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INF (Infiltration) Multiplayer mode

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  08:44:32  29 July 2006
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Sub_Zero7745
(Novice)
 
On forum: 07/20/2006
Messages: 18
INF (Infiltration) Multiplayer mode

I really hope GSC would consider adding an INF (Infiltration) mode for multiplayer.

This gametype has been seen before in SOF2 Multiplayer (soldier of fortune 2), and I have never seen it in any game since (just CTF, Elimination, Demolition (Counter-strike style with bomb), but I have missed it in all recent MP games.

The whole idea of the Infiltration gametype is round based, and goes as follow: In sof2 there was a BLUE team and a RED team. The red team spawned closest to the "briefcase", trying to defend the briefcase from blue team. Blue team was supposed to attack and attemp to retrieve the briefcase.
If the blue team managed to get the briefcase without all of blue team getting killed, the red team would then have to move to the "extraction point" to defend it so the blue team didn't manage to escape with the briefcase. Ofcourse if the red team was too slow, then the blue team would escape with the briefcase if they reached extraction point first without getting killed.

Now figure this being a stalker multiplayer gametype where the briefcase is, lets say, an artifact. BLUE and/or RED teams could be stalkers or maybe blue team could be soldiers trying to steal an artifact from the stalkers.

How does this sound?
  13:49:37  31 July 2006
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x5060
Resident Nobody
(Resident)

 

 
On forum: 07/23/2003
Messages: 2015
Um. Hate to tell you but this is just one sided CTF.
  20:12:07  31 July 2006
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Sub_Zero7745
(Novice)
 
On forum: 07/20/2006
Messages: 18

---QUOTATION---
Um. Hate to tell you but this is just one sided CTF.
---END QUOTATION---



Not entirely, it's round based, not like ctf.
  11:38:08  2 August 2006
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x5060
Resident Nobody
(Resident)

 

 
On forum: 07/23/2003
Messages: 2015
It sucks doing Turn based in an FPS.
  18:17:19  2 August 2006
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Sub_Zero7745
(Novice)
 
On forum: 07/20/2006
Messages: 18

---QUOTATION---
It sucks doing Turn based in an FPS.
---END QUOTATION---



I totally disagree with you there. Atleast with the Infiltration gametype.
  14:51:25  30 September 2006
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release
(Novice)
 
On forum: 09/27/2006
 

Message edited by:
release
09/30/2006 14:52:42
Messages: 17
it is similar to a one-sided CTF but, it's still really fun

they did this in return to castle wolfenstein multiplayer, i forget the name of it but axis had to defend a base, and allies had to breach the base and get to an underground area and steal documents, then run up to a radio room (still inside the enemy base) to transmit the info and win. (pretty much the same thing as an extraction point)

one thing they have to be careful though when designing maps for this mode.... is, map size vs. player amount. if both teams have 16 players, it's very hard for the attackers to win. but if both teams have only 2 players, it's very easy for the attackers to win.. so map boundaries may have to be altered to match the player count... like, if there are more total players, more passageways and vantage points need to open up for the attacking team.

hmm, also i don't think round-based gameplay sucks with fps games, counter-strike is like that and it's pretty fun, it's the 2nd most played game among xfire users
  09:11:02  25 November 2006
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Maty
(Senior)
 
On forum: 11/20/2006
Messages: 81
Iam from the rtcw & ET and I like the idea this game type, just means its more on map count. Team A deffends, Team B attacks then after so many rounds Team B deffends and Team A attacks, kind of like the counter strike style of game play with demolition but you steal something.
  09:12:23  25 November 2006
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Maty
(Senior)
 
On forum: 11/20/2006
Messages: 81

---QUOTATION---
they did this in return to castle wolfenstein multiplayer, i forget the name of it but axis had to defend a base, and allies had to breach the base and get to an underground area and steal documents, then run up to a radio room (still inside the enemy base) to transmit the info and win. (pretty much the same thing as an extraction point)

---END QUOTATION---



That map is "Beach"
  13:12:41  14 December 2006
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Sub_Zero7745
(Novice)
 
On forum: 07/20/2006
Messages: 18
Addicted to INF

bump...

I really like the INF (Infiltration) gametype, and would love to see it implemented in STALKER MP.
I play sof2 (INF gametype) on a daily basis, and it really is alot of fun.

Imagine this:
You are the last player alive on the attacking team and with your team's help you've managed to retrieve the "artifact" from the enemy team's stronghold, and you are running towards extraction point after slipping through the other team's defense.
It's tickling down your back knowing that just some feet behind you, the angry enemy is chasing you, you can hear their footsteps, and bullets going past your head. You don't even know for sure if there is an enemy waiting in front of you at extraction point to prevent you from escaping with the valuable artifact. The adrenaline is rising and while running you manage to kill an enemy guarding one of the paths to the exit. You run like you were on fire the last meters, grenades going off and bullets hitting structure just behind you, the remainders of the artifact-defending team all thinking the same: kill him before it's too late!!!
TADAA, you barely managed to extract the artifact with some luck, and you are laughing out loud at the enemy team who's tearing their hair off their head in despair while global chatting: "U lucky **, you'll pay next round!"

This is just one of the numerous situations you and your team may encounter in the INF (Infiltration) gametype.

For those who never played this gametype, here's just some examples of different situations you might end up in:

Attacking situations:
* The Attackers is attacking the area where the artifact is located, trying to break through the defense, killing off all the defenders.
* Some Attackers broke through a path to where they can get behind the artifact area, stabbing the defenders in their backs while the remaining attackers is attacking in front of the artifact area.
* The Attackers managed to get the artifact out of the artifact area, but has to attack the defenders who's set up a defending stronghold between the artifact area and extraction point.
* Some Artifact defenders is attacking and breaking through the attack wave of a path leading out of the artifact area, thereof getting behind the remaining attackers, trying to crush them up against the remaining defenders at the artifact area.
* The Artifact defenders is rushing and attacking the artifact attackers in a path into the artifact area, thus breaking through, now they double-back and attack the remaining attackers while they are about to snag the artifact from the artifact area.

Defending situations:
* The Artifact defenders is defending the surrounding area where the artifact is located, standing guard, trying to defend the paths into the area by killing off the incoming attackers.
* The Attackers managed to get the artifact out of the artifact area, but the player carrying the artifact got killed. The Defenders then defend the surrounding area of where the artifact was dropped.
* Some Attackers managed to break through a path into the artifact area, they got the artifact and is moving to extract. The other attackers that fell behind is moving to extraction point to defend it and prevent it from being taken over by the artifact-defending team.
* The Attackers managed to retrieve the artifact, but the attacking player carrying the artifact got killed on his way to extraction point. The Defenders move towards extraction point to defend it from the attackers trying to extract, knowing that they are not in a hurry until the artifact has been picked up again.
* The Attackers managed to retrieve the artifact and has secured a path to extraction point. The team mates of the player carrying the artifact do their best to defend his back and the path's exit to extraction point.


My thoughts:
So, by changing a bit on existing, say, ctf maps: mainly just removing flags and adding an artifact (maybe in a toxic-protected breiefcase?), a extraction point, and making the gamemode round-based, you get all this fun without almost any extra developer work.
With the anomalies and the other cool mp features, this would be excellent!!

If gsc would've announced: "There will be an INF multiplayer gamemode", then I'd ask: "Where do i pre-order??"


Cmon developers, please take this under consideration, also because the INF gamemode is not often implemented in mp games (at the publishers' peril, *laugh*). As far as i know, only two mp games has had this gametype, and they both were amongst the most popular Multiplayer FPS games at that time, namely Return to castle Wolfenstein and Soldier of Fortune 2.

Hey people still actively play those games online, so why not make those INF-style gamemode players' next step STALKER MP?


@x5060: I honestly respect your amount of time invested in this forum, but:

---QUOTATION---
Um. Hate to tell you but this is just one sided CTF
---END QUOTATION---


No it's not, it's not just one sided ctf.


---QUOTATION---
It sucks doing Turn based in an FPS
---END QUOTATION---


I would agree with you that gamemode "elimination" sucks, wich is the mother of turn-based gamemodes. But Infiltration, doesn't suck, it is imho the funniest gamemode; ever.

Thanks for listening
 
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