Delirium Inferno
Edoras Corporation
418
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Posted - 2013.05.24 22:42:00 -
[1] - Quote
One of the biggest things Dust 514 lacks right now are game modes, so I'm going to put out a few ideas. However, since CCP does not want lists I am going to make each suggestion an individual thread.
Search and Retrieve
Set up the maps similar to how Domination is set up. It would be an attacker and defender type of game mode, so remove the MCC from the defending team and put their main spawn near the area where you would put Objective A in Domination. Have the Attackers spawn out of an MCC a good distance away. The defenders would be given a valuable lore-related item that they are tasked with defending. The twist here would be that unlike in most shooters, the item here would be able to be picked up by the defending team and dropped off anywhere else. So if the defenders don't like the location the items is at by default, they can pick it up and move it to a better defensible location. Or if they feel it is safer to be carried by a team member at all times, possibly from within a tank (and then BOOM! You have a VIP game mode all of a sudden!). Attackers would simply have to find this item, capture it, and bring it back to some base of operations near their MCC. This mode would give more significance to the Sentinel since point defense would be a big part of the game mode, as well as the Scout and Scout LAV since speed would as well.
Another suggestion for this mode as well as my other suggested Collection mode would be to have the collection return station be the MCC itself, so you would need to add a hangar room that you could pilot ships in and out of. This would actually then require dropship pilots as key members of your team to take you back to the MCC to return the items.
Yet another twist would to implement something similar to Skirmish 1.0. Have their be null cannons holding the attacker's MCC further away from the main defenders base where the item is. Attackers would be able hack and destroy these null cannons in order to move the MCC closer, but they would also have the option to completely bypass that and go straight for the tasked item.
Attackers win by successfully returning the tasked item to the base of operations/MCC or depleting enemy clone reserves, defenders win by destroying enemy MCC (if they can keep the null cannons from being destroyed) or depleting enemy clone reserves.
Comments, feedback, and criticism is all appreciated! |