I made the following rules:
- - It should be about killing mechs
- - It should be dynamic in many ways to prevent stagnancy
- - It should prevent deathballing
- - It should be doable with current assets
- - It should offer something new
1st step: Matchmaking
The matchmaker takes the three heaviest mech in each team and puts them each one of them in their own lance. Then fills up each lance with the next heaviest mechs, and so on.
So you get for example:
Alpha lance: 100t, 60t, 30t, 30t
Beta lance: 95t, 75t, 50t, 20t
Charlie lance: 100t, 80t, 60t, 55t,
The heaviest in each lance is the golden duck.
2nd step: The Map

The map has checkpoints all over the map (green and blue points). Think of them as rescue pods for example, which you need to gather.
Its devided in 2 rings of checkpoints.
First ring is the main ring, which is on the very outer edge of the map (green).
Second ring is more in the central area of the map and also incorporates the center of it (blue).
One team is the duck team and the other team is the hunter team.
Each lance of the duck team is placed on the outer ring as far away from each other as possible.
The hunter team is placed together in the center of the map.
All checkpoints have one AMS and one SRM turret.
3rd step: Ready, steady, GO!
The ducks have to move clockwise around the map, through the checkpoints, led by a pathway with green lights (remember the tutorial?).
The other mechs in the lance have to protect the duck. Lets just say only the duck can catch the signal from the rescue pods and knows where they are.
Every time the duck reaches checkpoint the turrets are being activated for the duck team.
The hunter team has to kill all ducks. However, if the ducks reach a certain amount of checkpoints, they win.
Deathballing onto one lance and killing one duck lance after another won't lead to success, since the other ducks will reach too many checkpoints in that time.
The hunters have to split up to have a chance!
Hunters can't activate turrets in the outer ring.
Question: How many checkpoints have the ducks to conquer?
Answer: It depends! On the weight of the ducks. The heavier all 3 ducks are together, the LESS checkpoints they have to conquer.
Example (don't take this numbers for set in stone):
If the ducks weight together 280-300 tons they need 8 checkpoints together.
If the ducks weight together 200-220 tons they need 14 checkpoints together.
4th step: A dead duck is a good duck, or is it?
If the hunters manage to kill one of the 3 ducks, the inner checkpoint ring opens.
The inner ring is an alternative way to cross the map, because it goes through the center of the map. So when a duck lance realizes the duck lance in front of them is dead, they can turn right into the center and try to shorten over to the other duck lance.
However, if a hunter reaches an inner ring checkpoint, the turrets in that checkpoint belong to him.
Question: What if the ducks try to deathball and go through the checkpoints together?
Answer: It won't work, since each checkpoint can only be activated once. So deathballing would take 3 times longer to win for the ducks than to split up.
5th and final step: Resolution
If the hunters manage to kill all ducks, they win.
If the ducks manage to get the needed amount of checkpoints, they win.
Variables:
Number of checkpoints to conquer by the ducks is variable.
Number of total checkpoints in each ring is not set in stone at all.
The hunters can't see which mechs are ducks. So if a lance has two equally heavy mechs, they can't tell which one of them is the duck until they kill both.
Conclusion: I'm just putting this out into the open. You can debate on it, you can tell me what I didn't think of, I'm happy to take it into account. There is no better way to test my idea than to throw it into the shark tank that is this forum.
I think it would make a really dynamic and turbulent gamemode, which can't be foreseen early into the match, since its highly dependent on the mechs in both teams.
It opens up new routes on the maps and decentralizes them early into the match. It forces teams to split up but still work together across the map.
Discuss!
Edited by TexAce, 22 March 2016 - 01:55 AM.