Balance of Power is not a gametype you see often at all. In our variant the map relies on a single central capture point similar to those used in Conquest with a very large radius. The map is also symmetrical similar to Capture The Flag.
The idea is to control the area, and dominate the other team. The more you kill of them, the better your chances are. As well as the more team that concentrate on capturing the area the better your chances are.
Balance of Power originated as an offshoot of Conquest and will even use the same entities to do so. The idea was to add even more variation to gameplay with little effort!
The first location you will be seeing Balance of Power in will be Death Star. The full assault map will still be there of course, this is an entirely new map set in the same location.
Balance of Power is designed more specifically towards the medium player count as an intermediary map size between the full Assault maps and the Duel maps. However, it can full handle high player counts as well. It is entirely up to the server.
The levels themselves are very similar to Capture The Flag in the respect that they are near symmetrical and designed to give both teams an even chance at fighting for the central point.
The idea is to fight for the area, the more you kill, the more likely you are able to capture that point. The more players on your team there is in an area, compared to that of the enemy, the more likely you are to capture that point.
Balance of Power uses the same entities as Conquest, with a few modified flags so that the game knows that it is a Balance of Power map. In a Balance of Power map every person within the flag radius counts towards the capture rate. Unlike Conquest where there is a maximum rate that it can capture. However, each person increases the capture rate much less than that of conquest. In the case of team stacking, the game takes into account the amount of players on either team . So if the case it ended up to be 11 v 7 the maximum people that could affect the capture would be 14, 7 from either team.
Scoring is also kept on a point scale, that point scale is determined by the rate of capture. There is a maximum number of points set by the mapper (Currently there is a maximum point setting of 950 points so every map MUST be less than that). The more people in the trigger, the more points added to your team. Once you reach the maximum point value set by the map, then your team wins. While there is a maximum point setting of 950 it is recommended that level designers set this value to be much less so that a variety of player configurations can play it without much hindrance.
We are currently testing a value of 300 points. The maximum rate is currently 3.7 points per second, which is determined by having 16 players in one team within the capture radius while the other has zero. If that is the case across a five minute round that team will gain a total of 1110 points.
The idea is to keep more people in your team within the capture radius than the other team has within it. The more people you have over the other team, the faster it will capture and the faster you will win.
Remember, this will require teamwork. The central assault should be focused on the capture area if you want to win, but be sure to use those flanking routes to get the drop on your enemy and gain the upper hand. Use it to help your team keep control of the central capture.
The capture area will be obvious, and no one should have any problem navigating to it. You can see an example of the WIP for Death Star's capture area below.
Knight Fall Operative
7th January 2007
So it's basically... king of the hill? I can't wait to see what sort of rocket arc & grenade spam we see here...
Silverfang22;5606737So it's basically... king of the hill? I can't wait to see what sort of rocket arc & grenade spam we see here...
Yup, basically a form of king of the hill just decided to name it differently to suit the style of MB more (Good vs evil kinda thing too). 5 minute round limits and class lives still hold though. So you wont be able to rocket spam or grenade spam that much over a normal level. Plus, there will be ample cover over the main fighting area.
im baffled as to how this is stickied
eezstreet;5607465im baffled as to how this is stickied
Cause I'm awesome... j/k
I was ranting a little bit to Nozyspy last night about the community's care level. They seem to want to focus on small skins and small mods, rather than working on the big established mods such as GSA, MBII, NDA. JKG is pretty much a lost cause now. Even though the news of these two game modes in MBII is a pretty big deal.
I guess Nozy decided to be nice and sticky it because of my ranting. <3 nozy XD
If it offends people, I have no problem with it being de-stickied
I'm not offended at all. I praise your rant to Nozy in fact. It's pretty true I think anyway. I'd like to see the same level of dedication given to all of the large, with a sticky or at least allowing a new thread (I think I've been warned in the past about double-threading for my mod, iirc) for big stuff such as new versions being released on those mods that you mentioned.
Knight Fall Operative
7th January 2007
MaceCrusherMadunusus;5607478JKG is pretty much a lost cause now.
Maybe to you, but we're still working on it ...hater
I WANT THE THIRD AND FOURTH GAMETYPE