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Delirium Inferno
Edoras Corporation
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Posted - 2013.05.24 22:43:00 -
[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.
Zones
This idea originates from a mode within the PS3 game Warhawk, so if you've played that you can use it for reference. Essentially it is this "Capture all the bases" game mode that nearly every multiplayer game seems to have, but with a twist that I am honestly surprised no other game has explored.
What would need to change from normal skirmish? You'd have to take away this idea of the hacking terminals being directly on the null cannon, which shouldn't be too challenging since you already have many instances where they are not. Then add more null cannons throughout the map, making it more null cannons than there are hacking terminals. Then make it so once you hack a terminal you can then hack it again to Level 2 and once more to Level 3.
How would it work? Each time you hack the terminal it increases your zone of control radius (so a little at Level 1, more at Level 2, and even more at Level 3). Every null cannon in your zone of control would be controlled by your team and fire at the enemy MCC. The twist comes in that some null cannons would be located in two terminal's potential zone of control, and enemy zones would not be allowed to overlap. That means that if say my team has a terminal hacked all the way to Level 3, there could be an enemy terminal that would be prevented from hacking to Level 2 or Level 3 since it would overlap, thus you'd be denying the enemy access simply by defending your own terminal.
It gets interesting because say your team can only hack a terminal to Level 1 because an enemy has a nearby zone all the way to 3. You'd have to send a squad of players over to that enemy zone and lower it to Level 2 while another squad sits ready to expand their zone from Level 1 to Level 2. If successful, both zones would then be locked at Level 2 since expanding either to Level 3 would overlap. One team would then have to do the process again and hack the enemy team's zone to Level 1 so they can bring their own up to Level 3.
An important thing to consider here is that no terminal should ever be locked in such a way that you cannot even get it to Level 1. Further more there would be a bonus associated with controlling two nearby zones that overlap over a single null cannon, giving that cannon twice the firing power.
Comments, feedback, and criticism is all appreciated! |