Live and Let Die

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Players fight over control of the Golden Gun, seeking to defeat Baron Samedi.

Contents

Set Up

One player is selected at random to become Baron Samedi. The Baron's objective is to eliminate all other players in the game. The players' objective is to avoid being eliminated, find the Golden Gun, and use it to kill the Baron.

Baron's Rules

Health

The Baron's health system is modified. He begins a life with 100% health and 100% armor. Damage from normal weapons (anything that is not the Golden Gun) damages armor, and when the Baron's armor is depleted, he is respawned somewhere else, will full armor and optionally an additional 25% health. (This would punish players for killing Baron unnecessarily with lead weapons, but also makes non-golden weapons completely ineffective.) The Baron may pick up armor as a normal player. The Golden Gun damages the Baron's health directly, ignoring armor status. A headshot is lethal, a body strike does 50% damage, and a limb strike does 25%. (This can be managed by either setting the Baron at 5000HP, or using a special Baron-mode Golden Gun script.) For consideration: Normal weapons damage armor normally, and do a small amount of health damage to the Baron. This would likely be easiest to implement using the 5000HP plan, but conflicts with the +25% HP on spawn, unless damage dealt by lead and gold is counted seperately.

Weapons

The Baron's weaponry is limited according to how many times he has respawned. The weapon sequence is open to suggestion, but should begin with basic guns, and become more potent over time. (A fixed sequence and one derived from the selected map weapon configuration should be tested.)

Powers

The Baron is able to escape a confrontation by relocating to a random spawnpoint twice per round. (i.e., whenever the Baron player changes, the power is restored, and when used up, is unavailiable until a new player becomes Baron.)

Player Rules

Combat against the Baron

Normal weapons are almost, or completely, ineffective against the Baron. Thus, they are of defensive use only. By depleting the Baron's armor, the Baron will respawn and become someone else's problem. If a player is killed by the Baron, they are eliminated for the duration of the round. Use of the Golden Gun is the only way a player can defeat the Baron; doing so ends the round.

Combat against other Players

Players battle each other for posession of the Golden Gun, since a player must use it to win a round. A player killed by another player does not earn a frag for the attacker, and does not eliminate the victim, who will respawn after a delay.

Powers

Players are given a status monitor that indicates if the Golden Gun is on the ground, or is equipped to a player, so they know if they should be searching the map or searching each other. A shifting alpha from highly transparent to opaque could be used to suggest proximity, and would be a nice feature, even when directional radar is not employed.

Scoring

The Baron earns a frag whenever he eliminates a player.
A player earns frags equal to the total player count -- Baron included in this total -- whenever a player kills the Baron with the Golden Gun. Thus, the Baron earns points gradually, while players are fighting in an all-or-nothing contest.

End of Round

When a round ends with a player victory, a message will appear saying <playername> has bested the Baron and all players will enter a third person perspective focusing on the person who won the round, otherwise the third person focus will shift to the Baron. (A witty text message may be worth adding, or perhaps just the laugh.) The scoreboard will appear and time between rounds will be defined by the server variable ge_rounddelay much like mp_chattime. After the amount of time determined by ge_rounddelay has elapsed all players are respawned, and a new player is randomly chosen as The Baron. Play continues until a round ends and a player has reached the frag limit.

Issues

  • Players may try to exploit suicide as a means to escape being eliminated by the Baron. This may need to be worked around; perhaps by eliminating a player on a second suicide. (Baron still earns elimination credit, to prevent mass suicide to prevent abuse.) If the Baron commits suicide, it counts as a use of relocation power. If Baron has spent his uses of relocation power, he instead loses the round, and loses points equal to the number of other players in the round, and any points earned that round.
  • Some form of dynamic weapon spawning is required to ensure the Golden Gun can appear at any spawnpoint, or alternatively, at any of a number of custom Baron-mode Golden Gun spawnpoints in a map.
  • There may be no problem allowing the Golden Gun holder to pick up armor.
  • Instead of random selection after the first round, selection of the player to be Baron could be done a number of ways. Random amongst players with the least points; the player who defeats the Baron gains the title; once the Scenario is functional and tests out playable, altrenate selection modes can be experimented with.
  • Delayed respawns are a factor in this mode because they ensure there is a penalty for being killed by other players. Were the system complete, the time of the blood-curtain-drop effect and fade-to-black, combined with the green text indicating a count-down would allow an elegant way to implement a ten-second delay between death and respawn.
  • This mode was originally proposed under the title Besting the Baron. Live and Let Die was the title of the Bond film featuring Baron Samedi, and thus, would be appropriate to follow the Movie-title scenario tradition. Of course, the official title remains open to suggestion.
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