So, this year's edition of Fake Game ___day isn't really a game as much as a gametype. If I had any proficiency with modding, I'd be tempted to make the game myself, but for now I must settle for crudely drawn MS Paint diagrams.
The basic premise of this is that there are 4 players a on a small, equilateral map. The map has four quadrants that are the same basic size, but feature slightly altered interiors.
Each player is given 5-10 blocks of C4. For a setup round of 90 seconds, each player is trapped in their section and can set up the C4 as they see fit. As soon as the C4 is placed, a 180-second timer begins. Once the setup round is expired, all the gates are lifted, and any unused C4 taken away.
At this point, 3 of the players have basic unarmed melee. I'm envisioning "slaps" from Goldeneye so that it's not an insta-kill or anything, but fill in whatever you like. The lucky player though, is given a peashooter. The pistol should take around 7-10 shots to kill, and the shooter's power is tempered by half-speed.
The goal then is simple: survival. Killing others is simply a bonus. If an unarmed kills another unarmed opponent, they receive 50 points. If they kill the shooter with their melee, they receive an additional 100 points. The shooter receives 25 points for each kill and 100 total if all other opponents are killed by them.
The strategy lies in 2 areas: the bombs and the fleeing. With 90 seconds of setup and a 180 second timer (which isn't visible to anyone) many patterns could emerge. You could set all the bombs early in the 90 second cycle, causing them to go off early. Same thing with setting them late. Do you set them all on top of each other causing a massive explosion or do you set them up strategically all across your area?
Then, once that is done, do you lure the shooter to your area or do you try your luck in another quadrant? This gets interesting when other players get involved. As the shooter, you could stay where you are as a sniper of sorts, or you could give chase. Likewise, as an unarmed combatant, you could chase down others and they would be forced to retreat or fight. Since there will be a minimum of 3 minutes before explosions start, chances are, no one is staying still. In the heat of the chase, people will lose track of time and in the word of Brad Nicholson: BOOOOOOOOM.
The random element of the gun is my favorite part, since all players are setting up their bombs with the statistical probability that they won't have the gun. It would be hard to perfect strategy that would make you a powerhouse as the shooter.
So what do you think? Anyone interested in working on this or is it total trash? Let us perfect through collaboration!
This is a pretty cool idea. The ideas are simple, but together create intriguing situations. I especially like how you have to plant your bombs before finding out if you have the gun.
You mention that each player has 5-10 blocks of C4. I think it would be cool to fit that number randomly to a curve, where it's less likely that someone has 5 or 10, and more likely that they have in the 7-8 range. This means that a player can't "count cards" and know when someone's area is safe, maybe leading to bluffing strategies around areas where bombs are still left.
I think you'd also need to limit the range of the pistol to maybe 3-4 seconds' worth of travel time. On the other hand, with the appropriate placement of cover, people might be able to hide from the pistola well enough.
Very cool concept. I can program, but haven't really done any game programming before. Maybe someday I'll come back and get you for this, if you haven't made it already.