Sjorpha, on 04 March 2016 - 07:02 AM, said:
The basic idea is not bad
Unless you mean 'having a king of the hill mode' then I'd argue it objectively is bad.
- Capping is only possible when no enemies are in a giant circle AND you have not taken damage in the passed 5 seconds
- No competent opposing team is going to let this happen for more than several seconds unless they're already losing on kills
- The side objectives take away from the opponent's cap time and do nothing to your own.
- So the only reason a team ahead on cap would care about this is if they are not ahead on kills. That means the opponent -is- ahead on kills and chose not to just press the advantage... Again, no competent team would make that choice.
What you end up with is a game mode that only serves to offer a specific focal point to team deathmatch. Now objective game modes in competitive action games serve 2 purposes:
(1) Offer an alternative victory condition and potential comeback mechanic for a team behind in combat
(2) By virtue of the first point: they implicitly apply additional rules to combat that significantly change how you play.
Well (1) is off the table. As I outlined above you win this objective -by- killing the enemy, not as an alternative to it. So how about (2)? Well there might be something to this at least except that the cap area is both static, and huge making it both predictable and very generous. The only result on gameplay is that fights will necessarily revolve around, if not always in the cap.
But how will fights play out? However fights always play out in a given meta. Your goal to win by elimination? Shoot the enemy team. Your goal to prevent a loss on the objective? Shoot the enemy team.
The actions to reach each victory condition should not be the same.
Alistair Winter, on 04 March 2016 - 03:29 PM, said:
Dynamic game modes, please.
Dy-nam-ic.
You know, objectives that move around by themselves and/or are moved around by players? Yeah, that'd be pretty cool.
Star Conflict has an amazing example of how to do a very simple King of the Hill mode that's still dynamic. At known and announced intervals the hill is moved to a new, known location across the map. A team that can't find a good engage on the current hill can go and set up at the next.