Harn
Sergeant Knight

Index
------------------------
I. Intro & Game Mode Synopsis
II. How does this work?
III. What is needed to make this happen?
IV. Possible Additions
V. Summary for the lazy
VI. End
------------------------
Just want to start this off by saying MASSIVE WALL OF TEXT INC.
Also available as a pastebin file, it might be easier to view.
http://pastebin.com/TqxcAaX5
Let's get started.
I. Intro & Game Mode Synopsis
---------------------
II. How does this work?
-----------------------
III. What is needed to make this happen?
----------------------------------------
IV. Possible Additions
----------------------
V. Summary for the lazy
---------------
This is a proposal for a series of small but important improvements to the Conquest game mode to make the game easier to learn & watch for people on Twitch while also making it more engaging for pubbers & competitive players alike. The goal is to replace Battle with Conquest for the competitive & casual standard.
VI. End
------
The most important thing in making this work will be backing from you, the community, and an open mind to try something new. I wrote all of this because of what the NA scene has been proposing to renew interest in Warband. A new, more engaging game mode might be just the thing to renew interest for old veterans and new players alike.
Thanks for reading, I know there's a lot here. I tried to cover all the details so we can get straight to the gritty details of killing things.
------------------------
I. Intro & Game Mode Synopsis
II. How does this work?
III. What is needed to make this happen?
IV. Possible Additions
V. Summary for the lazy
VI. End
------------------------
Just want to start this off by saying MASSIVE WALL OF TEXT INC.
Also available as a pastebin file, it might be easier to view.
http://pastebin.com/TqxcAaX5
Let's get started.
I. Intro & Game Mode Synopsis
---------------------
Battle mode:
Shoot at each other until a flag appears. Kill the bad guys, don't die. Stand on flag and win.
This is what our game has devolved into. I've been brainstorming over the past few days trying to figure out a way to give Warband a more active & competitive game mode. Something more involved than our current game with less waiting around.
After writing up a basic outline of my plans, I showed it to my clan mates and got the thumbs up from them. It draws on some very (very very) basic inspiration from MOBA game formulas in the concept of gear progression & map control.
I'm proposing a . . .
Hybrid: Combine aspects of Conquest with the Fight and Destroy game mode. Maybe a sprinkle of Siege thrown in for attacking the enemy goal (very basic, nothing elaborate.). Teams can fight vs each other for control of 2-4+ Conquest flags, depending on the design of the map. Each team's spawn has a destructible asset such as a trebuchet that they must defend. Destroying this trebuchet gives a large amount of points; basically a killing blow to the enemy team. Pretty straightforward and easy to explain. This should be easy for stream viewers to pick up on with a decent shout caster explaining the goals of the game.
Shoot at each other until a flag appears. Kill the bad guys, don't die. Stand on flag and win.
This is what our game has devolved into. I've been brainstorming over the past few days trying to figure out a way to give Warband a more active & competitive game mode. Something more involved than our current game with less waiting around.
After writing up a basic outline of my plans, I showed it to my clan mates and got the thumbs up from them. It draws on some very (very very) basic inspiration from MOBA game formulas in the concept of gear progression & map control.
I'm proposing a . . .
Hybrid: Combine aspects of Conquest with the Fight and Destroy game mode. Maybe a sprinkle of Siege thrown in for attacking the enemy goal (very basic, nothing elaborate.). Teams can fight vs each other for control of 2-4+ Conquest flags, depending on the design of the map. Each team's spawn has a destructible asset such as a trebuchet that they must defend. Destroying this trebuchet gives a large amount of points; basically a killing blow to the enemy team. Pretty straightforward and easy to explain. This should be easy for stream viewers to pick up on with a decent shout caster explaining the goals of the game.
II. How does this work?
-----------------------
Rules:
Spawn times - 15 seconds (to be cumulative w/ code addition, details further down)
Team points gained for flags - 200% (Default 100, Max 400)
Starting gold amount: - 50% (Def. 100)
Combat gold bonus - 50% (Def. 100)
These settings make for a slower, more gradual & thoughtful game style. With respawning, there is a steadier influx of gold coming in, which should help make up for the lower gold amount. It should be all kinds of amazing, and have great depth of play. 500 gold also prevents teams spawning a wave of coursers from the start and flag grabbing. I would like to promote infantry combat, with bursts of cav & archery coming into the foreground on occasion.
Maps:
Optimally, maps should be mirrored, presenting a balanced playing field for both teams. Do they need to be? No, but it promotes fighting the enemy, not the map. The only advantages lying in the gear available. Maps should be built and sized for 5v5 or 6v6 combat. Each half of the map can be differentiated by banners (Ex: Red team, Blue team). Maps should avoid having high, easily defensible perch points for archers in order to promote group team play. Multiple access points with broad access routes. This is very important with small teams; Archery shouldn't control the whole fight, just be a part of it. I'd prefer to provide obstacles for cavalry, but avoid making areas where they can't reach. Hopefully, infantry are the hinge on which the rest of the team rotates around.
This game mode has a lot of potential to open up new strategy and tactics in fighting for control of the map. Pubbing will possibly require smaller (and more) servers. This helps in a way because it will build an image of the community being more active. Multiple, full, servers make us look bustling. Smaller servers are also much cheaper for people to host. We could probably do 12v12, maybe 16v16 with these maps for pub play, but it probably won't be anything close to 50 man servers anymore. I could be wrong though!
Larger maps can also be designed for special event style ~50v50 shindigs. Picture a barren no man's land, dotted with flags, separating two teams facing off on opposing cliff sides. This game mode has lots of potential & versatility.
Team Sizes:
So why 5v5/6v6? eSports. In the interest of designing a system to promote competitive play it should go hand in hand with the size of sponsored teams that has become the standard over the years across many games. Sponsors for teams need to pay for plane flights, hotel rooms, computers, etc. They can only afford to do that for a certain number of players. Obviously that doesn't happen in Warband but this is building for the future. I'm being optimistic here.
Larger team sizes (8v8, 10v10) will be able to play on these maps without feeling crowded, but smaller rather than larger should be the game plan. I'll build a couple maps to better showcase what I'm picturing. There can be a lot of variety to these maps without rendering any of the classes useless.
All the rules such as number of rounds (if necessary), number of points to win and such will need to be ironed out later with testing.
Spawn times - 15 seconds (to be cumulative w/ code addition, details further down)
Team points gained for flags - 200% (Default 100, Max 400)
Starting gold amount: - 50% (Def. 100)
Combat gold bonus - 50% (Def. 100)
These settings make for a slower, more gradual & thoughtful game style. With respawning, there is a steadier influx of gold coming in, which should help make up for the lower gold amount. It should be all kinds of amazing, and have great depth of play. 500 gold also prevents teams spawning a wave of coursers from the start and flag grabbing. I would like to promote infantry combat, with bursts of cav & archery coming into the foreground on occasion.
Maps:
Optimally, maps should be mirrored, presenting a balanced playing field for both teams. Do they need to be? No, but it promotes fighting the enemy, not the map. The only advantages lying in the gear available. Maps should be built and sized for 5v5 or 6v6 combat. Each half of the map can be differentiated by banners (Ex: Red team, Blue team). Maps should avoid having high, easily defensible perch points for archers in order to promote group team play. Multiple access points with broad access routes. This is very important with small teams; Archery shouldn't control the whole fight, just be a part of it. I'd prefer to provide obstacles for cavalry, but avoid making areas where they can't reach. Hopefully, infantry are the hinge on which the rest of the team rotates around.
This game mode has a lot of potential to open up new strategy and tactics in fighting for control of the map. Pubbing will possibly require smaller (and more) servers. This helps in a way because it will build an image of the community being more active. Multiple, full, servers make us look bustling. Smaller servers are also much cheaper for people to host. We could probably do 12v12, maybe 16v16 with these maps for pub play, but it probably won't be anything close to 50 man servers anymore. I could be wrong though!
Larger maps can also be designed for special event style ~50v50 shindigs. Picture a barren no man's land, dotted with flags, separating two teams facing off on opposing cliff sides. This game mode has lots of potential & versatility.
Team Sizes:
So why 5v5/6v6? eSports. In the interest of designing a system to promote competitive play it should go hand in hand with the size of sponsored teams that has become the standard over the years across many games. Sponsors for teams need to pay for plane flights, hotel rooms, computers, etc. They can only afford to do that for a certain number of players. Obviously that doesn't happen in Warband but this is building for the future. I'm being optimistic here.
Larger team sizes (8v8, 10v10) will be able to play on these maps without feeling crowded, but smaller rather than larger should be the game plan. I'll build a couple maps to better showcase what I'm picturing. There can be a lot of variety to these maps without rendering any of the classes useless.
All the rules such as number of rounds (if necessary), number of points to win and such will need to be ironed out later with testing.
III. What is needed to make this happen?
----------------------------------------
I require a coder; I can read it, but I can't speak it very well (Python's no exception).
I might be able to create a monstrosity of code if I spent a month on this, but someone more familiar with Warband's inner workings could hopefully do most of this in less time. I'd like to make this available to the community sooner than later.
ENL mod integration would be great.
I'm looking to make all changes server side only to avoid clients needing to download anything besides maps. If something can't be done then it'll need to be left out/adjusted.
Changes will likely be easiest to add on to Conquest (called headquarters in the code). Most of the framework is already built there.
a. Need to assign Conquest style points for destroying an object. Ex: Teams need 400 points to win. Destroying the trebuchet gives 100-200 points.
b. Might need an option in-game to adjust the health scaling of destructible objects.
c. Need code to disable flags from being captured while on horseback. Battle MotF code should have this? Appears to be in MotF code in module_mission_templates.py.
Section of code, Line 11759:
(agent_get_horse, ":agent_horse", ":agent_id"),
(eq, ":agent_horse", -1), #horseman cannot move flag
d. Need to disable sound that play when flags are being captured or (preferably) lower their volume. They're cool, but they can become overly chaotic. If there's a way server side to lower the sound output for clients without a download that would be great.
e. Code for cumulative respawn timers. (suggested by Vanidar)
If a player dies within a certain amount of time, increase time before their next spawn.
Ex: Player dies at his base, spawns 15 seconds later, spawns & dies again. His next respawn timer is increased from 10 seconds to 25 seconds. If he dies again then he gets another 10 seconds added on. Resets every ~60 seconds that go by without dying. Note that these numbers are very rough. Requires a lot of testing and fine-tuning but it should cause players to place more value on their lives instead of human wave tactics.
f. Code for individual class based flag capture toggles.
Ex: Infantry can capture a flag 20% faster than an archer. Cav capture 40% slower than an archer.
^Note: Optional, but might be necessary for balancing out cav's mobility. Reward slower infantry with faster capture speeds.
module_scripts.py
These might be relevant sections of code to the project in general. Just don't assume these are what/all you need.
Conquest faction flag assignment
Line: 07442
Conquest flag speed
Line: 07542
Conquest capture calcs
Line: 07597
Flag capture calcs
Line: 07474
Conquest score record system
Line: 08737
g. Spawn locations should use the same system as Battle, not the random distribution of Team_Deathmatch that Conquest uses.
h. People with ENL mod streamer status can have GUI health bars for destructible objects.
i. A global announcement to indicate a destructible object is being attacked.
j. Unsure if individual flags can be given titles.
Current system says "Kingdom of Swadia is capturing flag 1!"
Would be nice to be able to have it say "Kingdom of Swadia is capturing the Sarranid gate flag!"
I might be able to create a monstrosity of code if I spent a month on this, but someone more familiar with Warband's inner workings could hopefully do most of this in less time. I'd like to make this available to the community sooner than later.
ENL mod integration would be great.
I'm looking to make all changes server side only to avoid clients needing to download anything besides maps. If something can't be done then it'll need to be left out/adjusted.
Changes will likely be easiest to add on to Conquest (called headquarters in the code). Most of the framework is already built there.
a. Need to assign Conquest style points for destroying an object. Ex: Teams need 400 points to win. Destroying the trebuchet gives 100-200 points.
b. Might need an option in-game to adjust the health scaling of destructible objects.
c. Need code to disable flags from being captured while on horseback. Battle MotF code should have this? Appears to be in MotF code in module_mission_templates.py.
Section of code, Line 11759:
(agent_get_horse, ":agent_horse", ":agent_id"),
(eq, ":agent_horse", -1), #horseman cannot move flag
d. Need to disable sound that play when flags are being captured or (preferably) lower their volume. They're cool, but they can become overly chaotic. If there's a way server side to lower the sound output for clients without a download that would be great.
e. Code for cumulative respawn timers. (suggested by Vanidar)
If a player dies within a certain amount of time, increase time before their next spawn.
Ex: Player dies at his base, spawns 15 seconds later, spawns & dies again. His next respawn timer is increased from 10 seconds to 25 seconds. If he dies again then he gets another 10 seconds added on. Resets every ~60 seconds that go by without dying. Note that these numbers are very rough. Requires a lot of testing and fine-tuning but it should cause players to place more value on their lives instead of human wave tactics.
f. Code for individual class based flag capture toggles.
Ex: Infantry can capture a flag 20% faster than an archer. Cav capture 40% slower than an archer.
^Note: Optional, but might be necessary for balancing out cav's mobility. Reward slower infantry with faster capture speeds.
module_scripts.py
These might be relevant sections of code to the project in general. Just don't assume these are what/all you need.
Conquest faction flag assignment
Line: 07442
Conquest flag speed
Line: 07542
Conquest capture calcs
Line: 07597
Flag capture calcs
Line: 07474
Conquest score record system
Line: 08737
g. Spawn locations should use the same system as Battle, not the random distribution of Team_Deathmatch that Conquest uses.
h. People with ENL mod streamer status can have GUI health bars for destructible objects.
i. A global announcement to indicate a destructible object is being attacked.
j. Unsure if individual flags can be given titles.
Current system says "Kingdom of Swadia is capturing flag 1!"
Would be nice to be able to have it say "Kingdom of Swadia is capturing the Sarranid gate flag!"
IV. Possible Additions
----------------------
Flag captures - A single player captures a flag in ~35 seconds, two in ~22 seconds. Should flags be captured in circuit (Flag A is locked in until Flags B&C are captured) or free for all? FFA flags open opportunities for teams to be creative, but it might be too powerful. Game could devolve into cav groups chasing each other around flags with FFA. Class cap speed options might balance that.
Classes:
Archers - The beta patch's reduction of archer movement could tie in nicely with this game play. I plan for maps to be small enough and provide decent cover to advance. It would be nice to disable archers ability to carry shields to require smart positioning and map control. Can move with inf shielding them to promote team work. Disable their ability to ride any horses.
Disclaimer: I can & do play archer. Archers have a lot of battlefield control. Having them depend on the rest of the team and not be as self sufficient isn't all that bad.
Classes:
Archers - The beta patch's reduction of archer movement could tie in nicely with this game play. I plan for maps to be small enough and provide decent cover to advance. It would be nice to disable archers ability to carry shields to require smart positioning and map control. Can move with inf shielding them to promote team work. Disable their ability to ride any horses.
Disclaimer: I can & do play archer. Archers have a lot of battlefield control. Having them depend on the rest of the team and not be as self sufficient isn't all that bad.
V. Summary for the lazy
---------------
This is a proposal for a series of small but important improvements to the Conquest game mode to make the game easier to learn & watch for people on Twitch while also making it more engaging for pubbers & competitive players alike. The goal is to replace Battle with Conquest for the competitive & casual standard.
VI. End
------
The most important thing in making this work will be backing from you, the community, and an open mind to try something new. I wrote all of this because of what the NA scene has been proposing to renew interest in Warband. A new, more engaging game mode might be just the thing to renew interest for old veterans and new players alike.
Thanks for reading, I know there's a lot here. I tried to cover all the details so we can get straight to the gritty details of killing things.




