Conquest Mode

Conquest is the default game mode of the CastleConquest 2 project.

It is about capturing and holding flags.
If the attackers manage to hold enough flags for a certain time, they win, otherwise the defenders win.

Game Concept (Conquest)

General

Conquest is the default game mode of the CastleConquest 2 project. It is a further development of the game mode from the old "BurgConquest" (official name of CastleConquest 1)

It is about capturing and holding flags. If the attackers manage to hold enough flags for a certain time, they win, otherwise the defenders win.

Summary

There are two teams: attackers and defenders. The attackers start in a dedicated attacker spawn. The defenders, on the other hand, start in the castle.

There are several flags in the castle. These belong to the defenders at the start.

The aim of the attackers is to hold more than half of all flags for 5 minutes. If they succeed, they win the game.

However, the attackers have a time limit of 30 minutes. If they do not manage to fulfill this condition by then, the defenders win.

Rules

Teams

Timers

There are two mutually exclusive times.

The game time counting down when the attackers don't have the required amount of flags to win. When the game time has expired, the attackers lose and the defenders win. The game time is paused as long as the flag timer is active.

The flag timer is counting down then the attackers have the required amount of flags to win When the flag timer has expired, the attackers win and the defenders lose. The flag timer is counting up when until it has reached 5 minutes when it is not active.

If one of the timers expires, an overtime can be triggered under certain circumstances. If the overtime is active, the corresponding timer is stopped until the overtime has ended. See section Overtime for more information.

Required flags

Required flags for the attackers: More than half of all flags.

The default map has 6 flags. Therefore, the attackers need to hold at least 4 flags to meet the required flags amount.

Overtime

Overtime can be triggered if a team is currently capturing so many flags that the timer condition for the team could still be fulfilled if nothing changes in the current situation.

For example, if the attackers have 3/6 flags and are currently capturing 1 flag and the game time expires while they are still capturing that flag, the game time will pause so that the attackers can finish capturing this flag, which will enable the flag timer.

Another example, if the attackers currently have all 6/6 flags but the defenders are currently capturing 2 flags at the same time and the flag timer expires, the flag timer will pause so that the defenders can finish capturing both flags which would stop the flag timer.

For the overtime system, "a team is currently capturing a flag" when the team has any progress on it (States: Capturing, Uncapturing, IDLE with progress).

Spawning

Attackers will always spawn in the attacker spawn.

Defenders can spawn in two different locations. Either in the castle or in the outposts near the villages outside. When the attackers have half of the flags or more (one less than the win condition), they are forced to spawn outside the castle. If not, they can decide if they want to spawn in the castle or outside using the /changerespawn [inside|outside] command.

Money

Players can earn money by killing players, capturing flags or supporting the team. There is also a balancer system which supports players by giving them money when they are to weak.

Money can be used to purchase equipment and tools to break into or to repair the castle.

Equipment System (Conquest)

General

The equipment system differentiates between 3 main categories: Melee, Ranged and Armor.

Each player starts with only a default melee weapon. Players can then upgrade and specialize their equipment using the equipment shops.

Upgrading

Equipment can be upgraded at the equipment shops. In most cases, they are located in the castle, the attacker spawn and the villages. Upgrading works like this:

Downgrading

Involuntary

Voluntary

Get Equipment Info

You can always hover over the item with your mouse to get detailed information about it. This section shows you what the values mean.

Equipment Category

Weapon/Armor Stats

Examples

cc2_conquest_equipment_fire_sword.png cc2_conquest_equipment_firework_rocket.png cc2_conquest_equipment_heavy_armor.png cc2_conquest_equipment_crappy_sword.png cc2_conquest_equipment_rocket_launcher_crossbow.png

Categories

Here you can see the upgrade maps of the categories. The dashed line shows the safe levels.

Melee

CC2EquipmentMelee.png

Ranged

CC2EquipmentRanged.png

Armor

CC2EquipmentArmor.png

Developer Info

Management command

The player equipment can be managed using the /cc2 game players value command.

Usage

/cc2 game players value <player: (UUID|String)> equipment [<category: String> [<id: Integer>]]

Examples

Responsibilities

The ConquestEquipmentSystem handles the equipment. ConquestEquipmentData stores information about one equipment level and contains ConquestEquipmentItems that represents the items of that equipment. The ConquestEquipmentSystem uses the EquipmentSystem (game) as a base. The ConquestEquipmentGUI is responsible for the equipment shop.

Flags (Conquest)

General

Holding flags is the main objective in conquest mode.

For the attackers to win, they must hold more than half of all flags for 5 minutes.

In order for the defenders to win, the attackers must run out of their available time of 30 minutes.

Both timers are mutually exclusive. This means that if the attackers' 5-minute timer is active, the defenders' 30-minute timer is inactive. The same applies the other way round, but the attackers' 5-minute timer counts up to 5 minutes again in the background as long as it is inactive.

Behavior

Status Condition Result
IDLE No enemy team and no capturing progress on the flag Nothing happens
Capturing Other team is in the majority on the flag Capturing progress inceases
Uncapturing Holding team is in the majority on the flag Capturing progress decreases
IDLE with progress No team is on the flag, but there is still capturing progress on it Capturing progress decreases slowly
Tie Both holding team and other team is on the flag with the same amount of players Nothing happens

Appearance in world

Particles

The green or red particles on the ground are marking a flag area. The particle color is the current holding team of the flag. That means, if the flag is currently controlled by the defenders, the particles are green. When the attackers are holding the flag, the particles are red.

Here you can see how that looks:

cc2_conquest_flag_defenders.pngcc2_conquest_flag_attackers.png

Flag Object

A planned feature is that there is an actual flag model in the flag area. Since we currently don't have someone who creates custom models, this feature isn't currently available.

Sidebar

The sidebar shows the flags available. The color of the flag letter is the current holding team. cc2_conquest_sidebar_flags.png

There is also a capturing indicator. It is shown in the color of the team which currently has capturing progress on the flag.

Icon State In this example
cc2_conquest_sidebar_flags_capturing.png Capturing Attackers are capturing A. Capturing progress of attackers increases.
cc2_conquest_sidebar_flags_downcapturing_fast.png Uncapturing Defenders are uncapturing A. Capturing progress of attackers decreases.
cc2_conquest_sidebar_flags_downcapturing_slow.png IDLE with progress Attackers are not actively capturing A, but still have progress on it. Capturing progress of attackers decreases slowly.
N/A IDLE or Tie Defenders hold A without any capturing progress by the attackers, or both attackers and defenders have the same amount of players on the flag.

Flag Locations

Default map

Letter Location
A In front of the main gate
B Center of the Yard
C Tower in the Throne Building of the Yard
D Park (inofficially known as "Oxygen") in the basement
E Dining room in the basement
F Water Generator Room in the basement

Developer info

Control command

Usage

/cc2 game flags [<flagId: int> [area|captureprogressdecreaseidle|captureprogressdecreaseuncapture|captureprogressincreasecapture|captureprogressincreaseidle|capturingprogress|capturingteam [reset]|holdingteam [<holdingTeam: int>|id|location|majorityteam|name]]

Examples

Flag states

How it works internally

Instead of the flag states which are shown to the outside, the flag uses 3 different values which then results in the flag state:

Then there is also the capturingProgress:

Internal values to flag state

Internal name Condition Result Shown name
IDLE capturingTeam not set Nothing happens IDLE
CAPTURING capturingTeam is set and capturingTeam == majorityTeam capturingProgress increases Capturing
UNCAPTURING_BY_OWNER capturingTeam is set and majorityTeam == holdingTeam capturingProgress decreases Uncapturing
UNCAPTURING_BY_OTHER capturingTeam is set and majorityTeam != holdingTeam != capturingTeam capturingProgress decreases N/A (not possible except when using commands)
UNCAPTURING_IDLE capturingTeam is set and majorityTeam not set capturingProgress decreases IDLE with progress
MULTIPLE_TEAMS capturingTeam is set and majority team set to multiple teams value (-1) Nothing happens Tie

Responsibilities