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Author Topic: Team IMbalance and Basic Boss Mode  (Read 12941 times)

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July 02, 2014, 05:45:03 AM
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Offline JaxOf7

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Team IMbalance and Basic Boss Mode
« on: July 02, 2014, 05:45:03 AM »
https://allfearthesentinel.net/zandronum/download.php?file=teamimbalancev2chhh.pk3

Based on those suggestions of making the outnumbered team more powerful in team games as opposed to switching their team, I made this.

CVars

sv_teamimbalancegame - leave as true to enable Team Imbalance Deathmatch scoring in Teamgame(ACS).
sv_teamimbalance - leave as true to actually use this mod. I dunno, I might include this mod in others or something.
(sv_useteamstartsindm - default zandronum setting, but relevant since Teamgame(ACS) in this mod uses DM starts. use this setting to restore default Teamgame(ACS) start behavior.)
these modify imbalance buffs by multiplying and dividing them
ImbalHealth_Mult & ImbalHealth_Div - The max health bonus. Do note this affects both health and ammo pickups.
ImbalPower_Mult & ImbalPower_Div - Overheal power bonus. Also affected by health.
ImbalAmmo_Mult & ImbalAmmo_Div - Ammo capacity bonus.
aliases that work as presets for those vars
imbalmode_even - health 1/1, power 1/4; ammo 1/2 (default)
imbalmode_glass - health 1/2, power 1/1; ammo 0/1 (lack of ammo modification means fewer compat concerns)
imbalmode_tank - health 3/2, power 0/1; ammo 1/1

https://allfearthesentinel.net/zandronum/download.php?file=basicbossmodev1ahh.pk3

Simple boss selector.

This + TeamImbalance = probably the most basic form of Saxton Hale.

Automates imbalancing the teams for you. Uses a "score queue" to make boss picking more fair.

CVars

SAX_STARTUPTIME - Just make sure this is less than sv_lmscountdowntime.
SAX_MIN_OUTUNUMBER - the minimum number of survivors per boss.
SAX_BONUSTHRESH - the bonus threshold. deal more than this amount of damage to show up on the end damage report and get a bonus point. default 25.

July 06, 2014, 06:12:19 PM
Reply #1

Offline Jdude330

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Re: Team IMbalance
« Reply #1 on: July 06, 2014, 06:12:19 PM »
Sweet! Coulda used it in our GvH match today.

July 06, 2014, 06:47:19 PM
Reply #2

Offline LarissaFlash

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Re: Team IMbalance
« Reply #2 on: July 06, 2014, 06:47:19 PM »
This will be useful in the most MM8bDM wads.

July 22, 2014, 02:44:31 AM
Reply #3

Offline JaxOf7

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Re: Team IMbalance
« Reply #3 on: July 22, 2014, 02:44:31 AM »
New version.
Mostly stuff that makes the thing work with GvH and more mods in general. Also now has a display to tell stats of buffed teams.
Separate GvH version because it has its own ammo types.

EDIT: Old documentation
http://www.best-ever.org/download?file=teamimbalancev1b2.pk3
http://www.best-ever.org/download?file=teamimbalancev1b2gvh1.pk3
Only works for TLMS.

sv_imbalancevar:
(default) 0 - Outnumbered receives balance of attack, health, and ammo bonus.
1 - Outnumbered receives just an attack bonus.
2 - Outnumbered receives just a health and ammo bonus.

June 04, 2019, 11:36:51 AM
Reply #4

Offline JaxOf7

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Re: Team IMbalance
« Reply #4 on: June 04, 2019, 11:36:51 AM »
Whoa nelly, an update.
I have redone this concept quite a bit.
Now instead of a static attack/defense increase, outnumbered players get a health boost. And with extra health, comes extra attack. But lose that extra health, and your attack power goes back to normal too. This is meant to simulate how a team naturally loses power as its members die.
But how exactly do you tell how powerful a person is? Well just like how you can see a crowd of people, you can see the outnumbered's Power Aura!

The bigger the aura, the faster you should be running away.

I've also extended this mod to work outside TLMS. This includes modes with health/ammo pickups. You'll have to pick up more to recover if you're outnumbered, but that's fine because the pickups also give more.

But I'm not done yet!
So TDM, my favorite mode, already isn't that bad with imbalanced teams. Yeah a team has more killers, but they have less people to kill. It wouldn't exactly be fair to buff up an outnumbered guy to cut swathes through the enemy team, but then be worth just 1 point when he's killed.
So let's make him worth more points.
Introducing Team Imbalance Deathmatch! It replaces Teamgame(ACS). It does what I just said: outnumbered teams are stronger, but killing them is worth more points.
However, there are some settings in case you want to reinstate Teamgame(ACS) in case you wish to test this mod with other mods.

Here are the CVars

sv_teamimbalancegame - leave as true to enable Team Imbalance Deathmatch scoring in Teamgame(ACS).
sv_teamimbalance - leave as true to actually use this mod. I dunno, I might include this mod in others or something.
(sv_useteamstartsindm - default zandronum setting, but relevant since Teamgame(ACS) in this mod uses DM starts. use this setting to restore default Teamgame(ACS) start behavior.)

other notes
Health Numbers currently only go up to 999. Don't really wanna mess with SBARINFO as that could muck up compatibility.
Might implement some damage limit code so buffed up players aren't instantly slain by Atomic Fire and Top Spin and the like.
Might make the aura go invisible if player does via CFlash/Class abilities/etc.

https://allfearthesentinel.net/zandronum/download.php?file=teamimbalancev2.pk3


June 18, 2019, 11:53:54 AM
Reply #5

Offline JaxOf7

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Re: Team IMbalance
« Reply #5 on: June 18, 2019, 11:53:54 AM »
Added the aura go invisible if user does. With CFlash at least.
Added a check for "FraglessKillFlag" to Team Imbalance Deathmatch. Using this for something else.

https://allfearthesentinel.net/zandronum/download.php?file=teamimbalancev2a.pk3

June 20, 2019, 09:09:40 AM
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Offline JaxOf7

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Re: Team IMbalance
« Reply #6 on: June 20, 2019, 09:09:40 AM »
https://allfearthesentinel.net/zandronum/download.php?file=basicbossmodev1a.pk3

This + TeamImbalance = probably the most basic form of Saxton Hale.

A person gets selected as sole person on red team.
Or maybe a few more if the server is big enough.

There's a "score queue" the boss is picked from. Only top scores are selected for boss.
You get score just by playing a game.
But you can also get a bonus point by dealing more than 25 damage to the boss. aka: making an effort.
Once you've played boss, you lose score. If you were the sole boss, it's back to 0. If you had to share the spotlight with other bosses, you lose less.

CVars

SAX_STARTUPTIME - Just make sure this is less than sv_lmscountdowntime.

June 25, 2019, 02:56:36 AM
Reply #7

Offline JaxOf7

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Re: Team IMbalance and Basic Boss Mode
« Reply #7 on: June 25, 2019, 02:56:36 AM »
https://allfearthesentinel.net/zandronum/download.php?file=basicbossmodev1ah.pk3

bugfix: last hit damage properly recorded

new cvars
SAX_MIN_OUTUNUMBER - the minimum number of survivors per boss.
SAX_BONUSTHRESH - the bonus threshold. deal more than this amount of damage to show up on the end damage report and get a bonus point. default 25.

https://allfearthesentinel.net/zandronum/download.php?file=teamimbalancev2b.pk3

plant barrier heal nerfed

imbalance can now buff weapon ammo (again). only works with vanilla ammo. if playing with mods with more ammo types, either add those in a patch file, or use a cvar set that doesn't modify ammo.

new cvars
these modify imbalance buffs by multiplying and dividing them
ImbalHealth_Mult & ImbalHealth_Div - The max health bonus. Do note this affects both health and ammo pickups.
ImbalPower_Mult & ImbalPower_Div - Overheal power bonus. Also affected by health.
ImbalAmmo_Mult & ImbalAmmo_Div - Ammo capacity bonus.
aliases that work as presets for those vars
imbalmode_even - health 3/4, power 1/3; ammo 1/2 (default)
imbalmode_glass - health 1/2, power 1/1; ammo 0/1 (lack of ammo modification means fewer compat concerns)
imbalmode_tank - health 1/1, power 0/1; ammo 1/1

stat examples in a 1v5

Maxed
1/1 health: 500
1/1 power: x5
1/1 ammo: x5

imbalmode_even
3/4 health: 400
1/3 power: x2
1/2 ammo: x3
(500-100 = +400) (+400*3/4 = +300) (100+300 = 400)
(4x-1x = +3x) (+3x*1/3 = +1x) (1x+1x = 2x)
(5x-1x = +4x) (+4x*1/2 = +2x) (1x+2x = 3x)

imbalmode_glass
1/2 health: 300
1/1 power: x3
0/1 ammo: x1

imbalmode_tank
1/1 health: 500
0/1 power: x1
1/1 ammo: x5

July 03, 2019, 08:44:50 AM
Reply #8

Offline JaxOf7

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Re: Team IMbalance and Basic Boss Mode
« Reply #8 on: July 03, 2019, 08:44:50 AM »
https://allfearthesentinel.net/zandronum/download.php?file=teamimbalancev2c.pk3

rebalanced imbalance stat spreads
imbalmode_even - health 1/1, power 1/4; ammo 1/2
imbalmode_glass - health 1/2, power 1/1; ammo 0/1
imbalmode_tank - health 3/2, power 0/1; ammo 1/1

plant barrier + ammo boost nerfed

damage cap applied to following weapons. you'll do about 200.

AtomicFire
TopSpin
Sakugarne
LightningBolt

July 05, 2019, 12:11:02 AM
Reply #9

Offline JaxOf7

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Re: Team IMbalance and Basic Boss Mode
« Reply #9 on: July 05, 2019, 12:11:02 AM »
So I've made a mod that powers up outnumbered people.
I've made a mod that isolates a person on red team.
But something's missing...
Oh right, making the boss do crazy stuff.

Introducing Basic Boss classes.



Just adds classes to the boss team. Need Imbal + Basic Boss for actual boss mode.

Introducing Boss G
he's fully repaired and under each snare

The quintessential thicc melee boss.
Tap Main/Alt to drill into people.
Hold Main to fling people.
Use rage with weapon 2: Super Arm G. It's Super Arm but bigger.

Introucing basic boss features

Infinicoil

The basic mobility option if a boss doesn't have a special one.
It's just a recharging rush coil.

Rage

Bosses get angry as they fight, and that can lead to bad things...
What makes them angry?
1. Taking damage.
2. Crowd control. Stunning or slowing the boss.
3. Time limit ticking down.
You can estimate a boss's rage by how red their rage aura is.

TLMS Boss time limit

The boss has a time limit until they lose. Start with 2 minutes, get 30 seconds each time a survivor dies.
Just something to keep the gamemode moving.

Panic Run

As a boss gets desperate, they move faster.
What's desperate?
It's as they lose health or time limit.

https://allfearthesentinel.net/zandronum/download.php?file=basicbossesv1a.pk3

July 12, 2019, 04:12:17 AM
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Offline JaxOf7

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Re: Team IMbalance and Basic Boss Mode
« Reply #10 on: July 12, 2019, 04:12:17 AM »
https://allfearthesentinel.net/zandronum/download.php?file=teamimbalancev2ch.pk3
fixed issue where teamimbalance had to be added before basicbosses. general compat fix.

https://allfearthesentinel.net/zandronum/download.php?file=basicbossesv1b.pk3

health number displays 4 digits

Gutsman G default stats buffed to what testing seemed to find favorable
hp 150 -> 200
melee damages 35->45, 15->20
fling melee also slows on hit.
rage now throws some extra smaller rocks as well. should be better in more situations.

Introducing Megaman
like a boss

The basic survivor class.
But also the basic boss class.
Either way, gets 2 wtanks in lms. Just some even footing against these guys that don't use ammo.
As a boss, doesn't have a rage atm.
Doesn't have the panic run of other bosses...

Introducing Reggae
hyuck it up, turkey



The bombing run boss.
A Pretty quick boss.
Throw out cans and detonate them.
Rage is flight, which also increases panic run.

Introducing team class select menu


It's how a player actually selects their boss.
The server can also force a boss.

July 13, 2019, 11:49:51 PM
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Offline JaxOf7

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Re: Team IMbalance and Basic Boss Mode
« Reply #11 on: July 13, 2019, 11:49:51 PM »
https://allfearthesentinel.net/zandronum/download.php?file=basicbossmodev1ahh.pk3

got rid of an "actor defined twice" message when this is added after basicbosses
this only bothers me

https://allfearthesentinel.net/zandronum/download.php?file=basicbossesv1bh.pk3

team class select should actually work now instead of relentlessly murder people

July 16, 2019, 04:49:58 AM
Reply #12

Offline JaxOf7

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Re: Team IMbalance and Basic Boss Mode
« Reply #12 on: July 16, 2019, 04:49:58 AM »
https://allfearthesentinel.net/zandronum/download.php?file=basicbossesv1bhh.pk3
resolved another user info flood issue
displaying forced class vars in menu
can't kill self by switching class when tlms actually starts

boss megaman now has a rage: automatic conversion of rage to health
reggae fire rate buff. 3.89 cans per second -> 5.83 cans per second
reggae base damage buff. 7 -> 8
reggae full damage radius 75->100
guts man g fling melee has +DONTREFLECT for jewel satellite

July 22, 2019, 05:03:25 AM
Reply #13

Offline JaxOf7

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Re: Team IMbalance and Basic Boss Mode
« Reply #13 on: July 22, 2019, 05:03:25 AM »
https://allfearthesentinel.net/zandronum/download.php?file=teamimbalancev2chh.pk3

resolved issue with imbal aura and cloaks
potential divide by zero issue potentially resolved

https://allfearthesentinel.net/zandronum/download.php?file=basicbossesv1c.pk3

(resolved issue with rage aura and cloaks)

making sure Megaman Rage doesn't heal a dead body...

Introducing WilySaucer
eyebrows not included



A boss that is always flying.
Kinda tanky, kinda slow.
Fires out rotating orbs and splitting orbs.
Rage is a cloak. It's also intangibility and speed.

August 02, 2019, 02:37:37 AM
Reply #14

Offline JaxOf7

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Re: Team IMbalance and Basic Boss Mode
« Reply #14 on: August 02, 2019, 02:37:37 AM »
https://allfearthesentinel.net/zandronum/download.php?file=basicbossesv1d.pk3

teamclass option is now purple. people seemed to be skimming over it...

rage gain over time increased
1 rage per second -> 1.33 rage per second
(60 rage per minute -> 80 rage per minute)

Wilysaucer
base hp
150->125
base speed
0.6->0.5
base orb damage
15->10
rotating orbs now explode on contact
0->5
decloak time
20 tics -> 33 tics

Introducing ShadowMegaman
from the shadows

A stealth boss.
Invisible. Unless you're attacking or bumping into people.
Horribly low health.
Shoot bullets to drain health. Charge bullets to shoot a barrage.
Rage is meteors.