F
FrankThePlank
Guest
Hey guys, I had an idea for MOD - Cops and Robbers, slightly self-explanatory, yes; but here is the spec.
GAMEPLAY:
Basic outline: there are two teams, Police and Gangsters, who carry out differing objectives on a particular map. The Gangsters will always pursue an objective which is beyond the legal boundary (such as robbery, drug dealing, etc), whilst the Police will try to prevent any lawbreaking.
Objective types: Maps can have a vast quantity of objectives, but not all of them have to be completed in order for the Gangsters to “win” a round (e.g. completing 5 out of 20 objectives secures the map for them). This will eliminate repetitive rounds, camping, etc.
Capture an objective - Gangsters will attempt to seize control of multiple objectives, and return them to a “safe location”.
Destroy an objective - this could be a stationary objective (e.g. police station/gang hideout/rival gang buildings/cargo shipments/etc), or a mobile one (a car/convoy/person walking). Either team could be attacking or defending, whilst the other escorts or keeps a watchful eye on objectives.
“Whacking” Gangsters target senior VIPs in a town, whilst the Police try to nick some convicts staying at a known safe house.
There are various other gameplay modes I am mulling over, but am unsure about using.
“Achieving” objectives: this can be done through a variety of means - on foot or through the use of transport (cars or bikes really; but possibly boats too?). As mentioned above, players have multiple optional objectives to go after.
Once an unlawful incedent has occurred, the police will be alerted to the location of the incident by a “blip” on their radar - subsequently, the police will be alerted of the criminals if they are spotted by a security camera.
Spawns:
- Both teams have access to vehicles and weaponry near their spawn point.
- In each round players only have 1 respawn.
Vehicles:
- Mini 3 litre engine; max speed (note - this car is most susceptible to damage)
- Golf Hatchback, 2.0 litre engine; max speed 180mph, acceleration: 0-60 in
- BMW 3 series, 1.3 engine; max speed (NOTE REAR WHEEL DRIVE)
- Volvo estate
- Light Toyota truck
- “white” Ford Transit van
- Heavy Goods Truck
Weapons:
Note - small arms such as Pistols and Sub-Machine Guns can be fired from car windows. Some trucks and boats (of they are included) will feature General Purpose Machine Guns.
Pistols
- Glock (pistol, police only). Holds 17 rounds, uses 9mm ammo, 6 spare clips, can be fired full auto, or semi-auto. ROF = 500 RPM.
- Silver Talon (pistol, gangsters only) 7 rounds, 10 spare clips, uses .44 ammo.
ROF = 470 RPM.
- Python Revolver, 6 rounds 12 spare clips, uses .357 ammo. ROF = 390 RPM.
- Tanfoglio F99 (pistol, gangsters only), holds 16 rounds, uses 9mm ammo. ROF = 550 RPM.
Sub-Machine Guns
- MP5 (SMG, police only) holds 30 rounds, 5 spare clips, uses 9mm ammo. Full auto or burst fire. ROF = 800 RPM.
- M3A1 (SMG) 30 rounds, 4 spare clips, uses .45 cal ammo. Full auto. ROF= 450 RPM.
- MP9 (SMG, gangsters only), holds 32 rounds, 5 spare clips, uses 9mm ammo. Full auto. ROF =650 RPM.
- Colt model 633 (SMG) holds 32 rounds, 4 spare clips, uses 9mm ammo, Full auto.
ROF =900 RPM.
Rifles
- M16a3 (Assault Rifle) holds 30 rounds, 3 spare clips, uses 5.56 ammo. Full auto or burst fire; slows player movement, hard to fire when moving. ROF = 800 RPM.
- AKS-74U Paratrooper Rifle (Assault Rifle) holds 30 rounds, 2 spare clips, uses 5.56 ammo. Full auto only; a little loss of player movement speed. ROF = 745 RPM.
- Accuracy International AE Sniper rifle; holds 8 rounds, 1 spare clip. Uses 7.62 ammo.
ROF = 1 bullet per 1.7 seconds.
Shotguns
- Pump-action shotgun, holds 7 rounds; 28 spare shells. ROF = 280 RPM
- Sawn off shotgun, holds 2 shells;36 spare shells. ROF = N/A - both chambers fired as fast as the player presses the fire button.
Heavy Weapons:
- Bazooka, holds 1 rocket; 4 spare rockets. No ROF!! Reload takes 5 seconds.
- M79 Grenade Launcher, holds 1 grenade; 14 spare Also has no ROF. Reload takes 3 seconds.
- RGB6 Grenade Launcher, holds 6 grenades; 12 spare. ROF = 1 grenade per second. Reload takes 4 seconds.
- Molotov cocktail. 3 spare. Takes .75 second to light; has a HUGE blast radius.
- Hand Grenade. 4 spare. No ROF.
Note - weapons are scattered throughout maps, deathmatch style; it also reduces the emphasis on them, and more on using transport to complete objectives.
Further note: alternatively I was thinking of making a Ghostbusters mod, where gameplay was fundamentally the same, but with Ghosts and Ghostbusters insteads of Robbers and Police (respectively); the only real difference being that it would be class based, and there would be:
The Ghostbusters car!!
Ghostbuster guns (the Proton pack, ghost traps, the slime gun thing, ghost radar thing)
Ghost "projectiles" (slime I suppose), and the ability to possess NPCs.
Oh yeah and ghosts would roam the map in search of a house to haunt, and the Ghostbusters would have to get the geezers out from it! (so thats a bit like UT's Domination, but you only get points for holding the house if you actually stay there).
What do you all think??
GAMEPLAY:
Basic outline: there are two teams, Police and Gangsters, who carry out differing objectives on a particular map. The Gangsters will always pursue an objective which is beyond the legal boundary (such as robbery, drug dealing, etc), whilst the Police will try to prevent any lawbreaking.
Objective types: Maps can have a vast quantity of objectives, but not all of them have to be completed in order for the Gangsters to “win” a round (e.g. completing 5 out of 20 objectives secures the map for them). This will eliminate repetitive rounds, camping, etc.
Capture an objective - Gangsters will attempt to seize control of multiple objectives, and return them to a “safe location”.
Destroy an objective - this could be a stationary objective (e.g. police station/gang hideout/rival gang buildings/cargo shipments/etc), or a mobile one (a car/convoy/person walking). Either team could be attacking or defending, whilst the other escorts or keeps a watchful eye on objectives.
“Whacking” Gangsters target senior VIPs in a town, whilst the Police try to nick some convicts staying at a known safe house.
There are various other gameplay modes I am mulling over, but am unsure about using.
“Achieving” objectives: this can be done through a variety of means - on foot or through the use of transport (cars or bikes really; but possibly boats too?). As mentioned above, players have multiple optional objectives to go after.
Once an unlawful incedent has occurred, the police will be alerted to the location of the incident by a “blip” on their radar - subsequently, the police will be alerted of the criminals if they are spotted by a security camera.
Spawns:
- Both teams have access to vehicles and weaponry near their spawn point.
- In each round players only have 1 respawn.
Vehicles:
- Mini 3 litre engine; max speed (note - this car is most susceptible to damage)
- Golf Hatchback, 2.0 litre engine; max speed 180mph, acceleration: 0-60 in
- BMW 3 series, 1.3 engine; max speed (NOTE REAR WHEEL DRIVE)
- Volvo estate
- Light Toyota truck
- “white” Ford Transit van
- Heavy Goods Truck
Weapons:
Note - small arms such as Pistols and Sub-Machine Guns can be fired from car windows. Some trucks and boats (of they are included) will feature General Purpose Machine Guns.
Pistols
- Glock (pistol, police only). Holds 17 rounds, uses 9mm ammo, 6 spare clips, can be fired full auto, or semi-auto. ROF = 500 RPM.
- Silver Talon (pistol, gangsters only) 7 rounds, 10 spare clips, uses .44 ammo.
ROF = 470 RPM.
- Python Revolver, 6 rounds 12 spare clips, uses .357 ammo. ROF = 390 RPM.
- Tanfoglio F99 (pistol, gangsters only), holds 16 rounds, uses 9mm ammo. ROF = 550 RPM.
Sub-Machine Guns
- MP5 (SMG, police only) holds 30 rounds, 5 spare clips, uses 9mm ammo. Full auto or burst fire. ROF = 800 RPM.
- M3A1 (SMG) 30 rounds, 4 spare clips, uses .45 cal ammo. Full auto. ROF= 450 RPM.
- MP9 (SMG, gangsters only), holds 32 rounds, 5 spare clips, uses 9mm ammo. Full auto. ROF =650 RPM.
- Colt model 633 (SMG) holds 32 rounds, 4 spare clips, uses 9mm ammo, Full auto.
ROF =900 RPM.
Rifles
- M16a3 (Assault Rifle) holds 30 rounds, 3 spare clips, uses 5.56 ammo. Full auto or burst fire; slows player movement, hard to fire when moving. ROF = 800 RPM.
- AKS-74U Paratrooper Rifle (Assault Rifle) holds 30 rounds, 2 spare clips, uses 5.56 ammo. Full auto only; a little loss of player movement speed. ROF = 745 RPM.
- Accuracy International AE Sniper rifle; holds 8 rounds, 1 spare clip. Uses 7.62 ammo.
ROF = 1 bullet per 1.7 seconds.
Shotguns
- Pump-action shotgun, holds 7 rounds; 28 spare shells. ROF = 280 RPM
- Sawn off shotgun, holds 2 shells;36 spare shells. ROF = N/A - both chambers fired as fast as the player presses the fire button.
Heavy Weapons:
- Bazooka, holds 1 rocket; 4 spare rockets. No ROF!! Reload takes 5 seconds.
- M79 Grenade Launcher, holds 1 grenade; 14 spare Also has no ROF. Reload takes 3 seconds.
- RGB6 Grenade Launcher, holds 6 grenades; 12 spare. ROF = 1 grenade per second. Reload takes 4 seconds.
- Molotov cocktail. 3 spare. Takes .75 second to light; has a HUGE blast radius.
- Hand Grenade. 4 spare. No ROF.
Note - weapons are scattered throughout maps, deathmatch style; it also reduces the emphasis on them, and more on using transport to complete objectives.
Further note: alternatively I was thinking of making a Ghostbusters mod, where gameplay was fundamentally the same, but with Ghosts and Ghostbusters insteads of Robbers and Police (respectively); the only real difference being that it would be class based, and there would be:
The Ghostbusters car!!
Ghostbuster guns (the Proton pack, ghost traps, the slime gun thing, ghost radar thing)
Ghost "projectiles" (slime I suppose), and the ability to possess NPCs.
Oh yeah and ghosts would roam the map in search of a house to haunt, and the Ghostbusters would have to get the geezers out from it! (so thats a bit like UT's Domination, but you only get points for holding the house if you actually stay there).
What do you all think??