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Game Modes That You Would Like To See?


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#41 Zaptruder

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Posted 19 February 2013 - 09:19 AM

I'd like to see some classic game modes and some base defense game modes.

Capture the Flag; both sides fight for the flag in the middle and bring it back to their base.

Base defense: attack a base with turrets and other fixed defenses. Attacking team to destroy headquarters. They get dropship reinforcements/respawns. Defending side has heavy base defenses, but no respawns. Shortish timer to force action, and to provide defending side with a time limit before they're 'safe'.

Multi-team death match. Instead of 2 8 man teams, have 4 4 man teams. Chaos and hilarity to ensue.

1 on 1 arena mode.

Horde mode: One side outnumbers the other side... but the smaller side gets infinite respawns. Game is played by swapping sides once the larger non respawning side gets wiped out. Winner is determined by timer. Hmmm... not sure how to handle the swap over maybe swap 3 times, so that all players have a chance on the horde side.

Edited by Zaptruder, 19 February 2013 - 09:23 AM.


#42 Kraven Kor

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Posted 19 February 2013 - 09:42 AM

View Postcdlord, on 19 February 2013 - 09:03 AM, said:


How would you stop the "if I can't win, no one will" mentality?


First off, I think that is a valid option for this map.

But:

A: Make the bridge hard to destroy.
B: Hefty loss of XP and CBills for the match if you do blow it up (ie. a small penalty to the team that destroys it, a huge penalty to the guy that did the most damage.)
C: Map design should be such that it is very difficult to fire on the bridge without being open to return fire.
D: There is now "draw" on this match mode. Either one team wins, or both teams lose. MY W/L RATIO BACKBONE!

View PostKylere, on 19 February 2013 - 09:13 AM, said:

Convoy escort style missions in any game causes me to cheat. Crappy AI does not work well with a fast paced game.


Take the AI out of the equation.

The vehicles you escort are just moving capture points. You don't "blow them up" you just have to be in the capture box without any opposing mechs in the same cap box.

#43 Kraven Kor

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Posted 20 February 2013 - 08:44 AM

Siege

Could be on River City map. Single base, with defenders having a fortified position with lots of cover and only a few angles of approach. Attackers, however, have artillery. The defenders have to neutralize the artillery, and defend the base. Attackers have to capture the base, and get a bonus if they defend the artillery. "Respawn" should be a "Reinforcement Wave" every five minutes. Artillery should just randomly cause some AoE damage in the defender's base, unless they implement the artillery strike stuff they had previously talked about.

Bug Hunt

BIG map. Attackers spawn at a random location while defenders always spawn center. Attackers have 5 waypoints they need to scout and "cap." The cap takes 2 minutes regardless of number of mechs present. Defenders need only prevent the attackers from successfully getting all 5 points in the 15 minutes - but they can't see the waypoints. Speed is king.

Edited by Kraven Kor, 20 February 2013 - 08:50 AM.


#44 Kraven Kor

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Posted 20 February 2013 - 08:56 AM

And the Walls come Tumbling Down (or Jericho)

Similar to siege, only now the goal is to breach a section of a walled city. Defenders get to be on the wall, which offers high ground and good cover. Attackers have multiple cap points along the wall - if they can hold any one cap point for 3 minutes, they breach the wall and win. Defenders have to actually remove all enemy mechs from the cap point to reset the 3 minute timer. If the attackers win, we see Arrow IV missiles breach the wall (the attackers are merely "spotting" for an Arrow IV system.) If the defenders win, we see something destroying the Arrow IV unit(s).

#45 Kraven Kor

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Posted 21 February 2013 - 10:10 AM

Hell, the Gold Rush game mode of BF3 could be adapted to work very well here.

Set up a map with multiple capture points that have to be capped in order. Forces fight at the current cap point, while "respawns" via Dropship Mutator or whatever could fit right in as well - if the attackers take a cap point, any dead defenders immediately "spawn" at the next cap point to start defending. If the attackers lose a mech, that player respawns in one of their four mechs at their initial drop point after a few minutes. Game ends when one team is out of mechs, or all cap points are captured by the attacking team.

Just don't call it "Gold Rush." Call it "Advance" or "Forward Momentum" or, well something more Battletech-y :lol:

#46 Xigunder Blue

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Posted 21 February 2013 - 10:30 AM

Ummm...Have a general terrain (any type) with a village. Buildings in village are destructable. One side defends the village, one side attacks. After match, if remaining buildings outnumber destroyed buildings the defender gets xtra reward. If opposite the attackers get xtra reward. Increase time limit to 20-30 min. Object is to destroy enemy mechs with xtra rewards based on building destruction/survival. Winner is team that destroys all enemy mechs.

#47 Kraven Kor

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Posted 22 February 2013 - 10:55 AM

View PostXigunder Blue, on 21 February 2013 - 10:30 AM, said:

Ummm...Have a general terrain (any type) with a village. Buildings in village are destructable. One side defends the village, one side attacks. After match, if remaining buildings outnumber destroyed buildings the defender gets xtra reward. If opposite the attackers get xtra reward. Increase time limit to 20-30 min. Object is to destroy enemy mechs with xtra rewards based on building destruction/survival. Winner is team that destroys all enemy mechs.


Just keep in mind most such game modes (in my experience) are almost impossible to win for the defenders, it seems.

Look at Gold Rush on BF3. Winning as the defender is almost a legendary accomplishment, as all the attackers do is lob missiles and tank rounds at the crates from afar. Probably could be done "right" but I think anything with destroyable objectives should probably use some type of capture and control mechanic.

Just my thoughts.

#48 Joseph Mallan

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Posted 22 February 2013 - 11:00 AM

Raid. one side defend one side assault and capture X (A case of beer) then leave the map from drop point.
Raiders get XP bonus for surviving members and enemy kills.

Defenders get bonus for complete repulsion of the enemy force and for enemies killed.





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