Post by A numericalPrime A on Apr 28, 2012 20:33:39 GMT -6
Part 10: Gametypes
Wow, you stuck around this long? Impressive. That is really is quite an accomplishment.
Hey, its Daniel again, and now that we have gotten through all that un-important-past-type stuff, we can move on to things that actually matter: Game-types! Many of them have long histories in the Dot Wars series, but the ones that are in the final game are quite different from past versions.
So what is a game-type? To answer this, I made up an entirely subjective definition: it is a way for a game to use its core mechanics with different objectives. In the case of Dot Wars, the core mechanics are movement, shooting, controlling units with flares, etc.
Dot Wars has a great variety of game-types. Well, to be completely accurate, it has a good six. Some are derived from classic game-types of old, whilst others are very distinctly Dot Wars. Here is a quick overview.
Assassins
This here is the epitome of Dot Wars. It was the first game-type created for Dot Wars: Assassins way back in the day, and involves the least variables. It’s just you verses me… and me and me!
Assassins, being the simplest game-type, is a mono y mono y mono y mono type situation: a four way battle where every kill counts for one point. The first Commander to ten points is declared the victor, and proceeds to the top of the metaphorical charts containing all awesome.
Only Commanders are allowed in this realm, so there won’t be any annoying Bombardiers or Specialists spamming their ordinance on you. It is very easy to see this becoming the most competitive game-type because of this fact, so have at it!
Deathmatch
After Assassins comes its natural offspring: Deathmatch. It’s pretty much exactly like Assassins, but allows for Commanders to acquire teammates. These can be any of the seven lesser dot varieties, and are picked up from predefined areas that are spread across the map.
Deathmatch is a new game-type to the series, so be sure to show it plenty of love! The first team of the four to fifty points wins.
Conquest
Oh, so you are tired of kill-based game-types? That’s ok, because Dot Wars has a couple of objective-based ways to play. Unlike the more shoot-em-up game-types, there can only be two teams for objective games, so two of the Commanders can join up with the active teams so that up to four players can still play.
The first and most chaotic of these objective game-types is an old classic of games like Star Wars: Battlefront, and involved the base concept of territory control: Conquest. Maps that have the Conquest game-type have a set of control points called Bases that are scattered around the map. These Bases are able to be captured by either Commanders or Grunts.
Capturing a Base means two things: the Base becomes the color of your team, and it begins to spawn Dots that are on your team. So in this case, territory control translates into population control. The team with the largest and most diverse array of Dots is the more likely to win. It’s pretty straightforward. Enjoy it.
Assault
Here is another throwback to classic game-types. The basic idea of Assault is that one team has a flag that they want to defend while the other team tries to capture it. The defending team must hold out for five minutes to win, whereas the offending team must capture the flag three times.
Oh, it sounds so easy when I put it that way.
Flag Capture
If you would like to play a slightly fairer version of Assault, then Flag Capture is the thing for you. Both teams are simultaneously defending and offending, which lets you have a little bit more choice in how you play the game. Both teams must still reach three flag captures in order to win.
Survival
That’s right, folks, Survival made it into the final game! It exists in an entirely different plane than it did back in DW:A, though. Suicide Dots now spawn from pulsating orbs of death/magic/stuff that migrate around the map. As for a victory condition, death really is the end of the game; the last surviving player has a good chance of being the winner.
Games
So there you go; you can now play Dot Wars! Yay…
Just kidding, there is still a lot you need to know about the game before you can play it. All these gametypes need maps to play on, which is where things get real interesting. We’ll start talking about them next time.
Bye,
Daniel.
Wow, you stuck around this long? Impressive. That is really is quite an accomplishment.
Hey, its Daniel again, and now that we have gotten through all that un-important-past-type stuff, we can move on to things that actually matter: Game-types! Many of them have long histories in the Dot Wars series, but the ones that are in the final game are quite different from past versions.
So what is a game-type? To answer this, I made up an entirely subjective definition: it is a way for a game to use its core mechanics with different objectives. In the case of Dot Wars, the core mechanics are movement, shooting, controlling units with flares, etc.
Dot Wars has a great variety of game-types. Well, to be completely accurate, it has a good six. Some are derived from classic game-types of old, whilst others are very distinctly Dot Wars. Here is a quick overview.
Assassins
This here is the epitome of Dot Wars. It was the first game-type created for Dot Wars: Assassins way back in the day, and involves the least variables. It’s just you verses me… and me and me!
Assassins, being the simplest game-type, is a mono y mono y mono y mono type situation: a four way battle where every kill counts for one point. The first Commander to ten points is declared the victor, and proceeds to the top of the metaphorical charts containing all awesome.
Only Commanders are allowed in this realm, so there won’t be any annoying Bombardiers or Specialists spamming their ordinance on you. It is very easy to see this becoming the most competitive game-type because of this fact, so have at it!
Deathmatch
After Assassins comes its natural offspring: Deathmatch. It’s pretty much exactly like Assassins, but allows for Commanders to acquire teammates. These can be any of the seven lesser dot varieties, and are picked up from predefined areas that are spread across the map.
Deathmatch is a new game-type to the series, so be sure to show it plenty of love! The first team of the four to fifty points wins.
Conquest
Oh, so you are tired of kill-based game-types? That’s ok, because Dot Wars has a couple of objective-based ways to play. Unlike the more shoot-em-up game-types, there can only be two teams for objective games, so two of the Commanders can join up with the active teams so that up to four players can still play.
The first and most chaotic of these objective game-types is an old classic of games like Star Wars: Battlefront, and involved the base concept of territory control: Conquest. Maps that have the Conquest game-type have a set of control points called Bases that are scattered around the map. These Bases are able to be captured by either Commanders or Grunts.
Capturing a Base means two things: the Base becomes the color of your team, and it begins to spawn Dots that are on your team. So in this case, territory control translates into population control. The team with the largest and most diverse array of Dots is the more likely to win. It’s pretty straightforward. Enjoy it.
Assault
Here is another throwback to classic game-types. The basic idea of Assault is that one team has a flag that they want to defend while the other team tries to capture it. The defending team must hold out for five minutes to win, whereas the offending team must capture the flag three times.
Oh, it sounds so easy when I put it that way.
Flag Capture
If you would like to play a slightly fairer version of Assault, then Flag Capture is the thing for you. Both teams are simultaneously defending and offending, which lets you have a little bit more choice in how you play the game. Both teams must still reach three flag captures in order to win.
Survival
That’s right, folks, Survival made it into the final game! It exists in an entirely different plane than it did back in DW:A, though. Suicide Dots now spawn from pulsating orbs of death/magic/stuff that migrate around the map. As for a victory condition, death really is the end of the game; the last surviving player has a good chance of being the winner.
Games
So there you go; you can now play Dot Wars! Yay…
Just kidding, there is still a lot you need to know about the game before you can play it. All these gametypes need maps to play on, which is where things get real interesting. We’ll start talking about them next time.
Bye,
Daniel.