Fast pace cellshading flying action. Soar the skies as you take on the most vicious enemies above the ground. Experience an airborne adventure in an all new art style that will take you to something different and exciting. With the possibility to add just about anything you can imagine into the game, the sky it's not the limit. It's just the beginning.
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The Mutator Suggestions Thread | Locked | |
Thread Options | 1 2 3 | |
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Sep 6 2012 Anchor | |
Okay, here's the ideas: Feel free to post any ideas about other mutator, et cetera, et cetera. Edited by: Nergal01 |
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Sep 7 2012 Anchor | |
Come on there's got to be some form of Virus (ala Timesplitters) or Zombie mode. Edited by: mittsommerschnee -- Noli Timere Messorem
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Oct 4 2012 Anchor | ||
Hardcore mode: All aircraft have realistic/plausible ammo capacities. I don't know what you would do with dispensers or rocket pods but with missiles you would only be able to carry one per hard point. Your machine guns would also fire faster (think hundreds of rounds per burst). You get efficiency bonuses for killing multiple aircraft without having to return to base for more ammo (i.e. your second kill is worth 2 points, your third is worth 3, etc) or for interrupting someone else's killstreak. Killing a fleeing fighter (they will be designated as neutral targets if the game considers them to be fleeing) is always worth only one point because you just wasted ammo. Still not a realistic simulation but it would require a different playstyle than the vanilla game. |
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Oct 27 2012 Anchor | |
Dethfight mode: All Players Have Fast Reloading, Fast Firing missiles, Extreme Manuverability with ALL Aircraft and Low Health. |
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Oct 27 2012 Anchor | |
No. How about this: EVERY missile trails and explosions are pink (and have four-times default ammo, all standard missiles are micro missiles), all guns turned into beam weaponry that can be charged for something spectacular. With 100% more magic circle while firing. And unlimited beam spam works! Ha. Joke mutators & others: -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Oct 28 2012 Anchor | |
I Knew that would be insulted. and i was waiting for a rebuttal i could laugh at. Bravo, V3000. Bravo. |
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Oct 28 2012 Anchor | ||
Hey! No unique special/ultimate move for the Mahora Magica mode? Btw, I don’t remember if it was mentioned before, but this thread is really useful to help planning a how the mutator system should work. |
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Oct 29 2012 Anchor | |
If you actually intend to put that mutator in there, that's a good idea. |
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Oct 29 2012 Anchor | ||
No I’m actually serious about this. Ideas like this of Mods/Mutators that are more out of the context of actual game are an excellent way to test the moding capabilities of the VT, if the game can deliver these ideas, then it means the game is flexible enough to allow really wild mod ideas without limiting the creativity. |
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Oct 30 2012 Anchor | ||
something based on the virtual combat from hawx 2 |
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Oct 30 2012 Anchor | ||
I've got two ideas I've recently though of that involve changing assets in-mission. The first idea is that all units on the field start with aircraft A. You or another player / AI is shot down; respawn with aircraft B. Each time the aircraft is shot down, it advances up the list untl you reach aircraft Z. To keep the list from being gargantuan in length, we organize the aircraft based on their roles, so we come up with a name and include something like (Interceptor) or (Attack) at the end so there isn't a scenario where an aircraft is going to be shot down for simply not having a similar performance range. I understand that may sound odd given the concept behind this, but I mean not similar in that you're being thrown into an A-10 in the middle of various F-15s. The second idea is similar in that changing aircraft is involved, but this time the Kill:Death ratio is used to determine what aircraft is flown on the next respawn. Get a large kill streak, and be penalized by flying a low-performance aircraft. Get shot down one too many times, and recieve an aircraft that'll help you catch up on the scoreboard. Edited by: SpootKnight |
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Nov 6 2012 Anchor | |
Another mutator ideas: Bounty (FFA variant)/Betrayal (TDM variant): Before the match, you must buy an aircraft and weapon (starting money can be set by player, think of buying weapons & gears in Counter Strike), you collect money by killing other player, and for each kill, it will raise his/her 'bounty' as well (which usually means the top scorer always have the highest bounty), once he/she dead, the bounty will be reset to zero. Player with no enough cash to afford a single plane is defeated. Optional feature includes neutral mercenary (neutral planes that will spawn randomly and always going after team/player with the highest bounty) on map and bounty/defection bounty multiplier. -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Nov 8 2012 Anchor | ||
Invasion mode: Split into teams, kill aliens, unlock alien weapons, use said weapons to kill players from the other team. Only players are worth points, alien craft are worth no points but unlock new weapons (the big ones unlock weapons for the entire team), team with the most points at the end of the round wins. |
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Nov 8 2012 Anchor | |
Berserk Deathmatch mode: The more you kill enemies, you'll enter 'Berserk mode', where at first you becoming faster and more powerful, until the limit/'Complete Berserk mode', your plane goes berserk (basically, AI takes control of your plane, but obviously not the smartest one, or think Zero system in Gundam Wing), and if it's TDM, your plane will aim for friendlies as well (to make things balanced, there's only one berserk plane allowed on map, one each side in TDM). Edited by: Nergal01 -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Nov 21 2012 Anchor | |
Kill Santa Claws Mode; A mode which can only be played on Christmas Eve and Christmas Day in which you have to stop Santa Claws delivering missiles down peoples chimneys. Kill Easter Bunny Mode; A mode which can only be played during the Easter holidays in which you have to stop hordes of bunnies. Edited by: mittsommerschnee -- Noli Timere Messorem
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Nov 25 2012 Anchor | ||
Some of these game nodes were already intended to be added in the next update, however it seems that improving the AI is more time-hungry than expected. To avoid delaying the update even further, they probably be added in other update. But I have some questions about all these ideas. @bornloser @ SpootKnight @ V3000TT @ V3000TT @ Midsummersnow |
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Nov 25 2012 Anchor | ||
Here's the virtual combat system. Doesn't really change the gameplay that much but the special effects are kind of cool About the invasion game mode, the only way to get points would be shooting down the enemy players and the only way to get upgrades would be to shoot down the npc team (which is why I wanted them to be aliens.) You would have to come up with a strategy to shoots down the flying saucers without the other team of humans shooting you in the back. You could also expand on this even further by requiring players to use helicopters to recover the wreckage and take it across their return line. This mutator could also be called arms race mode. Edited by: bornloser |
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Nov 25 2012 Anchor | |
Should be adjustable in the mutator settings.
The 'berserk' plane has significantly weaker defense (let's say about 1/4 of normal). -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Nov 26 2012 Anchor | ||
That's pretty much spot-on to what I was thinking to keep the respawn lists short. |
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Feb 22 2013 Anchor | |
Back on topic: another jokemod idea: reverse missile/backfire mode. Basically makes everyone starts with standard missile that facing backwards therefore everyone ONLY can fire standard missile BACKWARDS (gun and SPW still works normally) Fresh from the brain: "BLOODY VENGEANCE" mutator: Adds 'vengeance damage multiplier' on gameplay, Basically, for each time you get killed by another player, the multiplier will increase, and the damage dealt toward that player will be multiplied by how many times you got killed by his/her until you kill him/her, the multiplier will reset. Also suggesting this thread to be stickied. Bumping for great justice; Inspired by this video: Youtube.com "Vampire" mutator: Gives everyone invincibility, but forces mandatory fuel limit to every player, to restore your fuel, you have to damage/kill other planes (each hit will absorb enemy plane's fuel). Plane with no fuel left will simply explode. Edited by: Nergal01 -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Mar 13 2013 Anchor | |
Damage - A random negative, percentage based performance modifier on a random aircraft system when receiving damage. The percent damage would be proportional to the percent negative effect on aircraft. ____________________________________________________________________ At this point, the enemy has 70% health and isn't able to engage targets as effectively as the player. If, for example, this is during and escort mission, the enemy is now significantly less effective than the player at engaging other targets, especially moving targets. If the voice acting were expanded in the future to have a situational broadcast by the enemy about the kind of damage they've received (ie "My targeting systems are going haywire, I can't lock on to anything!"), it would allow you to disengage for a while and proceed to concentrate on more dangerous aircraft. But let's say that we continue to engage this damaged enemy and land another missile shot on him, dealing another 30%. This time though, the damage modifier is not to targeting, but to a different stat, like pitch rate. With 40% health and a -30% modifier to targeting and turn rate, the aircraft has significantly degraded capacity to fight, making it much easier to shoot down. With the degradation to maneuverability, the aircraft is much easier to shoot down using guns, for example, or just faster to kill. You fire another missile at this enemy, but this time the effect stacks onto the previous debuff on pitch. Instead of a percentage out of the percentage left over after the previously layered debuff, though, the debuff stack on top of the total, resulting in a -60% debuff on pitch rate. At this point, our enemy fighter is looking pretty haggard, at only 10% health, and barely able to turn to save himself, lest you wish to finish him off with guns. At a certain damage mark, it might be possible to implement a switch over to neutral target, resulting in a choice of whether or not you wish to finish the crippled enemy off. Unfortunately, the sword cuts both ways, as you can also be effected by damage. This would result in multiple implications for the player, including what kind of aircraft to use, and what kind of engagement style one would prefer. Some might play high risk, high reward, jumping into the middle of a furball and firing like mad, or one might play using a high speed, strafing style like that suited for the Mig-25. It might also be conceivable that damage for certain systems might not be left to being completely percentage based, for example, damage to something like guns could be made to completely disable them instead of reduce a stat like fire rate. Or afterburner could be disabled, though I am not sure if the afterburner effect is purely cosmetic or not. In addition, maybe the damage probabilities could be weighted, with things like maneuverability and engine performance more likely to take a hit, with targeting and avionics less likely. In an engagement with a stealth aircraft, for example, the damage take preference for reducing the stealth stat over others, making it more easy to lock onto the target as the fight continues. I could imagine that this would make guns the de facto coup de grace. |
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Mar 14 2013 Anchor | |
I think this is very intresting. I think TS should give this a think once he implements tuning etc. -- Noli Timere Messorem
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Mar 14 2013 Anchor | |
As long as it doesn't make any plane/weapon too OP while make the others disadvantaged, I'm cool with that. -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Mar 16 2013 Anchor | |
Clean Skies: Explosives weapons do not explode, meaning that direct hits are required to down aircraft, but because they are direct hits, the damage done is greater than that done by explosions. |
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Mar 16 2013 Anchor | ||
@ IbizenThoth that idea for a mutator of performance being affected by damage is excellent. Is very simple, but in a good way. This can be implemented quickly and very soon. But I have a question. What could prevent the player intentionally crash every time he thinks the current damages limits his effectiveness? |
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