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Imp Smash
Molon Labe. General Tso's Alliance
578
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Posted - 2015.01.26 06:23:00 -
[1] - Quote
A link for the Trello Card. (The Trello card links here. Infinite loop! Infinite power?)
So I thought about this one a while back (there is an old archived thread on it) and wanted to reintroduce it with changes to try to take into account the current game design.
I know people have been asking for several new game modes and people tend to lean towards either objective based or kill based. Skirm/Amb and I'm not sure where to classify Dom.
I'm a fan of both, but sometimes I'd like something different. So I was thinking something halfway in between. Objective like, but without objectives and kill based.
It also occurred to me that this game is moving a bit towards area control in the future. Here is my idea for the time being: tug of war in reverse. Push of war you could say.
Before I go any further I have to say that what can be done code wise is a major issue. Essentially for this mode we would need to be able to move a red line -- in game.
Essentially its like ambush but with more clones and long rectangular maps. These maps are divided up into areas - each area about 30-40% the size of ambush. However, as I said, no objectives. Just the areas.
Play follows thus:
- There are 2 areas in play at any given time. The object is to kill the majority of the opposing team in their area, while keeping them out of your own. (Line designation may or may not need to be done here - there is a grid system in place on the map so that could work -- especially if the game started showing which grid point we were in under the radar)
- Team play ambush style. I have no opinion on whether OMS rules apply or not. Regardless, the object is to kill the enemy in their area while keeping most of them out of yours.
- The map changes when 80% of (Team A) is in an area and 60% or so of (Team B) is not in the area or (Team B) is not in Team A's area.
- Control of the opposing team's area goes to the winning side and the map 'scrolls.' The losing team's redline will be moved back, and the winning team's redline will be moved up maintaining only 2 areas in play at any given time.
- Obviously, it goes both ways. If Team B pushes Team A back then the map would scroll the other way.
So it's ambush with 160 or so clones pushing to occupy then area in front of you until the other team is pushed to the end of the map or cloned.
The last area on either given side could be an objective. A point to hold. Hacking the point wins the game for the team that pushes that far. Or not. I think it would be good, but technical limitations may prevent that.
This'll give those of us who like strategy some goals to work towards, and those of us who like killing to do nothing but that and still be the main concern for victory.
Misc Info:
Due to spawns being in the other teams (not your own) redline you won't have to worry about spawn camping. As the area moves back and forth as one team takes it you won't have to worry about everyone getting redlined and sniping till the end. Close good matches will run the full length. Imbalanced matches (which is a matchmaking issue - not a game mode issue) will be over fast and we can all move onto the next game. As it doesn't have objective points players are free to attack, defend, and move as they wish. As it does have an objective goal in the middle the tide of battle may be turned. Lost area may be reclaimed.
Shameless Justification
That would be a fun halfway point between skirmish and ambush I think. It would also better support multiple play styles in one map as each area can be designed to fit vehicles, or cqc, or sniping or whatever as the devs see fit.
It would also be a good way (I think) to describe a battle on a ship (looking at you getting taken in PC mister MCC) or just a fun little mode for pubs. Due to socket description maps could be closed, open, or in between all on one map giving all varieties of playstyle a place to shine.
Regards. |
Vektus Alvoraan
WarRavens Capital Punishment.
35
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Posted - 2015.01.26 15:18:00 -
[2] - Quote
1+
DUST 514 Closed Beta Vet - Humble logibro, at your service.
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Talos Vagheitan
Ancient Exiles.
819
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Posted - 2015.01.26 20:01:00 -
[3] - Quote
I don't mind the idea.
It would be interesting to see a mode similar to RUSH in battlefield, where there is an attacker and a defender, and the attacking team must capture a series of checkpoints in order and reach the end of the map.
I would love to see that mode in Dust.
Who cares what some sniper has to say
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Imp Smash
Molon Labe. General Tso's Alliance
582
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Posted - 2015.01.26 23:26:00 -
[4] - Quote
Exactly Talos. Only I'd say without objectives to take -- just having area. Keeps it a bit more kill based for people who like Ambush but play dom and skirm because they are tired of rofl face stomps.
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bathtubist
Eternal Beings General Tso's Alliance
9
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Posted - 2015.01.27 02:22:00 -
[5] - Quote
I like it |
Imp Smash
Molon Labe. General Tso's Alliance
582
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Posted - 2015.01.27 07:47:00 -
[6] - Quote
Thank you.
(#notashamelessselfbump) |
Godin Thekiller
The Corporate Raiders
2738
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Posted - 2015.01.27 09:38:00 -
[7] - Quote
I see someone has been playing a certain WWI FPS lately :D
I wish that all of different game types (FW, PC, hell, even specifics like raiding in PC) Had different gamemodes to go with them. Playing skirm all day gets old, and playing a slight variation of Skirm doesn't really change that.
click me
Blup Blub Bloop. Translation: Die -_-
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Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
906
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Posted - 2015.01.27 10:34:00 -
[8] - Quote
At this point, even though there might be disagreements on WHAT new mode to implement , I think everyone can agree that ANY new mode at this stage will be most welcome. |
Imp Smash
Molon Labe. General Tso's Alliance
584
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Posted - 2015.01.28 05:26:00 -
[9] - Quote
Well that is for sure. What is technically feasible is a huge issue. I suggested it as it would allow people that just like to slay go do that, while also providing the tactical minded a place for strategy.
Also, would be a great way to fight inside and take over things like ships, large underground bunkers, etc. And I'm a proponent of a moving redline as it would allow snipers to snipe in safety -- but not for long periods of time. I like the concept of snipers having to move. |
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