This one's simple. Make a mode that kicks a player that died and a new player fills his spot.
The battle is ongoing and stops when one side's tickets reach 0.
Sure this might look like conquest from BF, but you'd be lying if you said that it isn't fun.
Replacing dead players is here so that it doesn't become a regular CoD deathmatch.
The old small maps are perfect for this mode.
This is exactly how it looks like, a gauntlet. You get thrown in, do damage, get rewarded and spat back out. You then join in again in seconds.
Continuous combat where CBills are earned by how well you do.
Not to mention it's a good base mode for conquering planets in CW.
Here's a neater list of features:
- Every player is rewarded just like in assault, except for the default win/loss 25k CBills. Also a multiplier could be added, that increases as long as you're alive and dealing damage. Stop dealing damage, it stops increasing.
- Dead players are replaced by new ones.
- Both bases are surrounded by walls.
- Walls are high enough to prevent pop tarting over them.
- Walls have several entrances/exits.
- All entrances/exits are protected by a cone shaped forcefield.
- Those in the base can shoot through the shields while those outside can't. Prevents spawn camping.
- Tickets erode continuously whether mechs are killed or not. Killing each other just removes extra tickets, as in, temporarily speeds up erosion of enemy tickets.This prevents base camping.
- The team with the most mechs in the field loses tickets the slowest. This prevents base camping when a new wave of players spawns into the game and realizes that the previous team was winning.
- Once a player exists the base, he can't go back in. This prevents the players from entering/ exiting the base in order to prevent the other team from losing points slower than them. Or just prevents taking pot shots.
- There is no winning bonus. The tickets are here so the game ends at some point.
In other words, the superior team will catch up on tickets while suddenly losing all 8 mechs wont speed up the demise for losers.
The last rule comes from the fact that the base shield acts as a semiconductor. It lets matter through one way but not the other. Also a reason why the defending team can shoot through it but not the attacker.
Mode rewards only those that are active and do well.
Edited by DeadlyNerd, 25 March 2013 - 08:26 AM.