Bounty is an FFA game that supports up to eight players in a battle arena. One person is the 'Bounty' at all times and has a number of bonuses and buffs to power him up. Everyone else is teamed up against the Bounty. The goal for the Bounty is to gain as many points as possible through killing the other players OR be the last one standing. The goal for the other players is to kill the Bounty, and the person that kills the Bounty becomes the bounty.
Bounty is divided up into 10 rounds (arbitrary number). When someone kills the Bounty and becomes the new Bounty, the next round starts. That said, if the Bounty kills a player, that player is knocked out for the remainder of the round and all of the next round. If one of the standard players kills an ally, he gets zero points, and the ally killed is revived at the start of the next round. This can be done in order to prevent an ally from getting the kill on the Bounty. It can be very risky though, since it's unlikely that a single player can beat the Bounty (due to the buffs). If the Bounty manages to be the last one standing at any point, he wins the match by default, even if his score is lower than someone else's. However, in a 1 v 1 situation where the player manages to beat the Bounty, he does not win by default unless everyone on the next round is knocked out.
The primary way to gain points is killing. When the Bounty pulls off consecutive kills, he gets a small bonus the more kills he gets. When someone kills the Bounty, he not only gets the points for getting a kill but a small percentage of the Bounty's points as well. As noted earlier, killing allies simply knocks them out for the round and does not provide any points. Surviving rounds and simply doing damage also provides a small bonus in points.
Due to the nature of this game, being that of teamwork, betrayal, skill, more backstabbing, survival, and even more backstabbing, the game would be almost 100% skill based, and the abilities would be very powerful. You'd be able to pick out all of your abilities at the start of the game (MageCraft style). However, you won't upgrade the abilities; there will simply be a wide selection of them, and you can pick say 4 or 5 of them. The selection of the character also matters, as that determines your durability, speed, damage output, etc. Example, the Ghost would be squishy but have high damage, and the Zergling would be very agile.
Regarding the abilities, (this borrows from MageCraft as well) all of the offensive abilities are skill shots, meaning rather than targeting someone specific, you would choose only the direction that it will fire in. This can result in friendly fire, whether it's intentional or unintentional. It can provide an advantage to the Bounty by using one of his victims as a shield from another player. As for how powerful each ability is, most of the damage abilities are multi-shot abilities or AoE abilities. For example, Fire Spread would fire out three fireballs in a spread pattern in front of you (I'm not trying to rip off MageCraft here, but for what I'd ideally want, MageCraft happens to be very similar). Meteor would have a one or two second delay before slamming an a large area, doing more damage towards the center. Beam Cannon would have a quick 0.5 second charge time before firing a lazor that travels instantly and hits the first target in its path.
The defensive abilities are mostly movement abilities. Shadow Step would have your character move a decent distance in a very quick amount of time, ideal for dodging most spells. Global Swap would switch the locations of all players at that instant. This can result in a player switching places with himself, aka not moving anywhere. Pull would drag a selected target towards you. The stronger an ability, the higher its mana cost. However, there are no cooldowns. Instead, each player is capped by a mana pool and its regeneration. The player with the Bounty will obviously get increased mana and regeneration, so that he's not instantly screwed. Only a few of the defensive abilities are auto-hit (like Global Swap and Pull). The only other auto-hitting involves auto-attacking from your character, which is not intended to do much damage.
The map itself will also matter. None of the maps will be particularly large, but elevation, fog of war, and other elements will make a difference. Certain locations can provide increased healing, mana regeneration, damage reduction, damage over time (if it's set on fire or something), or some other effect. In a nutshell, it won't be a flatline arena, or else the Bounty would get screwed instantly due to mass auto-attacking from the combined efforts of the other players.
Just so that each round doesn't take forever (people don't want to be sitting out forever), a time limit will be placed on each round, capping it at probably 90 seconds at most. This, along with the round count and the map itself, will be changeable at the start of the game. When it changes to the next round, all surviving players get a partial heal on health and mana. Revived players come in with full health and mana.
That's essentially the gist of the map idea. The most I can do for its development is ideas and balancing, like a lot of the work I did with Element TD. So what are your guys' thoughts and ideas? The only thing I hope is that it doesn't become too close to MageCraft in terms of abilities, especially seeing the most of them are skillshots. Suppose we could have tower building abilities that can do various effects, be it auto-attacking or movement speed auras. I'm sure there's plenty of ideas that can be used to make it its own game.
I like this idea, but why not go beyond bounty?
It sounds like you'll make an entire system with developed characters.
You could make bounty one mode of many.
I only say this because I am making a skill shot game too with multiple modes
Bounty is an FFA game that supports up to eight players in a battle arena. One person is the 'Bounty' at all times and has a number of bonuses and buffs to power him up. Everyone else is teamed up against the Bounty. The goal for the Bounty is to gain as many points as possible through killing the other players OR be the last one standing. The goal for the other players is to kill the Bounty, and the person that kills the Bounty becomes the bounty.
Bounty is an awesome mapmaker that supports up too 9,001 awesomeness at once. As one person, "Bounty" is everywhere at all times and has bonuses and buffs to mapmaking. Everyone else loves Bounty. The goal for Bounty is to get as many people to test your map as possible OR to be a popular map. The goal for the non-Bountys is to outdo Bounty, and the person to outdo Bounty is Bounty.
(sorry that's just what I thought of when I read your post)
Now that you mention it, that's a good point. Though multiple modes is something you usually go for after the base game is finished, and this type of mode pretty much doesn't exist (as far as I know), so I figure it'd be the main selling point of the game rather than be a mode that already exists in many other battle-arena type maps.
What'd you have in mind for other modes?
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Bounty is an FFA game that supports up to eight players in a battle arena. One person is the 'Bounty' at all times and has a number of bonuses and buffs to power him up. Everyone else is teamed up against the Bounty. The goal for the Bounty is to gain as many points as possible through killing the other players OR be the last one standing. The goal for the other players is to kill the Bounty, and the person that kills the Bounty becomes the bounty.
Bounty is divided up into 10 rounds (arbitrary number). When someone kills the Bounty and becomes the new Bounty, the next round starts. That said, if the Bounty kills a player, that player is knocked out for the remainder of the round and all of the next round. If one of the standard players kills an ally, he gets zero points, and the ally killed is revived at the start of the next round. This can be done in order to prevent an ally from getting the kill on the Bounty. It can be very risky though, since it's unlikely that a single player can beat the Bounty (due to the buffs). If the Bounty manages to be the last one standing at any point, he wins the match by default, even if his score is lower than someone else's. However, in a 1 v 1 situation where the player manages to beat the Bounty, he does not win by default unless everyone on the next round is knocked out.
The primary way to gain points is killing. When the Bounty pulls off consecutive kills, he gets a small bonus the more kills he gets. When someone kills the Bounty, he not only gets the points for getting a kill but a small percentage of the Bounty's points as well. As noted earlier, killing allies simply knocks them out for the round and does not provide any points. Surviving rounds and simply doing damage also provides a small bonus in points.
Due to the nature of this game, being that of teamwork, betrayal, skill, more backstabbing, survival, and even more backstabbing, the game would be almost 100% skill based, and the abilities would be very powerful. You'd be able to pick out all of your abilities at the start of the game (MageCraft style). However, you won't upgrade the abilities; there will simply be a wide selection of them, and you can pick say 4 or 5 of them. The selection of the character also matters, as that determines your durability, speed, damage output, etc. Example, the Ghost would be squishy but have high damage, and the Zergling would be very agile.
Regarding the abilities, (this borrows from MageCraft as well) all of the offensive abilities are skill shots, meaning rather than targeting someone specific, you would choose only the direction that it will fire in. This can result in friendly fire, whether it's intentional or unintentional. It can provide an advantage to the Bounty by using one of his victims as a shield from another player. As for how powerful each ability is, most of the damage abilities are multi-shot abilities or AoE abilities. For example, Fire Spread would fire out three fireballs in a spread pattern in front of you (I'm not trying to rip off MageCraft here, but for what I'd ideally want, MageCraft happens to be very similar). Meteor would have a one or two second delay before slamming an a large area, doing more damage towards the center. Beam Cannon would have a quick 0.5 second charge time before firing a lazor that travels instantly and hits the first target in its path.
The defensive abilities are mostly movement abilities. Shadow Step would have your character move a decent distance in a very quick amount of time, ideal for dodging most spells. Global Swap would switch the locations of all players at that instant. This can result in a player switching places with himself, aka not moving anywhere. Pull would drag a selected target towards you. The stronger an ability, the higher its mana cost. However, there are no cooldowns. Instead, each player is capped by a mana pool and its regeneration. The player with the Bounty will obviously get increased mana and regeneration, so that he's not instantly screwed. Only a few of the defensive abilities are auto-hit (like Global Swap and Pull). The only other auto-hitting involves auto-attacking from your character, which is not intended to do much damage.
The map itself will also matter. None of the maps will be particularly large, but elevation, fog of war, and other elements will make a difference. Certain locations can provide increased healing, mana regeneration, damage reduction, damage over time (if it's set on fire or something), or some other effect. In a nutshell, it won't be a flatline arena, or else the Bounty would get screwed instantly due to mass auto-attacking from the combined efforts of the other players.
Just so that each round doesn't take forever (people don't want to be sitting out forever), a time limit will be placed on each round, capping it at probably 90 seconds at most. This, along with the round count and the map itself, will be changeable at the start of the game. When it changes to the next round, all surviving players get a partial heal on health and mana. Revived players come in with full health and mana.
That's essentially the gist of the map idea. The most I can do for its development is ideas and balancing, like a lot of the work I did with Element TD. So what are your guys' thoughts and ideas? The only thing I hope is that it doesn't become too close to MageCraft in terms of abilities, especially seeing the most of them are skillshots. Suppose we could have tower building abilities that can do various effects, be it auto-attacking or movement speed auras. I'm sure there's plenty of ideas that can be used to make it its own game.
I like this idea, but why not go beyond bounty? It sounds like you'll make an entire system with developed characters. You could make bounty one mode of many.
I only say this because I am making a skill shot game too with multiple modes
Bounty is an awesome mapmaker that supports up too 9,001 awesomeness at once. As one person, "Bounty" is everywhere at all times and has bonuses and buffs to mapmaking. Everyone else loves Bounty. The goal for Bounty is to get as many people to test your map as possible OR to be a popular map. The goal for the non-Bountys is to outdo Bounty, and the person to outdo Bounty is Bounty.
(sorry that's just what I thought of when I read your post)
@Juxtapozition: Go
Now that you mention it, that's a good point. Though multiple modes is something you usually go for after the base game is finished, and this type of mode pretty much doesn't exist (as far as I know), so I figure it'd be the main selling point of the game rather than be a mode that already exists in many other battle-arena type maps.
What'd you have in mind for other modes?