Defend the Goat News and Feedback

Hi Everyone,

More than a year ago, I started intermittently working on CNTO’s own wave defense mission. Before that, we used a modified version of Dynamic Bulwarks. Dynamic Bulwarks itself was discontinued in 2019.

The concept for defend the goat was always based on a few basic parameters:

  • It must work on any map
  • It must have dynamic faction selection
  • It must have dynamic weapon, ammo and attachment purchasing
  • It must work within the CNTO modframe
  • It should run without intervention of Zeus

In the meantime, before making this post, we have seen 25 revisions of the ‘defend the goat’ concept. With the first 8 lacking a goat, and being called ‘Simple Wave’. There are more than 2000 lines of scripts, running everything from stores, to round control to spawns.

While I started this concept, and will continue to develop it. I wanted to create this topic to share with the community what I am working on and to receive feedback on what is requested.

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I will start of the thread by sharing some of the features I’ve been working on for release 26;

  • Reworked spawning system for infantry (new, more robust, detection for visibility and a dynamic spawn radius adjustment, that will ensure infantry doesn’t spawn too far).
  • Adding tanks and medium armour to the mix. From a certain amount of waves (choosable in the parameters) Tanks and medium armour will spawn!
  • In order to combat the newly coming armour threats, I have added a shop for static weapons.
  • Removed the scopes that are >2x magnification from the attachmentstore for balancing.
  • A setting was added in the parameters that will spawn enemies from every faction, allowing for a huge amount (>10,000) infantry and vehicles to spawn.
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How realistic would air threats be to add?

Additionally, do CNTO players have any opinions on the added elements such as fire support and whatnot which the other version of the gamemode has.

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Great initiative Churizo!
I think firstly, keep focussing on the easy to-do’s and quick wins, and then add the more complex stuff. I for example have some ideas that idk how hard they’re to implement.

I like your ideas as well.

(Optional) Ideas:

  • Drone rounds
  • Mortar rounds
  • Moving players to random locations rounds :slight_smile:
  • Some more (reasonable!) objects we can build with.
  • Maybe a bit higher build costs for containers since they’re both very good and very ugly.
  • Maybe a choice at the start to limit our weapons buying to certain categories (we can still loot and buy ammo for other weapons). I don’t know what’s possible to do in an automated way, but for example: only bolt-action rifles, only weapons belonging to a certain faction, etc.
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I think all of Koffer’s ideas are awesome and many match ones I have too.