GamePlay Modes
From Dconwiki
The Desert-Conflict Mod has multiple GamePlay Modes; herein referred to as GPM's. These GPM's allow players to experience our maps, weapons and vehicles in completely different scenarios; thus opening the Desert-Conflict Mod up to a wide array of audiences. One could compare this to the game of pool. You have a pool table, balls and sticks but there are many different games available [1]
The Desert-Conflict Mod offers 4 main GPM's.
Contents |
GamePlay Mode Abbreviations
gpm_ctf = Capture the Flag
gpm_cq = Conquest
gpm_dom = Domintation
gpm_obj = Objective
Capture the Flag
The Capture the Flag GPM is based upon Team A and Team B each having a flag to defend. Players from both teams attempt to take the other team's flag and bring it back to their own flag to score.
- Scenario 1 - If Team A steals Team B's flag, Team B cannot score until the Team B flag is either forcefully taken from Team A or Team A returns the flag to the Team A base. If Team A returns the flag to the Team A base, Team A is rewarded with 1 Team Point and the player who returned the flag is awarded 10 points.
- Scenario 2 - If both Team A and Team B steal each other's flag, neither team can score until a flag is returned to a base.
- Scenario 3 - The winner is determined either by the Team Points or by the amount of time allocated. Both are decided by the server's administrator when the game server is first configured.
On a sidenote, a mini-Mod was released by the Desert-Conflict staff in late 2005 that only contained the Capture the Flag Mod. For a small discussion regarding the Capture the Flag Mod, visit the "Gameplay - Capture the Flag" thread within our Desert-Conflict Forum.
Conquest
The ultimate objective of the Conquest GPM is to reduce the opposing team's "tickets” to zero. This can be accomplished by capturing flags (which also allows the team to spawn at that point), killing opponents, or both. By capturing flags, the team with less than half of the flags or failing to capture a certain number of flags (depending on the map) will have their tickets gradually diminish. By killing an opponent, his or her team’s ticket will decrement by one. Furthermore, if a team has nowhere to spawn and all of its members are dead, their ticket count will instantly go to zero.
Domination
In Domination GPM, the objective is to capture the neutral flag and hold on to it as long as possible. Each side has a few seconds to spawn in at the beginning of each round. If you do not spawn in time, you must wait for the next round to begin. So, it is important to have your kit selection and spawn locations chosen early.
There are two ways to win in Domination: capture the lone flag, or eliminate your opponents. Each map has a lone flag positioned half way between the two sides’ spawning locations. If your team is first to cap the flag, you win that round. Then the next round will begin shortly after that. The second way to win the round is to completely eliminate the opposing force.
Each player is only allotted 1 initial spawn. If you are killed, and not revived in time by a Medic, you cannot spawn again until the next round. This makes teamwork an important ingredient to this style of play. The team with the longest hold-time wins.
The number of rounds required for an overall win of a map is predetermined by the server admin. For example, the server admin may choose 10 rounds.
Objective
The Objective GPM introduces a new objective-based GPM that tasks one team with completing a specific goal; destroying weapons of mass destruction. The opposing team must prevent the weapons of mass destruction from being destroyed. If all weapons of mass destruction are destroyed, the attacking team wins.
