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New Gamemode Idea: King of the Hill

#  Aug 16, 2008 at 6:59 PM
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lilgamefreak 82232
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King of the hill's a gamemode that's been around for a while, a tried and true method of play that's proven its worth in both competitive and casual circuits, and while there are many rendition of King of the Hill, I think if the mode ever came to TF2, it'd likely have its own distinct flavor to it. So I thought about this for maybe a quick five minutes and then decided to write it down and perhaps post it.

Here it is. No where near balanced but I'd say a good first, solid step.

Gamemode: King of the Hill (koh)

King of the hill is similar to control point gameplay. The two teams, red and blue, fight to occupy a single space for as much time as possible. King of the hill differs, however, in its capturing method. The space in question is occupiable by only a single team member, who instigates a clock that records the total time the team has controlled the space. The person capturing must remain in the space the entire time, immobile and fairly vulnerable, while his or her teammates defend him from the opposing team. In order to take over the space and add time to their own clock, the opposing team must kill the current occupant and put a member of their own team in as well.

The space does not, however, turn the capturer into a sitting duck. The space is occupied by a Multiple Armaments N’ Emissions (MAN-E) Cannon. The MAN-E Cannon is a manned turret that changes its weapons to the nature of its current occupant. Generally the cannon does not give its occupant a greater killing power but it does offer an enhanced ability for an occupant to support his or her team in defending the hill from the attacking team. Also, the cannon has an infinite source of ammo and does not have a reload time for any of its weapons. The cannon is also sappable by enemy spies which, though not permanent, stops the clock for ten seconds and actually subtracts five seconds from the total time if it remains on for the full ten seconds. Obviously the cannon will not function during this time and the sapper can be removed with the help of an engineer.

By class, the many weapons of the MAN-E Cannon are listed:

Scout: The scout has a fairly in-effectual weapon in the MAN-E cannon, basically a slightly more accurate form of the sniper’s SMG. The advantage the scout gives is that a second is added to the clock for every third of a second the scout resides in the cannon.

Soldier: The soldier receives a long distance mortar launcher. It has a wide splash radius but only moderate damage. Its range is also dictated by the angle of the shot. The mortar is mostly for weakening large masses of attackers from long range before they can arrive so that the defending team has an easier time fending off the rush.

Pyro: The pyro get incendiary rockets. The function much like the soldier’s rockets, but deal out much less damage on impact. They compensate, however, by setting every person within a certain radius of the shot on fire.

Engineer: The engineer turns the MAN-E Cannon into a large, upgraded dispenser. With double the range and double the heal-rate (ammo replenishment is unchanged), he is capable of competing even with medics in the healing of his surrounding teammates. Also his weapon is a laser pointer that is capable of manually directing any sentry gun he may have built before he entered the MAN-E Cannon.

Demoman: The Demoman has a bigger, badder stickybomb-launcher. Rather than shooting out usual stickybombs, the cannon shoots out disks, which are capable of flying faster and farther than usual stickies. The disks are also larger, deal much more damage and are so heavy that they cannot be moved by any force other than raw explosives. The downside is that the disks are incapable of detonating before they have securely landed and are still, and do not stick to surfaces, making them skid along the ground for a few feet before stopping. Also, their detonation is delayed by one second, making faster classes capable of running past should the demoman be inattentive, and making slower classes capable of escaping the majority of the damage, often living on in the red. Like the sticky launcher, the demo can only have 8 disks out at once, though they can be combined with pre-set stickies as well with no problems.

Heavy: The heavy pretty much trades away both detriments towards his usual miniguns for supreme immobility. His weapon is much like his normal primary, packing both normal damage and opponent slow-down. Also, the weapon has much wider spread, which allows it to affect for individuals at once. The weapon still retains the same weakness of both guns, having abysmal damage at anything past mid-range (even more so than the normal guns as the spread on this gun is increased), but the slowing makes enemies far easier to attack by teammates. Also the gun is permanently revved, though considering it’s basically a normal heavy just standing in a single place, it is understandable.

Medic: The medic is a doozy. He fires what are basically upgraded needles. The difference is that they fly straighter and faster, and also they affect teammates. The medic heals teammates by shooting them with his needles, which deal out 10 hp a hit. The needles do around 20 damage to enemies, similar to the pistol.

Sniper: The sniper loses much of his initial killing power with the MAN-E Cannon. The shots cannot charge, so while headshots still register and instakill most classes, heavier classes are capable of powering through them just fine. The benefit, however, is that the sniper’s gun fires slightly faster and it is not necessary for the sniper to leave scoped view.

Spy: The spy is all about deception and actually does not have a legitimate dmg dealing weapon. However, when the spy mans the cannon, he maintains both his disguise or his cloak. While cloaked the cannon remains neutral in the enemy’s eyes, even though there is really a spy adding time to his teams clock the entire time. But also, the spy can enter with a disguise on and depending on the disguise, make it appear to the enemy that the proper team is getting time. Disguising as a friendly scout will make the enemy see your timer rise at three times its normal speed, though it is still rising like normal. The same is true if you disguise as an enemy scout, though, and the enemy will see their timer rise up even though it is actually unchanging (your timer will look unchanged to the enemy). The fire is actually a fake fire, causing you to appear to be firing the appropriate weapon of the class you are disguised as. A spy disguised as a heavy will appear to be firing a minigun while a spy disguised as a medic will appear to fire needles. While a spy is not as useful when ones team is successfully defending the area, it might be possible for a spy to sneak a lot of time beneath the enemy’s noses should they be the one on the defense. The spy has unlimited cloak while manning the cannon and when disguised as an enemy spy, has a random disguise mask on.
#  Aug 16, 2008 at 7:06 PM
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Specialty: Medic
Steam ID: IAMASTRONGMAN
 
I have to admit, if it is done right, it would be a very fun game mode.
#  Aug 16, 2008 at 7:08 PM
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An interesting idea, but it would take a lot to make this a reality. There are so many components to this that it would be difficult to make evrything managable as well as fair. I like it, but I don't think it will happen.
#  Aug 16, 2008 at 7:25 PM
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Ninjarooster 86252
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Specialty: Scout
Steam ID: Ninjarooster
 
The Man-E cannon should just have a base attack, not varied to classes. Also the cannon must have little defense for the player. But this helps snipers, which I'm trying to figure out how could be diterred. Many a good map have turned into sniper brawls. 


Still, this is a fun gametype and a base one at that. I'm suprised that Valve didnt put in a KOTH varation for any updates.  
#  Aug 16, 2008 at 7:35 PM
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lilgamefreak 82232
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I really don't quite see the use for a base attack since the only way for the cannon to actually function is for a person to be inside. It isn't supposed to be an automated turret.

And yeah, there'd probably be some fortification for the player. Though it'd probably be better if this were left for the actual map designer. Like the cannon is basically a gun on a tripod with zero protection for a person, but the map designer can put it in a trench, behind a wall, inside a steel cube with only one way to get in, etc.

And it does help snipers a bit, but considering the sniper has not ability to strafe, move, not even crouch, as well as the fact he's residing in the center of focus for the entire map, I think he's vunerable enough. As for enemy snipers trying to kill the guy in MAN-E cannon, that's what you get for being inside the cannon, similar to when you carry the intel, occupy a point, or push a cart. Because the MAN-E cannon does make you a bit more vulnerable to then than any of those examples, however, most of the weapons generally fire much further and more accurately than if the class were on foot and capable of dodging (an example of this being the pyro's IC cannon).

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Team Fortress 2


2 Guys 1 Kill: {TF2F} FlyingPenguin - (102 kill assists)
Captures Blocked: Nimbli Bimbli - (26 captures blocked)
Dominator: {TF2F} Bitch Nasty - (25 dominations)
Flags Captured: Corporal Clegg - (11 flags captured)
Flags Defended: MechaEdd - (12 flags defended)
Physician Assisted Homicide: {TF2F}SME®BUI©K - (271 medic kill assists)
Points Captured: {TF2F}SME®BUI©K - (30 points captured)
Revenger: Count_Flakula - (10 revenges)
Spy Power: Chro - (19 objects killed as spy)
Ubercharger: {TF2F}SME®BUI©K - (89 ubercharges)
Axe Man: {TF2F} Ninja Dude - (18 kills with fireaxe)
Axtinguished: {TF2F} BOOSH Rizzilio - (81 kills with axtinguisher)
Batter Up!: soup! - (16 kills with bat)
Biggest Prick: Sam - ClutchKill.com - (8 kills with syringegun)
Blood Sucker: {TF2F}SME®BUI©K - (30 kills with blutsauger)
Broke Backburner: {TF2F} FlyingPenguin - (223 kills with backburner)
Can You Dig It?: {TF2F}.TüRb!NE. - (3 kills with shovel)
Doctor's Certificate: Maero - (16 kills with bonesaw)
Drunken Brawler: [???] Deviruchi - (4 kills with bottle)
Epic Defender: {TF2F} Spy - (9 kills with wrench)
Fire Spitter: {TF2F}blistering - (100 kills with flamethrower)
Flare Gunner: {TF2F} FlyingPenguin - (12 kills with flare gun)
Grenade Spammer: GeneralSheep - (47 kills with pipe)
Grey Matter: STar - (168 snipings as sniper)
Hadouken Master: Xandier - (1 kills with pyro taunt)
Hot Potato: {TF2F} BOOSH Rizzilio - (4 kills with rocket deflection)
I <3 Sasha: {TF2F} Bitch Nasty - (181 kills with minigun)
Knife Maniac: {TF2F} Dartagnan - (109 knifings)
Last Resort: [Ba-El] BoC - (26 kills with smg)
Manslayer: [FRGT] Klare - (10 kills with machete)
Master Fister: Maero - (3 kills with fists)
Peashooter Marksman: Corporal Clegg - (48 kills with scout pistol)
Pickle Squad Award: [NH]Pitt - (18 pickles man handled)
Rocket Scientist: [TF2F]Lancer - (217 kills with rocket)
Scatter Shot: Corporal Clegg - (147 kills with scattergun)
Sentrygun Master: Numenor - (142 kills with sentrygun)
Spam Blocker: {TF2F} BOOSH Rizzilio - (1 kills with pipe deflection)
Spy Checker: {TF2F} Fanlaen - (5 kills with pistol)
Sticky Explosion: {TF2F}Album - (105 kills with pipe remote)
Ubersawer: Psycholord - (27 kills with ubersaw)
Stats Refreshed 6/24/2008 5:00:03 AM CST
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