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PVP types ...

Posted: 23 Jun 2008, 18:42
by zick
Here's some ideas for some PVP games from games that I played as a kid.

"El Presidente" - a version of PVP where one player per team is randomly designated as the president at the start of a match, and his team must keep him alive. If the president dies the whole team loses. The president has an icon above his head that only his team can see that signifies that he's the president. The other team will just see a generic team marker.

"Blackspot" - 1 player per team is randomly told that he's a traitor at the beginning of a match. He's the only one who can attack both teams (including his own team), but would be wise to not do so unless he can get away with it (like when there aren't alot of his team left). The other team will see an icon above his head signifying that he is a traitor and would be wise to keep him alive. His team will see an icon that lets them think that he's on their side. Game ends when one team destroys the other (not including the traitor) or when a teammate kills the traitor.

Re: PVP types ...

Posted: 23 Jun 2008, 18:49
by feline monstrosity
These sound like fun! Perhaps we could use them as arena match types.

Re: PVP types ...

Posted: 23 Jun 2008, 19:14
by Crush
zick wrote:Here's some ideas for some PVP games from games that I played as a kid.

"El Presidente" - a version of PVP where one player per team is randomly designated as the president at the start of a match, and his team must keep him alive. If the president dies the whole team loses. The president has an icon above his head that only his team can see that signifies that he's the president. The other team will just see a generic team marker.
Nice idea, but considering the fantasy context of the game I would rather call this character "king" instead of "president".
"Blackspot" - 1 player per team is randomly told that he's a traitor at the beginning of a match. He's the only one who can attack both teams (including his own team), but would be wise to not do so unless he can get away with it (like when there aren't alot of his team left). The other team will see an icon above his head signifying that he is a traitor and would be wise to keep him alive. His team will see an icon that lets them think that he's on their side. Game ends when one team destroys the other (not including the traitor) or when a teammate kills the traitor.
This could easily be tested by having each character of the team attack a teammate at the beginning of the round. The one who inflicts damage or refuses to do so is the traitor. For that reason I think that it would be better to have some way to activate and deactivate the ability to damage the own team at will.

Re: PVP types ...

Posted: 23 Jun 2008, 19:20
by zick
Those were the names of the games that we played as kids, you can call 'em whatever you want.
You should be penalized for just randomly attacking your own teammates to see if they are the traitor. It should more of a "catch them in the act" situation.

Re: PVP types ...

Posted: 23 Jun 2008, 19:25
by Crush
zick wrote:you can call 'em whatever you want.
Oh, that's really nice of you.
You should be penalized for just randomly attacking your own teammates to see if they are the traitor. It should more of a "catch them in the act" situation.
And what method would you suggest to differ between "random" and "planned" attacking?

Re: PVP types ...

Posted: 23 Jun 2008, 19:32
by zick
Hmmm... good point. Maybe the traitor has to reveal himself first by attacking one of his teammates. If no one is around to see it, then he just got away with murder. But if someone sees him (catches him in the act), then he's allowed to attack. Better yet, as soon as the traitor makes his move, an on screen message states "There is a traitor in your midst ..." to all the players on your team, yet doesn't reveal who the traitor is.

Re: PVP types ...

Posted: 23 Jun 2008, 19:37
by Dr Wahl
There is a similar game in StarCraft called "The Thing". The objective is for the person who is "it" to kill everyone else. The person who is "it" does not look any different but is slightly more powerful than everyone else. Everyone can attack each other even though they are on the same team. Therefore, it is a disadvantage to injure your teammates because you will likely need them to kill the person who is "it". The person who is "it" wins by killing everyone, and everyone else wins by killing the person who is "it".

Re: PVP types ...

Posted: 23 Jun 2008, 19:44
by Superkoop
Both of these ideas could be easily done without any coding even.

Players could easily set up their own teams, and have a non-fighting referee player, who will know the information about who is the leader or the traitor, depending on which one you are playing. You could identify the teams based on the helmets (crusade vs warlord).
So as long as you have trustworthy friends, this would work well.

But it would be neat if some code could be integrated, so that you didn't have to worry about the trustworthiness of players, and then hats wouldn't be needed to differentiate the two teams. And then you could also have a scoring type of system, and a way for players to watch without having to worry about getting PvPed.

Dr Wahl has some neat ideas that I like too. It's kind of like tag, that could be fun.

Like the ideas! =D

Re: PVP types ...

Posted: 23 Jun 2008, 20:11
by feline monstrosity
Crush wrote:
zick wrote:you can call 'em whatever you want.
Oh, that's really nice of you.
You should be penalized for just randomly attacking your own teammates to see if they are the traitor. It should more of a "catch them in the act" situation.
And what method would you suggest to differ between "random" and "planned" attacking?
I know I'm not a mod, but sarcasm isn't nice!

How about players are penalised for attacking a teammate who isn't the traitor, that way you couldn't just attack everyone to find out.

Re: PVP types ...

Posted: 23 Jun 2008, 20:51
by Jaxad0127
Another idea is to mix The Thing with Blackspot. Everyone can attack everyone else, but with the scoring system, and ids, of Blackspot.