HyooO
I made a roleplay driven 3-faction pvp gamemode, Agenda warfare.
Blufor is assaulting a cultist stronghold where Opfor is holding a group of Independets as prisoners (as far as blufor knows)
Each side has a primary and a secondary objective.
Blufor primary; Destroy hostiles in the stronghold.
Blufor secondary; Capture Independent.
Independent primary; Escape and dont get captured by anybody.
Independent secondary; Survive any means necessary.
Opfor Primary; Destroy Blufor in defence and Hold Independent as captives.
Opfor secondary; Destroy Blufor in defence by help of conscripted Independent.
Strength of Blufor is equal to Opfor and Independent together, this is balance by Blufor not knowing the situation and not being allowed to kill unarmed Independent.
Opfor can use Independent as human shields or conscript them, but it’s unlikely Independent will be fully loyal when they get a chance to escape,
none of the objectives for Independent are more than soft guides so feel free to choose your own adventure, go cowboy, betray you’r friends, join Opfor, join Blufor and escape.
Picture of the stronghold
I know some people inherently hate PvP missions and I’m trying to change that by making it more interesting and having roles where you can do whatever you want from shooting baddies to hanging around making an interesting story.
I remember a mission one time where opfor and bluefor both killed each other, and the hostage fucked off in a truck. It was hillarious. This sort of gameplay is a perfect formula.
Maybe a points system would be good, ie. for every rescued hostage blufor get X points, for every lost they lose Y points, for every killed opfor Z points etc. Same for all 3 sides.
Yeah, I was thinking of a point system but I think its going to be simplest to do an intuitive evaluation after each round.
Or maybe we can come-up with a solid system after we try this once.
Just as a wee point though, how can we ‘capture’ an armed hostile player? Unless we’re fully role playing, I’m not sure that Indy players will be willing to come quietly.
Perhaps we’d have to have some way of ensuring that Indys never have access to a lot of ammo, so that they might run out and have no option but to surrender? Though I’m really not sure how we’d accomplish that without drastically under equipping Blu and Opfor.
Just as a wee point though, how can we ‘capture’ an armed hostile player? Unless we’re fully role playing, I’m not sure that Indy players will be willing to come quietly.
Perhaps we’d have to have some way of ensuring that Indys never have access to a lot of ammo, so that they might run out and have no option but to surrender? Though I’m really not sure how we’d accomplish that without drastically under equipping Blu and Opfor.[/quote]
Quite simply, they wear suits, and no vests for example. Not much ammo can be stashed on top of medical supplies.