Rampage, on 01 August 2016 - 01:20 PM, said:
It is a good idea. The only problem is that new maps and assets would need to be created plus the logistics to tie everything together. I would guess that it would take 6 months or more for PGI to produce this if they were inclined to do so.
Honestly, there probably hasn't ever been a better time for PGI to put in the time and energy necessary to do this.
PGI has just hired a slew of new artists, coders, etc. And many of the asset creation folks are largely working on updating and fixing the current slate of maps.
I think most people can agree that Invasion is a dead end, and we're probably better off not wasting any resources trying to make that mode better if there is an option of adding a better one instead. The map effort for QP is centered mostly around getting all of the existing maps up to the more modern format. I don't think too many people would shed a tear if PGI were to staff off of making Canyon Network bigger, for example, and put them on creating maps for a mode like I've described.
Luckily, there's no more difficulty involved in creating maps to function in this "Rush" mode than there is in creating existing maps. Nearly every system to make the mode work already exists in the game. All of the objective types will be (if only at first) adapted from ones that already exist. Introductory maps for the mode can make use of the extensive catalog of existing art assets. Invasion already features multiple sequential objectives and triggered events. It's just a matter of putting it all together.
The one thing that really doesn't exist is spawn locations that change depending on the state of the match. But this is actually ridiculously easy to "code." I'm not even sure it would take anything so complicated as coding to accomplish.
Realistically, these maps can be rolled out and tossed into FP as they become available as an optional mode within the Invasion queue. That way we wouldn't have to wait until 6 or so maps were fully formed and ready to drop at once. It would also provide an opportunity for PGI to test the waters on a trial basis with the community to tweak and tune the mode before taking what they've learned into the remaining maps.
So I suppose I'd have to pose the question to the community at large:
Where would PGI's resources be better spent? New or updated maps for Quick Play, or new maps and new mode for Faction Play?
pyrocomp, on 01 August 2016 - 02:10 PM, said:
Take time to look at UT2004 Assault Mode. Specifically the Tank mission. Scale up for mrchs and it will fit better your description.
I think you could safely say that game types like UT's Assault mode are certainly the spiritual parents of Rush. Anyone who's enjoyed UT's Assault or similar modes would probably love what I'm putting forth here.