Another mode could be kill the commander. Which in a 8 man is generally in an assault mech at the back of the group calling the shots. It could however be the sneaky raven 3L lol.
When you target the commander your hud could tell you he is the commander and as soon as he is taken down the other team loses.
This could be an all out ecm war to make sure the enemy team can’t target your commander and have no idea which mech they are ment to be shooting at.
Reminds me of supreme commander lol


Kill The Commander
Started by PureRiffs, Apr 24 2013 01:26 AM
8 replies to this topic
#1
Posted 24 April 2013 - 01:26 AM
#2
Posted 24 April 2013 - 02:30 AM
Or the commander could run off in to a corner and power down, making the match nearly endless.
#3
Posted 24 April 2013 - 06:14 AM
I remember doing that with my king in age of empires regicide mode...
#4
Posted 24 April 2013 - 06:40 AM
At the start of the match, each team is given a short amount of time for someone to "Take Command" just as they can now. If after 30 seconds or so no one does then the game randomly auto assigns command. Game ends when the other teams commander is dead.
At the 5 minute mark, the commanders of the respective teams have their positions on the Battle Grid pinged. This happens every minute for the rest of the duration of the match.
I imagine it may be necessary to limit commander to a Heavy or Assault to avoid a 15 minute Benny Hill situation.
At the 5 minute mark, the commanders of the respective teams have their positions on the Battle Grid pinged. This happens every minute for the rest of the duration of the match.
I imagine it may be necessary to limit commander to a Heavy or Assault to avoid a 15 minute Benny Hill situation.
#5
Posted 24 April 2013 - 06:45 AM
I've said this before in a different thread for a mode with one superheavy mech, and it applies here as well.
Game modes like this that place a large amount of significance on one player don't work very well. Your enjoyment is completely tied to the skill of that player, so if they're a troll or even not very good you won't do very well regardless of skill. This is the same reason Valve didn't bring Escort mode to TF2.
Game modes like this that place a large amount of significance on one player don't work very well. Your enjoyment is completely tied to the skill of that player, so if they're a troll or even not very good you won't do very well regardless of skill. This is the same reason Valve didn't bring Escort mode to TF2.
#6
Posted 24 April 2013 - 07:49 AM
FrostCollar, on 24 April 2013 - 06:45 AM, said:
I've said this before in a different thread for a mode with one superheavy mech, and it applies here as well.
Game modes like this that place a large amount of significance on one player don't work very well. Your enjoyment is completely tied to the skill of that player, so if they're a troll or even not very good you won't do very well regardless of skill. This is the same reason Valve didn't bring Escort mode to TF2.
Game modes like this that place a large amount of significance on one player don't work very well. Your enjoyment is completely tied to the skill of that player, so if they're a troll or even not very good you won't do very well regardless of skill. This is the same reason Valve didn't bring Escort mode to TF2.
I miss VIP mode, that was fun.
#7
Posted 24 April 2013 - 09:05 AM
Limit the commander to a Mech that has a command console. So in effect, the matchmaker would have to find an 2 command mechs first and then match the rest of the players..Could be awkward, but makes sense with the commander having a command console

#8
Posted 24 April 2013 - 09:24 AM
Goons have done a few matches(all goon 8v8) in this style. Things don't last long.
As soon as the Commander is identified he would be dead. Although it was fine for screwing around it's not really a good idea for a true game mode unless identifying the commander is part of the challenge. And it would probably work better in 12v12.
As soon as the Commander is identified he would be dead. Although it was fine for screwing around it's not really a good idea for a true game mode unless identifying the commander is part of the challenge. And it would probably work better in 12v12.
#9
Posted 24 April 2013 - 12:29 PM
Interestingly, there is EXACTLY this type of game mode that existed in MW4 mercs.
The game map (it was a custom game map mode played often on the MW4 Sunder Junkies II server) was based on a 12v12 team within a city map. One team was dropped inside a walled space port with a commander atlas (AI) they needed to defend / keep alive for a 10 minute time limit. Team 2 was droped just outside the city border and needed to fight their way in, taking down static defense turrets on top of various sky scrapers. They could take any path they wanted into the massive city to attempt to kill the commander.
Team 1 wins if they either eliminate all of Team 2 or keep the commander atlas alive for the 10 minute duration.
Team 2 wins if they kill the commander atlas (which wasn't too easy considering the static def, the space port walls, the other team, etc.).
All the various routes team 2 could take to get into the city made scouting crucial (considering this was during MW4, where lights were almost useless outside Capture the Flag...) and the various positons Team 1 could take to defend (especially on top of the sky scrapers with JJ's <3) made this game mode incredibly tactical and fun.
Best 2 out of 3 games won. (sides would switch at the end of each round)
The game map (it was a custom game map mode played often on the MW4 Sunder Junkies II server) was based on a 12v12 team within a city map. One team was dropped inside a walled space port with a commander atlas (AI) they needed to defend / keep alive for a 10 minute time limit. Team 2 was droped just outside the city border and needed to fight their way in, taking down static defense turrets on top of various sky scrapers. They could take any path they wanted into the massive city to attempt to kill the commander.
Team 1 wins if they either eliminate all of Team 2 or keep the commander atlas alive for the 10 minute duration.
Team 2 wins if they kill the commander atlas (which wasn't too easy considering the static def, the space port walls, the other team, etc.).
All the various routes team 2 could take to get into the city made scouting crucial (considering this was during MW4, where lights were almost useless outside Capture the Flag...) and the various positons Team 1 could take to defend (especially on top of the sky scrapers with JJ's <3) made this game mode incredibly tactical and fun.
Best 2 out of 3 games won. (sides would switch at the end of each round)
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