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DarkSpace - Beta
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[FAQ
Forum Index » » DarkSpace Events » » Darkspace CTF(could it be?)
 Author Darkspace CTF(could it be?)
The Master Debator
Cadet

Joined: July 03, 2008
Posts: 114
Posted: 2008-09-21 16:46   
=start=
So I kinda dallied around with the idea and it occured to me that if organized, a game of capture the flag would be entirely within the realm of possibility with a little admin cooperation, so here are my ideas.

heres a nifty diagram to sum it up.

*===S====S====S===+ ^
|| ++++++++++++++++|| |
F ++++++GGG +++++++F 2kgu
|| ++++++++++++++++|| |
+===S====S====S===* v
<-----------5kgu------------>
*= "jail"
F= "flag"
S= AI stations to mark boundries and provide vision.
GGG= Giant Green Gafien of idleness(invincible, used to mark the center)
*teams will be ICC and UGTO as kluth ships, while incredibly fun, would present balance issues.

Now im going to assume everyone is aware of the game mechanics of CTF so ill just start by defining the map I made.

To start things out, four planets will be spawned with the flag planets having a medium profile and jail planets, small.

Flag planets: This is kinda akward to explain so Ill do it in steps.
A. Each flag planet is aligned to the opposite team with one infantry on it.
B. To steal the flag, all the flag runner has to do is load the infantry from the enemies flag planet.
C. In the case the infantry "dies" along with the flag runner, an AI scout will be scripted to drop one infantry to replace its predecessor.
D. To "capture" the flag, one team must literally "capture" their own flag planet using the "flag."
E. If both flags are stolen then whoever captures their planet first will win.

Jail planets: Basically its a SY/mod/depot planet to replace ships in the event of death, these will be on the same side as the factions that are allied with it. Possibly a safe zone.


Lineups: Each team will have:
1x support station
2x heavy/battle cruiser*
4x combat/gunship destroyers(additional players will go into this category)
2x escort/picket/missile destroyers (players choice)*
1x scout or frigate of any choice*

*all ships will not have jump drives with the exception of those marked with an astrict. Ships may not capture the flag or use jumpdrive when carrying the flag.

Roles:

Stations: These things are big and have... lots of guns so they are the "goalies" if you will and must be within 750gu of their flag planet. They will serve as supply ships for their team.
Core weapons will not be allowed.

Cruisers: Basically your defending and pursuit ships, not quite as fast as a destroyer but more firepower and jumpdrives and better ability to pursue flag runners. They must either be within 1000gu of flag planet or in pursuit of flag runner.

CD/GD: The main players in the game, refitted with AME drives, they will be both the main flag runners and pursuit ship.

ED/ED/MD: More mobile versions of the cruisers with a heavier punch and jumpdrives at the cost of speed as they are equiped with 1PFE and 1IE drive.

Scout/frigate: Pursuit ships, Equiped with a jumpdrive and weapons, these ships will also include 2 Tractor beams to hinder the enemy flag runner, they may not carry the flag.

Gameplay:

Flag running: Explained previously.

Overall: ships can engage any enemy ships during the course of the game. Stations however, may not be killed.

Flag Passing: Self explanatory, handing off the infantry between ships is legal, however the infantry may be killed or lost in this process so be meticulous.

Boundries: Flag runners may not cross the sidelines, any players outside the sidelines may not fire or be fired upon. Going out of bounds is only for AFK players.

Rules: These are pretty important because as it is, a few things could easily wreck the game.

Class specific:
Stations:may not use Lasers.

ALL: May not use: Tractors(unless scout/frig), Missiles, Point defense, Aux shields, ECM, or beacons.

General:

A. Only designated ships may carry the flag.

B. You may not kill the infantry when it is en route from the flag planet to flag runner.(killing infantry while it is being passed however, is not)

C. NO INFANTRY IN CARGOHOLDS(duh).

D. Don't sneak in bombers.... seriously.

E. Tractoring ships into planets is illegal.

F. Hindering friendly ships intentionally is illegal.

G. All ships will start 2k apart from the center of the field at the start of each round.

H. First team to 3 captures wins.

I. Don't touch AI scouts or stations.

J. Do not camp the Flag planets.

K. Unless respawning, do not enter Jail planet's safezone
=end=

So its kind of a draft, as for rules I was thinking participants could sign a thread stating that they read the rules ect. ect. For the future(if this ever gets developed) I was thinking of a league or just a few big games every once in a while with a jackpot for the winning team.

Feel free to contribute, criticize, support, or defame this thread, be it brilliant or an failure.

edit* fix'd map thingy
edit** some inconsistent things.
edit*** forgot t in inconsistent(GRAGH gotta stop doing this)
[ This Message was edited by: Shanky the Pirrrrrate on 2008-09-21 16:48 ]

[ This Message was edited by: Shanky the Pirrrrrate on 2008-09-21 16:51 ]

[ This Message was edited by: Shanky the Pirrrrrate on 2008-09-21 16:52 ]

[ This Message was edited by: Shanky the Pirrrrrate on 2008-09-21 19:08 ]
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Winters Rapture
Fleet Admiral
United Nations Space Command


Joined: December 09, 2007
Posts: 355
Posted: 2008-09-21 18:18   
i like it.
i think its a bit complex, but with you explaining it out, i think it could be do-able.

i'm in if ever orginised.
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Sardaukar
Admiral
Raven Warriors

Joined: October 08, 2002
Posts: 1656
Posted: 2008-09-21 18:24   
Topic is a tl;dr for me at the moment, but I automatically approve of the iea of some sort of CTF in the Darkspace environment, if it could be pulled off.
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| Dark Hiigaran |
Chief Marshal

Joined: July 07, 2007
Posts: 426
From: Slovenia (Europe)
Posted: 2008-09-22 08:40   
u gave me and awesome idea!

/me makes a CTF server
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Latrodectus
Captain

Joined: March 21, 2006
Posts: 79
From: Latrodectus
Posted: 2008-09-22 13:47   
Im in, looks fun.
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The Master Debator
Cadet

Joined: July 03, 2008
Posts: 114
Posted: 2008-09-22 16:56   
if there was a large enough support base for this, i would happily learn lua and script up a beta in a couple months
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Coeus
Grand Admiral
Sundered Weimeriners


Joined: March 22, 2006
Posts: 2815
From: Philly
Posted: 2008-09-22 18:01   
He didn't give you an idea, he laid absolutely everything out in carefully thought & planned fashion. Stop tryin to steal it!



/Looks good, I'd play.
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Ham&Swiss
Grand Admiral

Joined: October 12, 2004
Posts: 418
From: 10$ to whoever finds me
Posted: 2008-09-23 00:35   
I'd be down for this, it looks awsome!
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NiteHawk
Fleet Admiral

Joined: September 16, 2001
Posts: 209
From: Sag Hothha
Posted: 2008-09-23 02:36   
Pretty cool idea.

Heres a few more ideas.

Set ships, you can generally set what a ship has before hand without having to mod it with scripting. Basicly, if you want to balance the ships so there exactly the same on both sides, you can set whats on each ship.

Jumpdrive removal: I already got a script made for this, but it's pretty simple, removing the jump drive so you cannot jump on spawn. Sort of like setting whats on each ship above. With this you can actually place them in a 'pit' far away, jail area, and in 1-2minutes they can be 'warped/moved' to the battle area again. This would make a penalty for dying, with no big hassle of worrying about them jumping in when there not supposed too.

If you want to get fancier, you can only have the jump drive remove when they have infantry, then readd it with scripts, or have it only on some class ships. You can possibly also change there drives (The script would remove the AME or whatever they have depending on class, and put on something slower, lets say a IE drive), so there actually physically slower. Things like that.

Don't really need a AI to spawn the infantry, but its easy to do with or without. Without just makes it easier, you would check all ships on one faction to make sure they do not have any infantry in the playing field, if they don't, it most likely means the infantry has died, thus create a new infantry. But don't need a ship to do so.

For stations not dying, you can always set them to be more immune with some scripting as well. There might also be a way to 'beacon' a ship, though I'm not sure what the noun would be for it exactly. But that could represent 'THIS SHIP HAS THE FLAG' deal. Maybe something else can, I have some other ideas, but I won't bother posting them here.

As for limiting ships, again you could possibly remove depending on what it has, for example, a bomber has, well bombs. If it detects a bomb type on a ship, remove them and throw them back in the selection ship screen.

If you do need help, I could possibly help, I have wanted to start events, I stopped scripting awhile ago, but I work with coding on a daily thing for other things, so a quick refresher and all.

But events and such, I'd definatly love to help out on now, get a few events going.


[ This Message was edited by: NiteHawk on 2008-09-23 02:38 ]
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Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2008-09-23 11:51   
If you can get someone that can script properly in LUA, the options for different game types are quite extensive.

I may take sometime out to see what I can do with regards to CTO (capture the objective) style game-play. I can certainly design something a little more involved and exciting than the current scenario's. I just need to get motivated and have the time to spend designing and debugging it.
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The Master Debator
Cadet

Joined: July 03, 2008
Posts: 114
Posted: 2008-09-23 14:36   
great ideas nite, but i was going for "goodwill" lol ill get around to editing it later, thanks for input
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