THE DOME
WELCOMES YOU!
(This post will be updated as new information becomes available on the DOME mod)
Site: http://thedomesoasemod.freeforums.org/
THIS MOD IS FOR VANILLA SINS! NOT ENTRENCHMENT (though it is possible I convert if the demand arises)
Greetings,
Before we begin explaining the variant game modes that we are trying to incorporate into the DOME mod (and that I really hope will be added into the second Sins expansion), I would like to, on behalf of the DOME team (EvilTesla-RG and myself), thank Blair/Craig for mentioning this mod in their interview. A great privilege and ego-booster it was. +_+
As some of you have probably heard, the DOME mod is a little mod devised with the sole purpose of adding NEW GAME MODES and thus is intended only for MULTIPLAYER games (Ai being unmoddable and incapable of grasping the concept). These modes add new game styles in the sense that "conquer" is not the only means of victory anymore. For example, the Victory Point mode forces you to capture and retain various extractors in order to gain points to win (for full description: see below) or Escort mode where you must elude a superior enemy and safely manoeuvre your Escort to the designated victory area. The DOME mod also has the goal of reducing game times to a more manageable window of 30-45 min MAXIMUM.
Now in the lines to follow, I will explain each game mode that we are planning (or have already incorporated) into the DOME mod. To make the reading as simple as possible, I've decided to follow a guideline for each mode. Thus, I will describe each mode in 6 stages.
Name: Name of the mode
Overview: What this mode is all about.
Special Rules: What makes this mode special and shine out from all the rest.
Map: Picture is worth a thousand words. With the map, you will be able to imagine the exact starter position in the game.
WILL BE ADDED AS THE MODES THEMSELVES PROGRESS.
Completion: In percentage, shows how far we are in the implementation of this mode.
Additional Comments: Personal opinion of the mode.
1) DOME (Deathmatch)
-Overview: My baby, the origin of this entire mod, the DOME play mode is a simple head-on collision between several players which allows no backing down. Players are confined to their homeworlds by the Engagement Countdown, a custom built PJI which restricts phase travel whilst providing a countdown (as his name implies) of ten minutes. This countdown acts as a "prep time" allowing opponents to create fleets, research,etc. After ten minutes, it automatically detonates allowing phase travel and basically beginning the battle.
Deathmatch offers no ways to escape or retreat, once the battle has begun, whoever is the last standing or the first to destroy the opponents homeworld is declared victor.
-Special Rules: 1 modified dead asteroid (no resources income) with enhanced logistics/tactical slots, DOME starter package containing 8 combat/non-combat labs, 1 frigate/cap factory and 30K credits and 10K metal/crystal and the Planetary Shield Generator (see additional comments).
Dome siege frigates are also equipped with "Bounty" abilities which allow you to gain a monetary boost whenever an enemy frigate or capital ship is destroyed in range.
-Map: ----INCOMING----
-Completion: 100% operational.
-Additional Comments: This mode introduced the foundation of all DOME game modes, the Planetary Shield Generator, a structure which, until destroyed, provides your homeworld with 100% damage mitigation FROM ALL SOURCES as well as 6 squadrons.
2) Capture the Flag (CtF)
-Overview: Follow-up of the Deathmatch, the Capture the Flag mode is exactly what it implies, a race to the middle of the map in order to capture the "Flag" and skillfully manoueuvre it back to base where you're Planetary Shield Generator's "Disable Grid" ability can disable it's "Safety Grid" (custom ability which disables ALL abilities of vessel until in range of Planetary Shield Generator) and allow it (if the "Flag"'s anti-matter is filled) to destroy the opposing planet in one swift chop! Though it may sound easy, the Flag is located in the centre of a Pirate filled base which will easily annihilate any rush fleet, the vessel in itself is a burden to move as it's speed is slower than a cap ship, thus be careful to escort properly, lest you lose it to a wandering Dresden
.
-Special Rules: This mode includes the basic DOME starter pack except that your Planetary Shield Generator posseses the ability to spawn "Dresden"s, the only ship capable of capturing the flag.
Usual 10 minute countdown timer.
-Map: ----INCOMING----
-Completion: 100% operational
-Additional Comments: This map contains the basic Homeworlds for players and the Pirate base with the Dresden at its core, for the actual map, you will notice in the map, that all other orbit bodies (except the wormholes) are asteroid fields which contain one crystal and one metal extractor. These hold a dual role as they provide vital resources to replenishing your fleet (and Dresden's) as well as allow a nice view of all activity in the gravity well.
My personal favourite as it adds a real sense of tactics in the game. No longer will "the biggest fleet win". Now it's all about cleverly choosing your ships and countering your opponents moves. A challenge EVERY TIME!
3) Siege/Assault
-Overview: The good old, one defends/one attacks mode. Siege (or Assault, however you want to call it) sets you either in the skin of the attacker, a three planet holding industrialist capable of building massive quantities of ships in order to steamroll his opponent or the defender, a tech-savy fellow who possess mediocre building capabilities, but that are largely made up by the fact that he may research at increased times and lower cost. Leading to less but better ships.
-Special Rules: ---INCOMING----
-Map: ----INCOMING----
-Completion: 60% complete (missing 2 abilities for defender and have to invert player map positions)
-Additional Comments: Very interesting and exciting mode.
4) Escort
-Overview: Newest addition in my crazy list of modes, the Escort will take you in the hands of an "almost" predefined convoy whos goal is to reach the designated point on the map. But of course, between that point and yourself, lies a lurking enemy, preparing to strike at the next orbit body or send ships from behind to disrupt your convoy.
-Special Rules:
-Map:
-Completion: 10% (Idea Stage)
-Additional Comments:
5) Victory Points
-Overview: Timer is set for 30 minutes before both your opponents and your own planet auto-detonate leading to your simultaneous destructions. In the meantime, go out there and capture extractors which will deliver you "Victory Points". The further away you venture into the system, the higher the rate of the extractors. Hold the most points before the end of the timer and victory is yours.
-Special Rules: INVULNERABLE BASES to ensure that it's all about the extractors and not backstabbing
. Also, this mode will use the "Everything is FREE" principle to ensure that not team may salvage or save their resources (which act as the Victory Points) in order to gain the upper hand.
-Map: ----INCOMING----
-Completion: 30% (Idea is completed and map components are created)
-Additional Comments: Extremely tactical from my point of view. Be prepared to having to micro manage several fleets in several sectors as you struggle to hold as many extractors as possible.
6) Survival
-Overview:
-Special Rules:
-Map:
-Completion:
-Additional Comments:
7) Homeworld
-Overview:
-Special Rules:
-Map:
-Completion:
-Additional Comments:
8) King of the Hill (KotH)
-Overview:
-Special Rules:
-Map:
-Completion:
-Additional Comments:
THANK YOU FOR READING!
-ShadowMastiff2468- (Mod designer)
-EvilTesla-RG (Beta tester-Aid/Support)