I was playing a TF2 Mod called Dodgeball and it got me thinking that we may be able to make something similar for a Flood event. Basically there are two teams, all players are the Pyro. The Pyro has a flamethrower with a compression blast. A homing rocket will spawn at a designated point in the map and target a random player. That player must use his compression blast to reflect the rocket. If done successfully the rocket will target the person farthest away from the direction the player was pointing when the rocket was reflected. That person must reflect the rocket and so on. Each time the rocket is reflected, it gains speed making it harder to track and reflect the rocket. The higher the speed, the higher the damage output to the player. Here is a video to explain: Spoiler Both games are running off the source engine, so there should be a way to make it work. Here are some ideas I have; Players would still build boats like normal. The damage from the rockets could either effect the player or the boat instead. However I was thinking that rockets would do damage the boats, catch them on fire, have a small chance to remove welds, and also do a small knock-back on the player which could push them into the water. Instead of trying to find a good version of a TF2 Flamethrower for the compression blast, we might be able to just use the gravity gun instead. The player could use Mouse 2 to reflect the rocket and have a limited number of Mouse 1 uses to grab the rocket and reflect it in the direction they would want. If held for more than 5 seconds, the rocket would explode. The rocket would be the difficult part i think. I remember the old community I was in built their own version of the mod from the ground up and it took a long time to get the rocket just right. Targeting, trajectory, speed increases, and damage all have to be done correctly or it could make it unplayable and not fun. Players wouldn't have to be in just 2 teams, I think for us it would work better if everyone was on their own or in their own small team like normal. Rockets would not target one team member if another just reflected it however and that would need to be put into the targeting code. Players would not have access to other weapons excluding the fire extinguisher and harpoon, but selecting those could get you killed if you get targeted. Occasionally, in the TF2 mod, a large rocket or nuke would spawn randomly (usually at pace of anywhere between every other rocket or once every 10 rockets). These nukes do much more damage than a normal rocket and have a very large damage radius. The knock-back is a lot stronger as well with a wider radius. These nukes could take out clusters of people in a small area. These properties could be applied to a nuke rocket of our own. The only difference being is that the damage would be done to the props instead but keeping the knock-back sending players flying a good distance from their boats, or what's left of it. This was one of my favorite mods when I played TF2. I was at the top of our community leader boards for a long time and helped arrange 2 separate tournaments. It's a very popular game mode and it's still running strong today. I think taking the time to make this happen could make this our most popular event. Please leave ideas or suggestions below. Of course I want to hear @Donkie's opinion as well
Definitely has potential to be something worthwhile! I'll chip in some more later in the day; I need to think over some things.
Bump, this is currently being worked on by @Bayrock. He may or may not show some snippets of his progress. But currently it is looking very promising.
Found some info that might help with targeting @Bayrock : Code: // >>> Movement parameters <<< "damage" // Base damage done by the rocket. "damage increment" // Increased damage per reflection. "speed" // Base speed for the rocket. "speed increment" // Speed increase per reflection. "turn rate" // Turn rate / tick for this rocket. "turn rate increment" // Turn increase per deflection. "elevation rate" // Elevation rate when deflected (if enabled) "elevation limit" // Maximum elevation when deflected (if enabled) "control delay" // Delay until the rocket starts tracking the target after a deflection. "critical chance" // Percentage of chance for a critical rocket. "no. players modifier" // Increment based upon the number of players in the server. "no. rockets modifier" // Increment based upon the number of rockets fired since the start of the round. "direction to target weight" // Weight modifier for target selection, based upon the direction the rocket is hit.
Yep we tested it and it needed some ironing out. However considering I haven't heard any updates about it and Bayrock has moved onto other projects, I consider this dead in the water.