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New Game Mode: Territory


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#21 ManOpeace

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Posted 26 November 2014 - 04:06 PM

Perhaps tweak the base assault game mode by adding something along the lines of this. Each territory gives resources and each team can spend them to call back reinforcements lost into the fight. closer to the home base capture point the more resources they produce. bigger mechs would cost more of course.

#22 TygerLily

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Posted 29 November 2014 - 02:14 PM

View PostManOpeace, on 26 November 2014 - 04:06 PM, said:

Perhaps tweak the base assault game mode by adding something along the lines of this. Each territory gives resources and each team can spend them to call back reinforcements lost into the fight. closer to the home base capture point the more resources they produce. bigger mechs would cost more of course.


Interesting idea...it a weird way it makes me think of Counter Strike and buying guns after each round.

PS, awesome name btw! xD

Edited by TygerLily, 29 November 2014 - 02:14 PM.


#23 TygerLily

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Posted 10 February 2015 - 05:53 AM

Here is a mockup of a map and game. Using Alpine:

Posted Image


In this scenario there are two Turret Control Points, one in J5 and one in G11. Owning a Grid Square with a TCP activates three turrets at your base (owning both activates six). Blue has control of both TCPs so their base has six turrets...

Good thing because Red Team's fast movers have begun back capturing from K11 to K10 in an attempt to link K10 with I9 thus creating a contiguous path and opening up Blue Team's Base for capture.

Blue snagged the lower J5 TCP along their way to F4 and had a little bit of a back capture going on but it seems their fast movers abandoned that to return to base and stave off the Red team.

The Blue Team's main body however is slowly making progress. They marched up into E8: the radio tower. They've taken the road below the tower and are in a shootout with Red's Assaults and Heavies that are perched in F6.

I added it to the OP as well.

#24 Rebas Kradd

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Posted 10 February 2015 - 07:56 AM

Throw in supply lines or repair/rearm stations to legitimize the "square capture" mechanic and it could be interesting.

We just have to honestly examine player behavior and make sure this mechanic would force what we want (i.e. preventing deathballing). Players will tend to take the path of least resistance to victory.

Edited by Rebas Kradd, 10 February 2015 - 08:04 AM.






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