[ET/QW] territory mod idea


(carnage) #1

a mod idea taken from the territory system of ETQW

have large open maps split up into sections of a roughly equal size that creates something similar to a grid but does not have to be quite so rigid and strict

territory’s are then assigned to GDF/strogg/neutral

at the map start one teams take it in turns to select a owned territory and chose a neighboring territory to attack. if the territory is neutral the territory is captured instantly. if an enemy territory is selected then a fight between the two territories occurs where the attacking team has say 10 minutes to attack and capture the other territory. possibly though fighting or some kind of objectives for each territory

after the battle the outcome is decided and the territories are updated. it is then other teams turn to select at territory to attack

certain territories should have special features e.g. resources stations that effect the friendly territories attached to it. e.g. a GDF territory that can reach a friendly resource station should have the more powerful vehicles etc when the territory goes into combat, where a GDF territory cut off and surrounded by the storgg would have a lack of resources and be much easier to capture as well as being a harder position to launch an attack from

in terms of attacking territory should not all be as easy to attack and deafened. Because of structures and terrain obstacles territories will have stronger and weaker borders to attack from e.g. on one side of the territory is a steep cliff face making is very difficult for an attacking force to reach the territory while under fire, alternatively attacking from the other side of the territory the terrain is flat and has a lot of natural cover for the attackers

certain territories should have a greater strategic value than others making the game more strategic compared to mindlessly capturing the easiest territories e.g. there may only be two territories on the map that contain a bridge allowing teams to progress to the other side of the map these territories are clearly of a very high strategic value

thats the basic idea any comment suggestions welcomed


(signofzeta) #2

When thinking about this, is your idea like Grand Theft Auto San Andreas turf wars?

Where your Grove street families gang try to reclaim the ballas territory? And to trigger the gang war, you have to kill a few ballas, and if you decimate the other team, the territory is yours? And also there is a chance that the ballas would attack your territory and if you lose, they reclaim their territory?

Actually I don’t really know.


(kamikazee) #3

signofzeta is right that a territory system is built into GTA:SA.

Though like carnage explains it, it sounds more like Risk. The only comment I have about such gameplay is that it could take hours to finish one round, seeing how Risk can take several hours to complete. :wink:

The idea certainly sounds like something to be talked about and would certainly be worth to create a POC version.


(murka) #4

well it would be a great idea for those who have lots of time xD. like a mini-clanwar built in the game


(carnage) #5

well that depends on how you determine the winners for the game

it could be the all out capture of the whole map or there may be several territories with key objectives inside that if the other team destroy they win

or you could reduce each round to a very small time limit of only a few minutes, or in each battle ever player has just 1 life and the surviving team takes the territory

the game might even suit a commander style interface where there are only two players who each command a team of bots

i also appreciate that it would take a long time to finish a map it might be better to think of a “map” like an ET campaign and all the territories as shorter mini maps. by making all the territories play differently you can get a more diverse and interesting experience when playing though the maps


(space) #6

You could have 2 teams with a home base territory at opposite ends of the map (or wherever) and the object is to capture territories that get you the option to attack the home base. Once the home base falls you have a winner.

That way you dont have to capture all the territories or even take the same route each time you play a map to take the enemy base territory.


(ktr) #7

Here is an idea for a mod…an easy one tooooo

Take ETQW nice engine and MT and all, and make a total conversion back to WOLF:ET… :lol:


(SKaREO) #8

First of all, great idea here carnage. I would prefer to look at it like a turf wars scenario in San Andreas rather than Risk, but really its neither of those, its something new and better.

Now, there are some other ways to look at capturing the territories. For instance, you could have a map of 9 territories (3 x 3) and each side starts with 1 territory. Below is my text example:

N | X | N - X is strogg
N | N | N - N is neutral
N | 0 | N - 0 is gdf

The other 7 are neutral until a team occupies the territory for a certain time. The time it takes depends on the number of your team versus the number of the enemy team occupying the territory.

If you own 2 or more territories adjacent to a capture point, the enemy cannot obtain it until they capture the single territories next to it. The center piece can always be taken, to avoid deadlocks. For example:

X | X | X - cannot attack this X
X | 0 | X - can attack this X
0 | 0 | 0 - can attack this 0

I think its a cool idea to have strategic differences for each territory. For example each territory could have a certain “strength” so to say. The center could be the most powerful and the middle as well. The back territories are less powerful and your spawn point is just that, a spawn point. First team with total strength of 8 wins. Below are the strength points and the “S” are the spawn points:

1 | S | 1
2 | 3 | 2
1 | S | 1

This could make for some fun game play. With some work on the timing and finer details it would make a great mod. My comments here are just suggestions on how it could be balanced, but it could be done as a totally different mod. I do like the strategic value idea you have by placing important things at capture points, like mounted guns and rocket launchers, or something like that. Perhaps there could be an objective, like bash through the enemy shields, then move to the map depending on the outcome of the first fight. If GDF win, you move to the strogg inner defense and try to eliminate them for good.


(ktr) #9

so something similar to Onslaught of UT2k4, but to win, you must take over all territories, rather than destroying a powercore or what ever.


(carnage) #10

i haven’t played turf wars (or risk for that matter) but i but i think that you mean the entire map is open and players just hop around capturing territories?

if that is the case this is the opposite of what i mean. The idea that there are only ever two territories in play at one time is the try and focus the game play and have both teams going head to head rather then jumping around the map capturing random places like in bf2 with control points


(SKaREO) #11

Did you read my follow up? I tried to describe a balanced way to execute your original idea. Let me know what you think.


(carnage) #12

Did you read my follow up? I tried to describe a balanced way to execute your original idea. Let me know what you think.[/quote]

if i understand you idea right then you basically said exactly what i have about capturing adjacent territories although i think a 3x3 grid is a bit small. also i would want to stay away from a grid where all territories are same size and have 4 borders etc. it would be much more interesting to just have territories that seem to naturally occur though the map e.g. cliff tops, flat land, valey

on your 3x3 gird the only territory worth fight over would be the middle one since it is the most dangerous for the other to to have with it being next to your spawn and the best for your team to have with it being next the the enemy spawn


(SKaREO) #13

The grid would be flexible, and should not be considered “square” or anything. There would be normal looking terrain, but each area would be sectioned off somehow, with a bridge perhaps, or tall walls. Its up to the map developer how they want to balance each scenario.

If what I’m saying is not linear enough for your tastes, than we enjoy a different type of game. I don’t mind focusing combat into specific areas, but never would I restrict how a team accomplishes a task by narrowing the playing field. I would rather have the team choose which route is best by using a rock-paper-scissor approach.

With what I described above, you can see that a team is not able to take only one approch to win, but they must struggle against the other team to obtain victory. To gain 8 points in the above example, and win the game, you could do it three ways. Consider X is the winner in all 3 examples here:

X | X | X
X | X | X
0 | 0 | 0

X | X | X
X | 0 | X
X | 0 | X

X | X | X
0 | X | X
0 | 0 | X

In all three cases X is the winner because they are occupying over 8 points total. That is how a winner is determined, by total points equal to the value of the territories occupied. The center territory is still not always the best, because you can win without it.

1 | X | 1
2 | 3 | 2
1 | 0 | 1

Let me know if this is what you meant. If not it might need to be a seperate mod. I just really liked the idea of using strategic value to decide which territories to occupy. Also, I hate linear game play where the choices are made for you, I prefer having multiple paths to victory. As you said, who wants “mindless battle” when you’re playing a team game; you want strategy, choice.


(ps1ho) #14

nice suggestions people, respect


(carnage) #15

i was under the impression that in your idea was to capture the enemy spawn point that would make the middle tile way more important than all the rest, but if the idea is to hold the most territories then the middle territory loses its value considerably and makes it a more balanced map


(Pytox) #16

Seems an interesting idea for my mod :slight_smile:


(carnage) #17

mafia style gangsters fighting for control of a city’s crime underworld. sounds like fun to me


(space) #18

Yeah to offer a strategic difference you could have different territories offer different effects on beighboring territories like…

----| XX |---- - XX is strogg home base, xx is strogg controlled terr
N1 | N2 | N3 - N (1-9) is neutral
N4 | N5 | N6
N7 | N8 | N9
----| 00 |---- - 00 is gdf home base, oo is GDF conrolled territory

So as far as different territories meaning different things let me run down a couple scenarios… the ‘fastest’ way to win would be (as strogg, for this I have the Strogg attacking first as they are the ones attacking the planet, then it would be GDF’s turn… sort of like tick tack toe):

XX takes N2, 00 Takes N8 to counter, XX takes N5, board is now:

----| XX |----
N1 | xx | N3
N4 | xx | N6
N7 | oo | N9
----| 00 |----

oo attacks xx and loses xx retains territory N5, xx counter attacks oo controlled N8, and wins, board is now:

----| XX |----
N1 | xx | N3
N4 | xx | N6
N7 | xx | N9
----| 00 |-----

00 attack xx at N8 and fails to capture the territory, xx attacks 00 and wins, this has taken 4 maps played to complete.

Now say you made territories N1, N3, N7 and N9 have the bonus of mortar bombardment if they are controlled when attacking a home base (either 00 or XX). Let’s go back to the board looking like this:

----| XX |----
N1 | xx | N3
N4 | N5 | N6
N7 | oo | N9
----| 00 |----

say xx now takes N4 for thier next move and oo takes N5:

----| XX |----
N1 | xx | N3
xx | oo | N6
N7 | oo | N9
----| 00 |----
now xx can take N7 and attck 00 from there with a mortar bonus (lets say certain areas fo the enemy territory will be under mortar bombardment during the attack, or air support is unlocked for that team etc)

You could even say something like… the only teams that is able to use airstrikes is the teams that controls sector N5 or something like that… or have a different bonus for each controlled sector, anti-infantry guns, vehicles etc.

EX:

----| XX |----
N1 | N2 | N3
N4 | N5 | N6
N7 | N8 | N9
----| 00 |----

N1 and N7 BONUS: Anti-infantry guns available
N2 and N8 BONUS: Heavy ground vehicles available
N3 and N9 BONUS: Fast attack vehicles available
N4 and N6 BONUS: Arial assault vehicles available
N5 BONUS: Air strike available

You could even take it a step further by having compounding bonuses… like if you control both N1 and N7 you get twice the anti-infantry guns for your team, etc for sectors with 2 like bonuses.

That would be pretty cool.