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 PostPosted: 12 Feb, 2008 
 

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Murder Party
---------------

SETUP :
FFA - Team unlocked - assassination (I guess you can play supremacy, but you still score when a commander is dead)

you can all be in the same team in the beginning (more diplomacy/paranoia in the game) or start all enemies (more aggressive)


starts like FFA. Everybody get one unique target to kill. If you kill it you gain score, if you kill your killer you get ressources.

- Everybody starts with score = number of player. Each target kill = +1, -1 if you kill an innocent.

- Once you kill your target, another one is given to you. (obviously your old target own target)

- The game ends when only one player left, after a final 1v1 fight - but the winner is the one with the highest score. But you gain an extra score if you finish last.

- You gain nothing is you are allied with your kill (to avoid friendly fire kills). But you get your malus if it was not your killer/target.

- If you kill an innocent, as a new target and killer is determined for 2 players, they gain a little extra ressource.

I think I'm good for the rules, tell me if I forget one case. Bonus % must still be determined.

V2 released :

- the killing table is random (forget to re-enabled it)

V3 released :

- removed all kind of bugs
- removed the ability to ctrl-k your commander (you can't self-destruct to avoid your destruction)
- added 10% bonus for killing a prey
- added 5% bonus for killing a predator
- added 10% malus for killing a innocent

V5 release :

- added an interface & a vote for the bonus (thanks to novaprim3)

AVAILABLE IN THE VAULT

or HERE

http://users.edpnet.be/zepilot/ZeP_MurderParty_V05.zip

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Last edited by Ze_PilOt on 28 Aug, 2008, edited 8 times in total.

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 PostPosted: 12 Feb, 2008 
 

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Diplomacy
------------

Add a new level of alliance : neutral.
You can't attack a neutral ally, you can't share stuffs, and you don't have shared vision. But you can reclaim his stuffs.

New option in the diplomacy menu : You can upgrade to real ally, or break ally to neutral, and break neutral to enemy.

For the setup in the lobby :
If everybody has no team, everybody is neutral.
If everybody has a different team, everybody is enemy at start.
If some guys are in the same team, they are real ally (if you want to start as in the original phantom, make all players in the same team).

This mod can be used as a stand-alone or in complement with murder party (I think you will want that for more diplomacy/paranoia feeling :)

I want to make it also available in nowak Phantom mod (well, it's done), but I need his autorization. Maybe be it will work if you select the two mods, have to check.

Mod completion - 80%
--------------------------
Well, all works, except a graphic glitch with UEF : you can see the cubic flashy thing around construction of neutrals. I tried to remove it, but it's looking weird. For the moment I've replace them with seraphim construction animation. Have to dig in.
The startup setting is coded but not fully tested - the mod is a part of phantom for now, I still need to make it stand-alone.

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 PostPosted: 12 Feb, 2008 
 

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im keen to play this, sounds VERY much like The Ship.

any point bonuses if you eliminate your attacker? i know it would mean that another player can't get points though.

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But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 12 Feb, 2008 
 

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BulletMagnet wrote:
im keen to play this, sounds VERY much like The Ship.

any point bonuses if you eliminate your attacker? i know it would mean that another player can't get points though.


I think no point but an income bonus is better. That way, killing all your opponents - target or not - doesn't make you the winner, and force you to play correctly :)

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 PostPosted: 12 Feb, 2008 
 

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i'll accept that. still keen for a go

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 12 Feb, 2008 
 
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Looks nice, and you've kept it fairly simple to work well. That diplomacy mod looks a very good addition too as the standings normally are a bit black&white.

What about when you kill your predator? You say you get a slight resource bonus to give you an edge, but are killing points awarded regardless of who actually makes the kill? I think that would be nice so that a predator always scores a point when his prey is killed by anyone. That way there is a hard choice to make; do you take the risk of awarding one player (that is next going to come for you) a point in order to gain a resource advantage and go for more kills in the future?

I think that would be best to still keep the game going in the right direction, but giving you a risk-for-gain chance and an option. As in this game type the winner isn't the one alive in the end, but the one who was most successful.


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 PostPosted: 12 Feb, 2008 
 

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Kirvesnaama wrote:
What about when you kill your predator? You say you get a slight resource bonus to give you an edge, but are killing points awarded regardless of who actually makes the kill? I think that would be nice so that a predator always scores a point when his prey is killed by anyone. That way there is a hard choice to make; do you take the risk of awarding one player (that is next going to come for you) a point in order to gain a resource advantage and go for more kills in the future?

I think that would be best to still keep the game going in the right direction, but giving you a risk-for-gain chance and an option. As in this game type the winner isn't the one alive in the end, but the one who was most successful.


Giving a point for that is arguable, and need to be tested. I see it like that :

You attack your prey. He is somebody's predator. He also attack him, and steal your target.
Do you really earn the point ?
It can be a strategy to steal the kill, but it can be annoying. I don't know.

I was more going for a fps approach : if you hit someone but someone else got the frag, you don't have a whole frag but a kill assist. Maybe giving 2 points for a pray kill and only one for a predator kill is better ?


I keep your idea for when we can test the mod :)

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 PostPosted: 12 Feb, 2008 
 
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PM NowakPL about his Phantom mod - integrating the Diplomacy mod found here is something that's been discussed quite a while now in FA General, and what you've done is exactly what some have been asking for.

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 PostPosted: 12 Feb, 2008 
 

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I know, I did it before the v4 release, I've already updated it, and pm him, I just wait for the answer

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 PostPosted: 12 Feb, 2008 
 
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Ze_PilOt wrote:
Giving a point for that is arguable, and need to be tested. I see it like that :

You attack your prey. He is somebody's predator. He also attack him, and steal your target.
Do you really earn the point ?
It can be a strategy to steal the kill, but it can be annoying. I don't know.

I was more going for a fps approach : if you hit someone but someone else got the frag, you don't have a whole frag but a kill assist. Maybe giving 2 points for a pray kill and only one for a predator kill is better ?


I keep your idea for when we can test the mod :)


You're right at the point that too much speculation is not as productive as going for something and test it out. I only say this as the games I know that use this system usually award the kill point no matter who actually kills the target. Just for a couple of good simple principles: 1) If someone works hard to kill his prey, then someone (most probably his prey) tags along your assault and gets that last shot through to his ACU, and you get no point, he gets about free res bonus. Fair? 2) Why wouldn't you just play backwards as starters to get couple of res bonuses and then switch to the right direction and maul through multiple preys? There's no penalty whatsoever in playing the 'wrong' way.


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 PostPosted: 12 Feb, 2008 
 
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Ze_PilOt wrote:
Murder Party
---------------
- Everybody starts with score = number of player. Each target kill = +1, -1 if you kill an innocent.


I don't think the start score is correct, everyone should be given the same start score to have a fair game, otherwise, player 8 gets 7 points more than player 1, which is an obvious disatvantage for that player.

About killing your predator:
I don't think you should give only a 5-10% recourse bonus, it forces players who don't go for killing their predator to use their eco wisely, but doesn't give those who actually go for killing their predators a too large ("game-ending") atvantage.

About score-increasement for killing:
This is a very good concept. +1 for killing your prey, -1 for killing an innocent. A bonus for being the last man standing. Don't make this bonus too high, also have it depending to the number of players participating in the game.
The player who goes for a killing spree in order to get the highest score, will probably kill 50% of the other players at most (I'd think everyone's going to kill him if he kills his 3rd or 4th pray).
If, in such an occasion, you are the last man standing, you shouldn't win just because you've killed one opponent (in the 1v1 endgame) and get the bonus.
Players should not be able to win by waiting and getting the bonus, so have the bonus not be more than 2 or 3 points with 8 players, and not more than 1 or 2 with 6 players.


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 PostPosted: 12 Feb, 2008 
 
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I think he meant number of players, not player number.

It sounds like a good idea :).


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 PostPosted: 12 Feb, 2008 
 

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grr, I made the lua script to randomize a table at work, but supcom doesnt like it :)

well, for now, your pray is the next in the list ;)

now the score is working, you get correctly your new target, but for now everybody get the message, even if the target dont change.

have to put some bonus stuffs and it will be ok...

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 PostPosted: 12 Feb, 2008 
 
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This looks like an excellent mod idea. I'll look for ward to playing it when you have finished :)


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 PostPosted: 13 Feb, 2008 
 
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Ze_PilOt wrote:
grr, I made the lua script to randomize a table at work, but supcom doesnt like it :)

well, for now, your pray is the next in the list ;)

now the score is working, you get correctly your new target, but for now everybody get the message, even if the target dont change.

have to put some bonus stuffs and it will be ok...


That's not very good, you know that your predator is the previous player in the list. What about randomizing the list of players before starting a game, and randomizing them in the scorelist. Then you can be the 5th player, but positioned as the first in the scorelist (at the start of the game). No one will know who their predator is, just by looking at who's standing marked as the next player in the scorelist.


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 PostPosted: 13 Feb, 2008 
 

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Plasma_Wolf wrote:
Ze_PilOt wrote:
grr, I made the lua script to randomize a table at work, but supcom doesnt like it :)

well, for now, your pray is the next in the list ;)

now the score is working, you get correctly your new target, but for now everybody get the message, even if the target dont change.

have to put some bonus stuffs and it will be ok...


That's not very good, you know that your predator is the previous player in the list. What about randomizing the list of players before starting a game, and randomizing them in the scorelist. Then you can be the 5th player, but positioned as the first in the scorelist (at the start of the game). No one will know who their predator is, just by looking at who's standing marked as the next player in the scorelist.


I say "for now" :)
It's just a lua command in my table randomizer not supported by FA. I can do other ways or find the bug, but for now, I have more important thing to finish on this mod :)

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 PostPosted: 13 Feb, 2008 
 

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Ok, I've just give a look, it's ok now ;)

but for my tests, I remove the random, don't worry it will be back ! :)
(I HATE lua nomenclature)

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 PostPosted: 14 Feb, 2008 
 

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had some hard time on debugging the triggers for killing a commander and check who kill who (mostly due to the fact the trigger change in a different thread of my mod, so I must recode it another way), so it will not be release tonight as planned.

But I had a nice idea this morning to compensate the delay, but I keep it as a suprise :)

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 PostPosted: 14 Feb, 2008 
 

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well, finally I've done it one time.. So, beta 1 in the vault !

(search for murder party)

The surprise is not there (It's too complicated for now :)


It's a beta, so some bugs can occurs, just tell me !

(I already know that you get the mission to kill yourself before winning :)

Actually there is no bonus if you lose your prey BUT you've got one if you kill your predator (10% of your income)
, and if you are the last survivor, you gain no extra point. (when testing, it was obvious than you have already that extra point by killing the last one)

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 PostPosted: 15 Feb, 2008 
 

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ok, V2 (corrected a little bug) but I think that 10% bonus is too much.. Tell me !

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 PostPosted: 15 Feb, 2008 
 

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If you get the target to be random and make it so that the targets are secret this may replace a lot of the phantom games I've been playing. I'm so glad I didn't start working on assassin since you are already doing this.

Once you get that target thing figured out my whole group will be testers. We play about 5-10 times a week so hopefully we'll get some useful experiences.

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 PostPosted: 16 Feb, 2008 
 

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the target is already random. The mod is fully fonctional, it needs some adjustements for bonus and score, that's all.

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 PostPosted: 16 Feb, 2008 
 
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I like this mod, tho i think a few minor tweaks need to be made in order to ensure ppl play it as intended.

1. No bonus for killing the person hunting you.
2. Small bonus for killing your intended target (5%)?
3. Penalty of -5% for killing an innocent. (not target or hunting you)

As it stands it is more beneficial to 'play it backwards' thus getting a resource bonus for each kill. Just my 2c.

Wurmus.


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 PostPosted: 16 Feb, 2008 
 

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I agree.

It will be more straightforward. As it is right now, it's still a fair FFA as I want it, but it can easily lead to a 2v1 situation. Well, it's still interesting and more agressive.

I still want more feedback but I think I will follow your idea. Balance is the last thing to do on this mod, and I want it perfect !

It's pretty easy for me to change the bonus/malus income (You've got a income multiplicator that I can decrease or increase), but I dont want to change version every day :)

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 PostPosted: 16 Feb, 2008 
 

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V3 posted :

- removed a bug if someone CTRL-K is commander
- decreased the bonus from killing your predator to 5%
- added a bonus for killing our prey of 10%

there is no way to check if someone drop or ctrl-k to avoid giving a point (You still get -1 if you ctrl-k or drop).
The only way I can do that is to remove the possibility to ctrk-k is own commander.

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