (Tell in the comments)

      Votes: 4 25.0%
    • The idea is total crap, I hate it so much! (Tell why in the comments)

      Votes: 0 0.0%
    • Nah, its not that cool!

      Votes: 2 12.5%

    • Total voters
      16

    The_HX_Gamer

    New member
    The_HX_Gamer
    The_HX_Gamer The_HX_Gamer
    Well therefor you need to ask the coders (if this gamemode will ever be added) , but in my opinion these turrets should be small and the fire rate should be low (so no minigun LOL).
    They are not called coders, they are called Developers. I do a bit of developing myself as well :D. Turrets would probably to possible to create, it would probably be a Invisible Mine cart with a retextured block in it that looks like a turret that would shoot.

    Also sorry it took me super long to reply, but yeah, I like your zombies per wave table, I think that would be a fair and good amount.
     
    _AManHasNoName_
    _AManHasNoName_ _AManHasNoName_
    They are not called coders, they are called Developers. I do a bit of developing myself as well :D. Turrets would probably to possible to create, it would probably be a Invisible Mine cart with a retextured block in it that looks like a turret that would shoot.

    Also sorry it took me super long to reply, but yeah, I like your zombies per wave table, I think that would be a fair and good amount.
    I think so too, hopefully it doesnt cause to much lag
     

    Ledge_Dangerclif

    New member
    Ledge_Dangerclif
    Ledge_Dangerclif Ledge_Dangerclif
    Also there WILL be a problem with lag lots of it. The only way to HELP not fix it is to jave everyone set there render distance to like 3 or 4 chunks and then change the fps (frame per second)
     

    Ledge_Dangerclif

    New member
    Ledge_Dangerclif
    Ledge_Dangerclif Ledge_Dangerclif
    Nah I think 30 depending on how big the map is and with up to 1000 zombies that would be almost impossible
     

    _Vapples_

    New member
    Yes I did, now it just has to added and someone has to built maps for, but I applied as a builder :).
    Community creativity can produce diamonds among the rough. This isn't one yet but its extremely close! HyperScrub mentioned a problem with lag, particularly due to the number of zombies onscreen. I have a proposition for this. What if a spawn limit was introduced that limited the number of spawned enemies based on the number of players, and was modified further by certain events. These events could be reaching a certain survival threshold such as time/round, based on objectives (I think random objectives would be a neat thing and add a Destiny POE feel to this,) or even random.
     
    Last edited:
    _AManHasNoName_
    _AManHasNoName_ _AManHasNoName_
    Community creativity can produce diamonds among the rough. This isn't one yet but its extremely close! HyperScrub mentioned a problem with lag, particularly due to the number of zombies onscreen. I have a proposition for this. What if a spawn limit was introduced that limited the number of spawned enemies based on the number of players, and was modified further by certain events. These events could be reaching a certain survival threshold such as time/round, based on objectives (I think random objectives would be a neat thing and add a Destiny POE feel to this,) or even random.
    That would also be interesintg and would make my gamemode even more fun!
     

    _Vapples_

    New member
    There could be three different types of objectives. Optional, Penalty, and Insta-death.

    Optional:
    Optional would be a minor objective/event that would not penalize players for not completing them, but would offer a boost/reward for completion.
    Ex: Finding a flare randomly spawned around the map to signal a passing aircraft. Reward: A supply drop.

    Penalty:
    Penalty would be a minor objective/event that would penalize players for not completing them, but would not result in insta-death.
    Ex: Repairing a hole in a house wall with bricks spawned randomly on the map. Reward: Reinforced walls. Penalty: Increased Zombie activity/breach in perimeter.

    Insta-Death:
    Note: Personally, I am not a fan of Insta-Death type objectives, (Waves fist at Destiny POE,) but I feel that they add a certain urgency to the game.
    Insta-Death would be a major objective/event that would end the game for failure. These objectives would occur far and few between.
    Ex: Repairing a structural problem with the survival house or major wall. Penalty: Self-explanatory. Reward: Recover/grant extra health to the survival hut or repairing all walls to full health.

    Objectives based on Difficulty and their Trigger Chances:
    That is my spin on random objectives. Obviously some people would not be a fan of Penalty or Insta-death objectives. Like I said these could have a small frequency of happening, or not happen at all if we are implementing levels of difficulty. They could even start on a set percentage chance of occurring, (which would change between proposed difficulties,) and increase by a certain percentage every round they don't occur. After they occur they would reset to the starting percentage, but would not have a chance of activating for a set number of rounds to prevent multiple occurrences every round on the extremely off chance that they trigger repetitively.
    Ex: This example is using the Optional objective.

    | Starting Chance | Percentage Increment per Round Completed | # of Rounds Locked out after Trigger |
    Easy ---------15%-----------------------------------7.5%-----------------------------------------------------------3------------------------|
    Normal ------10%-------------------------------------5%-----------------------------------------------------------4------------------------|
    Hard ----------5%----------------------------------- 2.5%----------------------------------------------------------5------------------------|

    This example is not perfect and the values present are for example purposes only. I know the example looks bad but it was the best I could do. The Forum doesn't seem to allow multiple spaces.

    Notes:
    • As with everything else in a game, these would have to be balanced and adjusted.
    • This post is a bare-bones outline with a few examples to convey my thoughts.
    • My objectives require the same thing. Finding objects around the map. Feel free to add spice to my thoughts and reply with your idea of a random objective.
    • This post only aims to offer an idea to the thread poster, not to demand implementation of these features if this game mode ever takes off with Devs and Builders.
    Thanks for taking the time to read this! Please reply if you feel that I left something out or didn't explain it enough.
     
    Last edited:
    _AManHasNoName_
    _AManHasNoName_ _AManHasNoName_
    There could be three different types of objectives. Optional, Penalty, and Insta-death.

    Optional:
    Optional would be a minor objective/event that would not penalize players for not completing them, but would offer a boost/reward for completion.
    Ex: Finding a flare randomly spawned around the map to signal a passing aircraft. Reward: A supply drop.

    Penalty:
    Penalty would be a minor objective/event that would penalize players for not completing them, but would not result in insta-death.
    Ex: Repairing a hole in a house wall with bricks spawned randomly on the map. Reward: Reinforced walls. Penalty: Increased Zombie activity/breach in perimeter.

    Insta-Death:
    Note: Personally, I am not a fan of Insta-Death type objectives, (Waves fist at Destiny POE,) but I feel that they add a certain urgency to the game.
    Insta-Death would be a major objective/event that would end the game for failure. These objectives would occur far and few between.
    Ex: Repairing a structural problem with the survival house or major wall. Penalty: Self-explanatory. Reward: Recover/grant extra health to the survival hut or repairing all walls to full health.

    Objectives based on Difficulty and their Trigger Chances:
    That is my spin on random objectives. Obviously some people would not be a fan of Penalty or Insta-death objectives. Like I said these could have a small frequency of happening, or not happen at all if we are implementing levels of difficulty. They could even start on a set percentage chance of occurring, (which would change between proposed difficulties,) and increase by a certain percentage every round they don't occur. After they occur they would reset to the starting percentage, but would not have a chance of activating for a set number of rounds to prevent multiple occurrences every round on the extremely off chance that they trigger repetitively.
    Ex: This example is using the Optional objective.

    | Starting Chance | Percentage Increment per Round Completed | # of Rounds Locked out after Trigger |
    Easy ---------15%-----------------------------------7.5%-----------------------------------------------------------3------------------------|
    Normal ------10%-------------------------------------5%-----------------------------------------------------------4------------------------|
    Hard ----------5%----------------------------------- 2.5%----------------------------------------------------------5------------------------|

    This example is not perfect and the values present are for example purposes only. I know the example looks bad but it was the best I could do. The Forum doesn't seem to allow multiple spaces.

    Notes:
    • As with everything else in a game, these would have to be balanced and adjusted.
    • This post is a bare-bones outline with a few examples to convey my thoughts.
    • My objectives require the same thing. Finding objects around the map. Feel free to add spice to my thoughts and reply with your idea of a random objective.
    • This post only aims to offer an idea to the thread poster, not to demand implementation of these features if this game mode ever takes off with Devs and Builders.
    Thanks for taking the time to read this! Please reply if you feel that I left something out or didn't explain it enough.
    Well I dont really understand the chances of these events, but I like the idea.

    In my opinion there should be in these 30 rounds a Minimum amount each certain events, lets say 4 at quests.

    And maybe there could be other than only finding things, idk any atm but ONLY finding stuff may get boring.
     

    _Vapples_

    New member
    Well I dont really understand the chances of these events, but I like the idea.

    In my opinion there should be in these 30 rounds a Minimum amount each certain events, lets say 4 at quests.

    And maybe there could be other than only finding things, idk any atm but ONLY finding stuff may get boring.
    I stated that the only quests I used for examples included finding things around the map. What exactly do you not get about the trigger chances? I'll try to clear up my view of it.