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Iron Wolf Saber
Den of Swords
9858
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Posted - 2013.11.04 11:43:00 -
[1] - Quote
Game Modes
Launch
Attack/Defend Fight.
Launch is a Count down based capture the objective game mode where the attacking MCC has to destroy the defenders rocket launch to prevent a transaction of materials being launched into space for pick up by eve players. Window of attack is very limited and the attacker is based on a bidding system of who can get the most clones there to assault the district. In high sec clones are normalized.
Attackers have 15 or LESS minutes bring down the anti-MCC defenses and capture reactors which then fuel thier MCC's siege cannon long enough to scrap the launch. Attackers that can maintain fueling for 4-6 minutes will win the match. Alternatively Attackers could attempt to hijack the launch controls which will be very difficult due to the permanent defender CRUs nearby and multiple attack routes from the CRUs to the control panel. If the attackers gain control of all panels when the launch timer reaches zero and they do not destroy the rocket they will be awarded with control of the rocket, and be given its location in space for pick up by their own pilots. Attackers capturing heavy null cannons would only virus lock the null cannon temporarily preventing firing as AV software fights it off.
Defenders have 15 or LESS minutes to prevent significant fueling attempts to the hostile MCC siege cannon and speed up the fueling process for their own launch by capturing the reactors thus speeding up the clock. If defenders managed to control all the fuel lines they can significantly shorten their needs to win by 10 minutes if they maintain control. Defenders can also attempt to destroy the MCC and remove viruses on the heavy null cannon making their lockouts shorter extended period of time. Defenders should be careful to not let ALL of the launch control panels fall to the enemy.
Outpost is armed with non null cannon weaponry and will destroy the MCC if there is a sign up but no show.
New UI elements required Fuel Bars Two Objective Rows One for null one for control panels.
New Outpost Orbital Transport Launchpad
Sabotage
Attack/Defend Fight
Sabotage is an attempt to destroy a ship under construction before it launches and at the peak of most damage high just happens to be when the reactor has just been fired up the event that makes it detectable and is a clone based and objective HP bar based game.
The window of opportunity to attack is based on what is being built and its last 10% and similar to launch the highest bidding attacker gets priority in the attack.
Attackers must once again assail the outpost with a seige cannon with their MCC while weathering the outpost's defenses the objective is to destroy the ship being built there, or trick the defenders into blowing up their own ship by overcharging it. Capturing the reactors will deny the defenders ability to recharge the defending ship's shields which prevent's a portion of the seige cannon's damage. However the MCC in seige is vulnerable to null cannon attacks which controls are nested in the defender portions of the field.
Defenders are at a vantage with their null cannon controls but without the reactors nested inside the attacker's zone it will make it difficult to keep shields up under the seige and if they do nothing to bring the shields back up the ship will be lost. Defenders also have to be very careful to how many reactors they capture for capturing too many will overload the ship and blow its core up.
Attackers could allow the defenders to overload their ship but risk having all the damage they dealt so far nearly undone and significantly slow their seige cannon attacks needed to breach the ship's integrity before outpost defenses and null cannons finish it off.
The reactors in question have a lock out timer and reset to neutral after a set time.
Full control wins are netted in 5 minutes game should run 20 minutes if neck and neck.
New Outpost Planetside Shipyard
Transport Ambush
Even Team Fight
New Orbital Material Assets known as the Drone Hive procures a walker drone that defends the local area with its weaponry but when commandeered can leave the hive at the controller's use. The drone is the only machine capable of carrying a bomb. Drones are not terribly too powerful to kill but the firepower and mobility they have is a menace to infantry. They are not customizable and are not effective anti vehicle weapons but anti vehicle methods are effective against them as are heavier amounts of light infantry fire. (approx tough as 3 lavs but as vulnerable)
The Objective is to commander one of few drones with the bomb carried and deliver it to the hostile controlled reactors. Doing so lowers the hostile drone production. Bombs are produced on both sides at regular intervals. Drones destroyed drop the bomb making it vulnerable to be picked up and used against their former masters. Every bomb has its own timer and will go off if not delivered in time. Game ends when all clones are exhausted or time expires with most clones left winning.
Harvest Ambush
Squads will attempt to control a mining facility to ensure materials harvested are sent to their transport vehicle. Due to the dust and hazards MCC weapons and null cannons cannot be fired in this area without destroying it all and are prohibited in this fight so only small squads can be deployed to the location making it a potential hotspot of conflict.
Every 30 or 60 seconds a material pod is produce and is sent to the squad with the most control. Game ends when all pods are issued out. Winner is the squad with the highest pods and then clones left. All captured pods however regardless of status of victor or not will be kept as captured.
Variants
Scramble Harvest
Controls for the facility change with every harvest cycle forcing a squad to remain mobile to assure dominance.
CPM 0 Secretary
Omni-Soldier Specialist
Curren/t Theme \\= Advanced Heavy Machine Gun =// Unlocked.
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Canari Elphus
Ancient Exiles
774
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Posted - 2013.11.04 12:37:00 -
[2] - Quote
I cant find the thread as it was months ago but there were a couple modes that a few of us came up with that would be much different than what we have now and would make use of the entire terrain map.
Convoy Defend
A team of mercs has been contracted to defend a supply convoy transporting key goods to a transport depot. The convoy is NPC controlled but players can man the turrets on them. It moves at a constant rate over the map. The attacking team must take them out at all costs. Each transport vehicle has its own onboard CRU to aide in its defense.
This gamemode is better served for vehicle users as it will require them to keep ahead of the convoy and scout for ambushes.
Gauntlet
A ship transporting mercs to the battlefront with crucial intelligence has been downed. Communications have been disrupted meaning that the mercs cannot send the info digitally. They must now survive the gauntlet and get to an awaiting transport to get out of the hotzone. The defenders are not sure exactly where the mercs went down and must scout the area to find them and take them out. The stranded mercs must capture CRU points along their preferred route or use uplinks to continue their progress. The game ends when all the mercs reach the transport point or their remaining nanites for clones are depleted.
- Vehicles can only be called in at certain outposts where the communication disruption can be broken through long enough to send a short message to an RDV. Unfortunately, it is still too powerful to be kept open long enough to send the data.
Proud Sponsor of the United Lamp Post Defense Fund. "Protecting Our Skies For A Better Tomorrow"
¯¯¯¦¬¯`GÇó.__Gÿ+
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xxwhitedevilxx M
Maphia Clan Unit Unicorn
862
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Posted - 2013.11.04 14:07:00 -
[3] - Quote
They're actually great ideas!
- An unstoppable force of Rainbows.
- First love-quitter in the history of video games.
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M McManus
Sinq Laison Gendarmes Gallente Federation
201
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Posted - 2013.11.04 14:22:00 -
[4] - Quote
IWS "don't do" english either does he ? |
Harpyja
Royal Uhlans Amarr Empire
723
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Posted - 2013.11.04 15:20:00 -
[5] - Quote
You should change your title IWS, I love your ideas! They also most definitely feel like you're a part of New Eden. I can't imagine a more beautiful game ending where a rocket launches up to space to deliver cargo! CCP should make game endings occur during the last minute of gameplay, rather than end the game and show a cutscene. I want to continue fighting as my MCC gets blown up, or as I watch a beautiful rocket launch.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Cody Sietz
Bullet Cluster Legacy Rising
1337
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Posted - 2013.11.04 15:43:00 -
[6] - Quote
I doubt anyone could call these bad ideas. |
Tyjus Vacca
Valor Coalition
51
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Posted - 2013.11.04 16:06:00 -
[7] - Quote
like all of those (convoy too) add in one where we escort VIPs and im sold. |
Pent'noir
Algintal Core Gallente Federation
174
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Posted - 2013.11.04 17:32:00 -
[8] - Quote
They aren't bad. I'd enjoy them. Something that i'd like to see again is progression matches like skirm 1.0. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6907
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Posted - 2013.11.04 17:37:00 -
[9] - Quote
I very much like the mode with the drones delivering bombs idea. I do appreciate you putting thought into this instead of those annoying generic CTF mode requests. I love original ideas for modes, especially when it involves unconventional elements like drone commandeering.
Here are some of my requests: Confrontation
KAGEHOSHI Horned Wolf wrote:A game mode composed of 3 stages. Winning 2 out of 3 means victory. If a team won the first 2 stages, then the 3rd stage should be skipped.
Stage 1 - Defense Relay: Neutral (no attacker/defender). Both teams fight over a defense relay which gives winning team control of the installations and outpost in the next stage. Holding the defense relay fills a bar, and the first team to fills their bar first wins the first stage. This is akin to Domination since there is only one neutral objective. There could also be variations where there more than one defense relay.
Stage 2 - Oupost Control: Attack/defend. Defense Relay (stage 1) winners become the defenders, and their clone reserves increase by 100 because of the clones stored in the outpost. Attackers must breach the outpost and must plant charges to destroy the bulk clone storage sites (and decrease defender clones by 100) to win; 5 sites each containing 25 clones for example. Defenders can win by depleting the attacker clones. Losing stage 2 for defenders means the extra 100 clones is destroyed.
Stage 3 - Ambush: Neutral. We all know how Ambush works. Ambush is the logical continuation of Outpost Control (stage 2); in Outpost Control both teams try to take out the other's clones, the attackers do it by blowing up clone storage sites, and the defenders do it by just killing the attackers. Once the clone storage sites are destroyed, it only makes sense that it would just be Ambush.
This specific order ensures that at least one battle is neutral, and at least one is attack/defend. This makes it more interesting IMO.
This is not intended for planetary conquest.
IMPORTANT NOTE: If you are worried about the 100 extra clones gained by defenders in stage 2 being a balance problem stage 3 (Ambush), remember that winning 2 out of 3 stages automatically ends the battle. If defenders win Stage 2 (Outpost Control), then it means they won 2 out of 3 stages (thus automatically ending the game), because to have been the defender of stage 2 means you won the previous stage. If attacker wins stage 2, then the defenders won't have an extra 100 clones to use in Ambush since attackers winning means that they destroyed those 100 clones in storage. This means there will never be a scenario where the defenders of stage 2 could use the clone advantage they received from stage 2 to win stage 3.
Scan an Destroy
KAGEHOSHI Horned Wolf wrote: Starts with 2 teams, each team has an MCC. The MCCs are shooting each other.
Each team has 3 to 5 cloaked hidden missile defense arrays (MDA) that shoots down (preferably with a kickass laser) incoming missiles from the enemy MCC.
There are 3 neutral objectives. These objectives are massive scanner installations. If you hack 2/3 of the scanner installations, they will scan and locate 1 of enemy's MDAs.
Once your scanner installation locates and decloaks an MDA, the MDA will be marked on your team's HUD/map, and it will be destructible by hacking, or by damaging. Until it is scanned, MDAs will be cloaked and indestructible. There will be a few minutes for the "attackers" to destroy the spotted MDA before it cloaks again, and becomes indestructible.
After a spotted MDA is destroyed, control of the scanner installations reset back to being neutral.
The goal is to gain control of the scanner installations in order to locate and decloak your enemy's MDAs (missile defense arrays), and then destroy them. Destroying MDAs will allow more of your MCC's missiles to successfully hit your enemy's MCC, thus allowing your MCC to destroy the enemy one. Furthermore, this. Just because.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads Gû¦Gû+
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Dunk Mujunk
RestlessSpirits
221
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Posted - 2013.11.04 17:47:00 -
[10] - Quote
Iron Wolf Saber wrote: Game Modes
Launch
Sabotage
Transport Ambush
Harvest Ambush
Is this soon, SoonTM, or just brainstorming? |
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Flix Keptick
Red Star. EoN.
1141
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Posted - 2013.11.04 17:50:00 -
[11] - Quote
Good ideas, would ad diversity and a bit more connection with EVE :D
"Please don't"
GÿåForum warrior lvl.1Gÿå
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Spkr4theDead
Red Star. EoN.
1196
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Posted - 2013.11.04 17:57:00 -
[12] - Quote
WE'RE GETTING MECHS!!!!! *wets self*
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Leovarian L Lavitz
NECROM0NGERS
756
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Posted - 2013.11.04 18:09:00 -
[13] - Quote
New Game Mode: Logistics Interception
Logistics interception is an all moving gamemode where the attacker and defender's MCCs are chasing a gargantuan land train on its route to wherever it's going. In this game-mode the train is automated and its defenses mounted along the top and sides fire at anyone who comes into range of the train. However, it's null-cannons must be hacked to begin firing. The top could have rows of blasters, rail guns and missile turrets.
Entry into the train is via LAV or Dropship. The rear of the train has an on-ramp guarded by an internal blaster and rail-gun. The top of the train has many smaller infantry entrances. There is vehicle route through the train and each connection between segments is guarded by automated blasters and rail guns. Hacking these defenses gives your team an edge. The attacker's goal is to arm each segment of the train for destruction and finally reach the head of the train and arm it. Once all segments are armed the match ends 1 minute later with a zoom-out explosion of the train. They can also focus on destruction of the enemy's MCC
The defender's goal is the destruction of the enemy mcc or disarming the self-destruct mechanisms. At the end of the match, the attackers are paid based on how many cars they hacked, with a bonus payment if they managed to win via train. Winning the train gives some eve-side reward and dust-side reward. It doesn't change district ownership. Attackers who win the match reduce the maximum clones or other resource that district can produce or something.
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Iron Wolf Saber
Den of Swords
9884
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Posted - 2013.11.04 18:22:00 -
[14] - Quote
Dunk Mujunk wrote:Iron Wolf Saber wrote: Game Modes
Launch
Sabotage
Transport Ambush
Harvest Ambush
Is this soon, SoonTM, or just brainstorming?
Late night brainstorming.
CPM 0 Secretary
Omni-Soldier Specialist
Curren/t Theme \\= Advanced Heavy Machine Gun =// Unlocked.
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Spkr4theDead
Red Star. EoN.
1196
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Posted - 2013.11.04 18:36:00 -
[15] - Quote
Iron Wolf Saber wrote:Dunk Mujunk wrote:Iron Wolf Saber wrote: Game Modes
Launch
Sabotage
Transport Ambush
Harvest Ambush
Is this soon, SoonTM, or just brainstorming? Late night brainstorming. Damn you to hell.
I thought we were getting these. Tar and feathers for you.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Iron Wolf Saber
Den of Swords
9884
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Posted - 2013.11.04 18:39:00 -
[16] - Quote
Somemore.
Hellfire
Attackers have prepared a lengthy seige on a district and setup a nearby artillery district to shell this district SI clean off the map. Defenders must defend shield relays to prevent damage. Unquestionably without outside interference the shield relays will hold from the artillery fire. This is where attackers come in to try to disable relays to open up holes in the district for artillery fire to fall through.
Artillery firing is going to be in a logical circular pattern and is indiscriminate thus capable of killing the attacker in the zone if caught in the fire.
Defenders goals is it clone out the enemy or ensure their districts HP does not run out before the ammo count of the attackers do. While bringing up shields in exposed areas.
Attackers must bring down the shields in an order to follow their artillery pattern. A well timed shield take down will net a swift victory. Poorly mismanaged shield takedowns may result in no victory as defenders bring the shields in that sector back up in time to prevent damage. Attempting to hold all shield relays will stretch both sides very thin and expose them to artillery fire, so proper and careful deployment of available forces will be needed.
Defenders have primary control and default spawns inside the SI. Attackers have a few attack vectors from the outside.
Orbital Hellfire
An Eve Online ship in orbit has saw fit to remove one of your districts off the face of the planet with the use of a surgical XL cannon strike. The ship in orbit is a dreadnaught and requires a special seige mode to initiate the battle however it is vulnerable to attacks from space and a possible counter attack via orbital artillery.
Attack ground troops have two goals, to set up the beacon for the strike and lowering the districts shield strength. Unlike regular hellfire where the shield relays where sectional to protect against orbital strikes all shield relays are configured in an over laying pattern instead increasing overall strength.
Multiple Beacons are spawned outside defender control on a regular basis and may require a utility vehicle to put into one of several key strike locations. Drone hives may be used for the task as well. Attackers then setup of the beacon which produces a very visible to everyone on the map broadcast location and a timer to strike availability. Locations include power reactors for the facility and shield relays themselves. Beacons are destroyable by the defenders preventing any orbital strike locks. Beacons and all forces in the area are also killed when a strike hits. Timer and number of strikes would be needed to keep things interesting for both pilot and ground forces.
CPM 0 Secretary
Omni-Soldier Specialist
Curren/t Theme \\= Advanced Heavy Machine Gun =// Unlocked.
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Dunk Mujunk
RestlessSpirits
221
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Posted - 2013.11.04 19:12:00 -
[17] - Quote
Spkr4theDead wrote:Iron Wolf Saber wrote: Late night brainstorming.
Damn you to hell. I thought we were getting these. Tar and feathers for you.
Lol. Since we are just throwing stuff out there-
Factional Warfare Supply Line Sabatoge
Indoor map, takes place in Warp Gate (from Eve). Have a rotating objective setup. 1 main objective available at a time to capture (vital systems for warp gate). Attackers hold objective for bombardment targeting from attacking MCC, Defenders hold objective to scramble targeting and avoid Warp Gate system damage. Once an objective has been held (not yellow) for something like 5 minutes, it shuts down and a new one pops up somewhere else. Maybe have 4 total.
Make side objectives available to assist each team. Maybe a control room that could either strengthen the Warp Gate shields around the area being attacked, or shut down the shields over that same area. Make side objectives not utterly 100% required to win, but make them important enough so that people fight over them. And when the main objective switches spots on the map, the control room does as well.
Have it setup so there is the possibility of a draw. Obviously, if the attackers do enough damage, Warp Gate functionality suffers. If the attackers don't do enough damage to justify a retreat, their MCC is destroyed (being in hostile space and all). Extremely low Warp Gate damage= Attacker loss, extremely high Warp Gate damage=Attacker win, somewhere in the middle= draw.
As I said this would be a FW battle, and if the attackers win, the Warp Gate the battle took place at would go off line for real in Eve for say, I don't know 10-15 minutes? Something small enough to not really screw up Eve, but big enough to be annoying, and creating more intrest Eve side in Dust. Maybe randomize the battles (at least to start with) and make sure the same gates aren't getting consistantly hit and shut down. |
Meeko Fent
Expert Intervention Caldari State
1368
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Posted - 2013.11.04 22:58:00 -
[18] - Quote
"Invasion"
(A Basic Attack and Defend Mode, where one team caps the obby's to basically set the target districts security to ally itself to the attackers, and reduce its defenses, aswell as align itself to the attackers, and eventually boot the defenders from the territory)
Interesting features
AI Controller- Captureable installation so that it reduces the accuracy of the AI turrets of the other team.
Command Node- The once promised Command Node that permits the AI turrets to operate. A permanently neutral Installation. Can be disabled by either side to eliminate the AI turrets. A Rep tool toting Merc can rep it back to 25% strength, permitting AI to operate again.
Blast Doors- Doors that can be closed via a console that restrict the movement of the ground forces. Overcome able by a DS. Underground Segments may only have an Blast door on one of the entrances.
Seems like a good little idea to me.
Meeko's Novelty Shop Opening Soon!
We (will)sell all the novelty items you desire! Really!
King of Uncertainty.
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