Different Gametypes for Blitz

Ideas for improving Starport:GE

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Which is your favourite?

Flags
10
23%
Precious Cargo
5
11%
Space Cowboys
7
16%
Survive
8
18%
Corporate Chaos
7
16%
Territory
4
9%
Rush Territory
3
7%
 
Total votes: 44

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General_Neox
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Different Gametypes for Blitz

Post by General_Neox » Sun Jul 24, 2011 8:53 am

Now give me a break because I thought of this when I was baked but what about like most real time action games we have multiple game types for Blitz here are some examples.

Capture and Hold (Current Blitz)

Capture the Flag Games

Flags
This gametype would require two bases with a setup like this >>>(Base)-(SystemWithCol)-(SystemWithPort)-(SystemWithCol)-(Base)

- Each team starts off with a colony two systems away from the enemy teams colony.
- A player must fly over the enemies dome to snag their Flag, It appears in your hardware bays, if player has full hardware bays the flag cannot be obtained.
- The player with the flag has their speed reduced and they cannot shoot.
- When a flag-bearer is shot down the flag remains in the spot they were shot down. and has to be flown over and brought back to be returned to its base otherwise another of the opposing teams members can pick it up again.
- A Flagbearer is always shown as a unique colour on the radar and give out alerts like: Flagbearer Neox has warped in to Alpha Centauri!
- The first team to enter their colony with the enemies flag is victorious

Precious Cargo A single-flag style game.
(Base)-(SystemWithCol)-(SystemWithPort)-(SystemWithFlag)-(SystemWithPort)-(SystemWithCol)-(Base)

- Teams still start off with one colony two hops away in each direction from a no mans land system where the artifact is held on a planet.
- Teams have to fight for control over the ancient intergalactics artifact to bring it back to their respective colonies.
- The artifact takes up a hardware bay, if ur hardware bays are full you cannot pick up the artifact
- An artifact-bearer is granted increased charisma and wisdom which in turn make the player more money and experience. The artifact-bearer can still shoot while posessing the artifact, but their speed and dexterity are greatly reduced.
- When an artifact bearer blows up the artifact is dropped where the player exploded, any player can then pick it up.
- The first team to enter their colony with the artifact is victorious if nobody does, then the team with the highest experience is victorious


Deathmatch Games

Space Cowboys
(Base)-(System)-(SystemWithPort)-(System)-(Base)

- A Simple No holds barred combat game where the team with the most shootdowns at the end wins the session.
- Players start off with more money in this gametype.

Survive
(Base)-(System)-(System)-(System)-(Base)

- An Elimination Deathmatch Game where if your pod gets shot down, You're out of the game. Oh, and pods cant teleport >:D
- No ports, No Warping back in to UN space? Thoughts?
- Last team standing wins. Start off cash is more in this gametype aswell.

Corporate Chaos
(Base)-(System)-(System)-(System)-(Base)

- A simple game of protect the CEO. Like Team Deathmatch but as soon as the CEO dies, games over and the other team wins. If neither of the CEOs dies, it's based on experience
- CEOs are marked a special colour on radar and give alerts to all players when warping in to any system or landing on any planet.
- CEOs cannot port or return to UN space after they leave and they have no pod.

Territory

Rush Territory

- A King of The Hill style game.
- There is always only one territory and it only exists for a certain amount of time before it changes to another location.
- Territories range in size and shape (but can be simply a certain layer within an asteroid belt) and are always outlined in a light blue.
- Territories can either be on planets or in space.
- When a territory is first flown in to it takes a short amount of time to conquer it.
- All enemies must be removed from the territory before it can be conquered by the opposing team.
- Time control points can only be made when there is no enemies within the territory
- The team with the most accumulated time controlling territories wins.

Territories

- The same rules as Rush territories except there is 3 constantly changing territories instead of only one.

Will add more soon but am too tired at the moment lol
Last edited by General_Neox on Thu Jul 28, 2011 7:47 pm, edited 2 times in total.

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JuliusCaesar
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Re: Different Gametypes for Blitz

Post by JuliusCaesar » Mon Jul 25, 2011 3:38 am

By precious cargo, just say tug of war d:

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Toonces
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Re: Different Gametypes for Blitz

Post by Toonces » Tue Jul 26, 2011 11:23 pm

Yeah I think it will be good to branch out blitz for some other game types

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gothicorpunk
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Re: Different Gametypes for Blitz

Post by gothicorpunk » Wed Jul 27, 2011 12:27 am

Toonces wrote:Yeah I think it will be good to branch out blitz for some other game types
yes........... the 4 hour game we used to have please!!!!:'(

With the refinery glitch it had too!!!

JesusRocks765
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Re: Different Gametypes for Blitz

Post by JesusRocks765 » Wed Jul 27, 2011 5:00 am

4 hour Blitz sounds EPIC! Solar Cannon and Everything, yea, we need Longer Blitz games Sometimes! :D

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Mel'Kaven
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Re: Different Gametypes for Blitz

Post by Mel'Kaven » Wed Jul 27, 2011 6:16 am

JesusRocks765 wrote:4 hour Blitz sounds EPIC! Solar Cannon and Everything, yea, we need Longer Blitz games Sometimes! :D
Lol they were saying they need it shorter when it was 4 hour :P

JesusRocks765
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Re: Different Gametypes for Blitz

Post by JesusRocks765 » Thu Jul 28, 2011 7:28 am

then something in the middle, like 2 Hour, at least make it an Option, or Votable time (20 min, 1/2 Hour, Hour, 2 Hour, 4 Hour) :D

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invaderzim
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Re: Different Gametypes for Blitz

Post by invaderzim » Thu Jul 28, 2011 9:30 am

old blitz sucked (no offense toonces, but im so glad you changed it lol). this one is way better, and will be even way more better if toonces adds some of these new game types in :)

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awesomepebble
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Re: Different Gametypes for Blitz

Post by awesomepebble » Thu Jul 28, 2011 1:58 pm

General_Neox wrote:Now give me a break because I thought of this when I was baked but what about like most real time action games we have multiple game types for Blitz here are some examples.

Capture and Hold (Current Blitz)

Capture the Flag Games

Flags
This gametype would require two bases with a setup like this >>>(Base)-(SystemWithCol)-(SystemWithPort)-(SystemWithCol)-(Base)

- Each team starts off with a colony two systems away from the enemy teams colony.
- A player must fly over the enemies dome to snag their Flag, It appears in your hardware bays, if player has full hardware bays the flag cannot be obtained.
- The player with the flag has their speed reduced and they cannot shoot.
- When a flag-bearer is shot down the flag remains in the spot they were shot down. and has to be flown over and brought back to be returned to its base otherwise another of the opposing teams members can pick it up again.
- A Flagbearer is always shown as a unique colour on the radar and give out alerts like: Flagbearer Neox has warped in to Alpha Centauri!
- The first team to enter their colony with the enemies flag is victorious

Precious Cargo A single-flag style game.
(Base)-(SystemWithCol)-(SystemWithPort)-(SystemWithFlag)-(SystemWithPort)-(SystemWithCol)-(Base)

- Teams still start off with one colony two hops away in each direction from a no mans land system where the artifact is held on a planet.
- Teams have to fight for control over the ancient intergalactics artifact to bring it back to their respective colonies.
- The artifact takes up a hardware bay, if ur hardware bays are full you cannot pick up the artifact
- An artifact-bearer is granted increased charisma and wisdom which in turn make the player more money and experience. The artifact-bearer can still shoot while posessing the artifact, but their speed and dexterity are greatly reduced.
- When an artifact bearer blows up the artifact is dropped where the player exploded, any player can then pick it up.
- The first team to enter their colony with the artifact is victorious if nobody does, then the team with the highest experience is victorious


Deathmatch Games

Space Cowboys
(Base)-(System)-(SystemWithPort)-(System)-(Base)

- A Simple No holds barred combat game where the team with the most shootdowns at the end wins the session.
- Players start off with more money in this gametype.

Survive
(Base)-(System)-(System)-(System)-(Base)

- An Elimination Deathmatch Game where if your pod gets shot down, You're out of the game. Oh, and pods cant teleport >:D
- No ports, No Warping back in to UN space? Thoughts?
- Last team standing wins. Start off cash is more in this gametype aswell.

Corporate Chaos
(Base)-(System)-(System)-(System)-(Base)

- A simple game of protect the CEO. Like Team Deathmatch but as soon as the CEO dies, games over and the other team wins. If neither of the CEOs dies, it's based on experience
- CEOs are marked a special colour on radar and give alerts to all players when warping in to any system or landing on any planet.
- CEOs cannot port or return to UN space after they leave and they have no pod.

Territory

Rush Territory

- A King of The Hill style game.
- There is always only one territory and it only exists for a certain amount of time before it changes to another location.
- Territories range in size and shape (but can be simply a certain layer within an asteroid belt) and are always outlined in a light blue.
- Territories can either be on planets or in space.
- When a territory is first flown in to it takes a short amount of time to conquer it.
- All enemies must be removed from the territory before it can be conquered by the opposing team.
- Time control points can only be made when there is no enemies within the territory
- The team with the most accumulated time controlling territories wins.

Territories

- The same rules as Rush territories except there is 3 constantly changing territories instead of only one.

Will add more soon but am too tired at the moment lol
another you could add to this: CAPTAINS, a regular game of blitz but with captains, BUT you can only play this game mode when theres 10+ people AND on uneven numbers of players, the top player gets to chose his teamates first

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General_Neox
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Re: Different Gametypes for Blitz

Post by General_Neox » Thu Jul 28, 2011 5:19 pm

Okay Toonces.
Well I added a poll so you can see which gametypes the players are interested in.

You can vote for as many as you want guys so knock urself out.

JesusRocks765
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Re: Different Gametypes for Blitz

Post by JesusRocks765 » Fri Jul 29, 2011 6:34 am

Neox, put in a Long Blitz Option! D: That's one of the best parts!

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General_Neox
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Re: Different Gametypes for Blitz

Post by General_Neox » Tue Aug 02, 2011 12:26 am

you can vote as many times as u like, so vote for whatever ones u want

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Toonces
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Re: Different Gametypes for Blitz

Post by Toonces » Tue Aug 02, 2011 1:29 pm

good ideas. There's also soccer/hockey, and racing

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FortyTwoAxes
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Re: Different Gametypes for Blitz

Post by FortyTwoAxes » Tue Aug 02, 2011 2:18 pm

We need hot potato!!

JesusRocks765
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Re: Different Gametypes for Blitz

Post by JesusRocks765 » Tue Aug 02, 2011 4:33 pm

Dont forget 1 Hour Blitz! :D

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Toonces
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Re: Different Gametypes for Blitz

Post by Toonces » Wed Aug 03, 2011 1:31 pm

What's the hot potato idea?

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Iamhere:)
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Re: Different Gametypes for Blitz

Post by Iamhere:) » Wed Aug 03, 2011 3:37 pm

I voted for em all! Maybe make the game type random or something? :o

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Jedi
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Re: Different Gametypes for Blitz

Post by Jedi » Thu Aug 04, 2011 8:33 pm

Iamhere:) wrote:I voted for em all! Maybe make the game type random or something? :o
This is a good idea as it would help balance out gameplay instead of players who get good at a certain type staying with that game type so randomising the gamepplay would make it ..."fair" to play I reckon.... Anyways SUP IAMHERE!!! Redeyejedi here bud haven't seen u since u did that stunt on hc and for some reason never came back :shock: where u obducted? :wink:

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gamanche
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Re: Different Gametypes for Blitz

Post by gamanche » Wed Aug 10, 2011 8:17 pm

OLE OLE OLE OLE, OLE OLE..... BUMP!

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