Game mode ideas
#1
Posted March 06 2014 - 07:53 PM
Fiesta: Team deathmatch, players choose their mech but the secondary and primary are randomized, new weapons per respawn.
RainHell: 3 AA guns to capture that fire at ships flying over head, when a ship is shot down you must collect the salvage/EU and return it to base. Teams must collect the most or sastify a certain amount.
Super Team Deathmatch: Standard team deathmatch, but whenever you are killed, you are forced onto the killer's team, when a team is a full match restarts. Scoring is based on individuals.
Multi Team: 6 teams of 2 mechs -OR- 4 teams of 3 mechs duke it out.
CTF: Each team has a base and a flag, you score by stealing the enemies flag and returning it to base
Marked for Death: One player is marked for death and granded a large Hp/damage bonus, they must fend off other players, when they are killed their killer is the new person who is marked. Only marked players may score.
Virus: Players are 'it' and must infect other players, infection happens by touching another player, non infected may fire and kill infected, but this only delays the inevitable.
Greed: Team Deathmatch/Deathmatch, playrs killed drop EU, EU must be collected to win.
King of the hill: 2 teams, whoever holds the hill for a set time wins.
CO-OP boss run: Face only bosses, higher HC and higher XP rewards, but much harder.
CO-OP missions, players fight bots and mechs, but now with some story and get to point a to point b with some objectives in between.
Elimination: team deathmatch/deathmatch, you have one life, whoever is the last one standing is victor.
#2
Posted March 14 2014 - 10:52 AM
If anybody is familiar with old CoD:UO you'll remember the game mode Base Assault. Each team had a number of bunkers that had a couple of layers of defense and either team had to penetrate them and destroy the bunkers through a variety of ways. Some sort of adaption for Hawken might be fun with EU serving some kind of offensive/defensive purpose; either repairing damaged bunkers or fueling map based weapons like MA's silos and Siege's AA to aid in bunker busting/clearing defenders.
Reaper 'Scythe' Raider 'Red Tail' CRT-R 'Idiot Box'
#3
Posted March 14 2014 - 12:22 PM
Other than that, I like the marked for death idea—except make it so you're a special GIANT MECH when you're the guy. This game needs some GIANT MECHS.
#4
Posted March 16 2014 - 07:51 AM
#5
Posted March 16 2014 - 05:26 PM
Game start: aerial bombardment from orbit/battleship to four points on the map chosen by the (one mandatory) A-class offensive player. Defenders (any classes they desire) defend their base with a forward position and strategic retreat. Offenders gather missiles and EU from the forward supply dumps or EU trees (each placed by position selection during the 1min pre-game. One Offensive heavy player gets to choose EU tree placement, one other gets to choose missile dumps). Forward-supply dumps are base-defenses defended, and have protected radar scramblers (short radius) built-in. Neither can be placed near the other (an exclusion radius applies). This forces attack/salient/retreat, and forces missiles or EU to be brought one to another. The offensive team can shoot base defenses (need to determine if the defenders can shoot EU/Supply dump defenses), the battleship can help soften up base defenses for a little while, until sufficient damage forces it to leave. The base door/wall can be Breached (by the Predator) and the base blown up by offensive mechs from within (if they shoot all the base defenses).
Defenders still respawn, and can shoot missiles on the launcher (at either forward supply or EU tree), but can't get TOO close to these positions. They can harass the collection of EU or missiles, and harass anyone approaching the base door (or getting inside). They can place turrets and mines (think this could be a SS/Reaper command-detonated mine), each item has a short cooldown when a new one can't be deployed after the old one is destroyed. I think A classes could deploy drones with a cooldown applied.
Game lasts 12 min until the enemy base begins to target offensive player supply/EU and battleship with 1200-HP (or appropriate) missiles, which quickly destroy these points and any mech (incl, friendly-fire) too close by. At the 12:00 mark, the battleship returns to shoot the defensive base. Battleship appearance (at the start and at the end of the match) confers perfect radar scanner knowledge of the map while the ship is present. If the offensive team has weakened the base enough (the base door damage doesn't count, but Breached door shots do), the ship will win; if the team hasn't succeeded with enough damage, the battleship dies from base damage, ending the match.
Offensive team MUST have 1 A-class and 2 C's. Defenders can be any mix.
Thoughts_
#6
Posted March 18 2014 - 04:07 PM
#7
Posted March 20 2014 - 10:14 PM
#8
Posted March 28 2014 - 09:30 AM
MA and Seige are still fun for me EXCEPT half the time your team just SUCKS and gets stomped.
Ugh.
#9
Posted March 30 2014 - 12:02 PM
at the same time if they lumped playlists together people would be upset about not being able to play THE game mode they want. its all quite tricky.
if any new modes are added. i think it should be one new mode, and it should be a mode worthy of space on the screen. dont fill the game up with a bunch of just generic "king of the hill, capture the flag" type stuff. a lot of this stuff is essentially just simplified variants of missile assault or siege.
Edited by ASneakyFox, March 30 2014 - 12:03 PM.
#10
Posted April 08 2014 - 09:55 AM
HACK (BLACK GARDEN - RIFT)
In this game mode you have a McGuffin in the center of the map. A glowing green orb that contains juicy, juicy intel your superiors desperately want. To pick the intel up you use an "interact with environment" button. Doing so puts you in a vulnerable state for several seconds. If you take damage you are knocked out of this mode and fail to pick the intel up. If you manage to pick the intel up, it awards your team points every few seconds. The closer you are to the intel's spawn point, the more points you get (i.e. the faster you transmit data back to your base). Holding it in the center of the map is difficult as it is easy for the other team to assault. So you have to make a choice: Hold the intel in the center of the map, or take it somewhere you can more easily defend it, and earn fewer points.
Killing an enemy player also awards "objective" points. To prevent an all-out turtle, the intel causes its host to shut down after 30-60 seconds, dropping the intel. The intel can then be picked up by someone else, be it friend or foe. If no one picks the intel up after ten seconds it returns to the computer in the center of the map.
The first team to 500 points wins. If the games lasts 10 minutes the first team with the most points wins. In the event of a tie, the game goes into sudden death and the next point determines victory.
The strategoy here is to either kill the player with the intel and take possession of it, or wait until they drop it then prevent the other team from picking it up, while you have someone wait back at the computer to grab it when it spawns. In any event you will get tons of brawls in this game mode, as people fight for control of the intel and/or the map.
MECHA BLITZ BOWL (HUT BALL - STAR WARS)
This game mode is a combination of Robot Jocks and Hunger Games. Resources are scarce. People are starving. Medical supplies are limited. A desperate markety-savy someone gets the bright idea to hold a tournament. To the winner goes the spoils.
Enter Mecha Blitz Bowl!!!
Like Hack, this game starts with a McGuffin in the center of the map. This is the ball. You can pick the ball up by using the same environment interaction button as Hack, only with a shorter time to activate. If you have possession of the ball you are prevented from boosting. You then have to carry the ball to the opposing teams goal.
This is not as easy as it sounds. For one, the route back to the goal is a multi-level maze. Second, there are hazards. Electric fields that fry mechs that get stopped between pulses. A high wind that slowly pushes mechs off the platform, and prevents all mechs from taking flight (if they try, they get catapulted across the map). Then you have enemy mechs, trying to destroy you and take possession of the ball.
To promote team play you can pass the ball using the activate button. This launches the ball in a grenade like arc. Think incinerator fireball, only shorter range. If the ball hits another player, they gain possession. This could be your team mate, or it could be an enemy who manages to boost and intercept the ball, US football style. If the ball lands on the ground you have several seconds to take possession of it before it disappears and returns to the center of the map. Passing becomes a critical strategic element. For example, if the enemy tries to block your route so you get stuck in the electric field, you might pass the ball to an ally mech right before you die. Or you may have team mates on the different tears each waiting to receive the ball and pass it further along, to quickly score a goal.
The team who scores five goals first or the most points in ten minutes wins. In the event of a tie, it goes into sudden death per other games, with additional jump platforms activated to make it easier to land a goal.
#11
Posted April 12 2014 - 07:19 AM
#12
Posted April 24 2014 - 11:20 AM
Just thinking which might have already been tried / talked about, which would be a game mode like Freeze Tdm. Where once you get killed your actually frozen and your teamates have to un freeze you and once unfrozen you get a minor maybe 25% each time decrease in your health and the last team standing would be winnners. Of course health regen items would have to be taken out of the game (yay no tech). Or make it so if you freeze your enemy you get a point each time, so you could keep health items in the game, and you stay frozen from that round unless your teamates unfreeze you. To win the round you would have to win so many freeze points or freeze the entire other team, and you go to like 10 rounds or something.
Just a thought, I always like the freeze tdm in Unreal as a different thing other than just tdm mode.
Minor add on thought its sort of like they already have in co op mode where you unfreeze your team, but put it in tdm_
Fred is sad hes not like the other robots
[12:43] <@ThirdEyE> skitzo1d = worst reaper NA
#13
Posted April 25 2014 - 07:40 AM
#14
Posted April 25 2014 - 01:25 PM
#16
Posted May 13 2014 - 06:49 AM
#17
Posted May 14 2014 - 03:55 PM
Coffee009, on March 06 2014 - 07:53 PM, said:
Bunker. Last Eco. Facility_
But ultimately and definitely Bunker.
TTU_Phoenix, on April 25 2014 - 01:25 PM, said:
Edited by IronClamp, May 14 2014 - 04:00 PM.
"Or maybe we'll just have to go through you"
#18
Posted May 14 2014 - 04:14 PM
renynzea, on April 08 2014 - 09:55 AM, said:
This game mode is a combination of Robot Jocks and Hunger Games. Resources are scarce. People are starving. Medical supplies are limited. A desperate markety-savy someone gets the bright idea to hold a tournament. To the winner goes the spoils.
Enter Mecha Blitz Bowl!!!
Like Hack, this game starts with a McGuffin in the center of the map. This is the ball. You can pick the ball up by using the same environment interaction button as Hack, only with a shorter time to activate. If you have possession of the ball you are prevented from boosting. You then have to carry the ball to the opposing teams goal.
This is not as easy as it sounds. For one, the route back to the goal is a multi-level maze. Second, there are hazards. Electric fields that fry mechs that get stopped between pulses. A high wind that slowly pushes mechs off the platform, and prevents all mechs from taking flight (if they try, they get catapulted across the map). Then you have enemy mechs, trying to destroy you and take possession of the ball.
To promote team play you can pass the ball using the activate button. This launches the ball in a grenade like arc. Think incinerator fireball, only shorter range. If the ball hits another player, they gain possession. This could be your team mate, or it could be an enemy who manages to boost and intercept the ball, US football style. If the ball lands on the ground you have several seconds to take possession of it before it disappears and returns to the center of the map. Passing becomes a critical strategic element. For example, if the enemy tries to block your route so you get stuck in the electric field, you might pass the ball to an ally mech right before you die. Or you may have team mates on the different tears each waiting to receive the ball and pass it further along, to quickly score a goal.
The team who scores five goals first or the most points in ten minutes wins. In the event of a tie, it goes into sudden death per other games, with additional jump platforms activated to make it easier to land a goal.
Is this an FPS or an arcade game_ Good idea, maps are just too intricate. You could stick with just the normal maps, but have the ball act as a beacon (everyone's seen the 'enemy-spotted' icon, right_) that gives everyone your position both on radar and on screen, rather than having everyone getting confused and befuddled trying to figure out what the hell their radar is telling them while they chicken walk through a giant ass maze.
What happens to the ball when it's carrier falls off a platform or falls off the map for whatever reason (explosion throws carcass off map, carcass rolls of map,...)_
I vote that we disable secondaries, and stick with a ball carrying/throwing device, making passing the ball much easier, that and it promotes further team work by forcing people to pack together to protect, and also kill, the ball carrier, rather than the carrier operating solo while his team tries to figure out what the hell he's doing.
"Or maybe we'll just have to go through you"
#19
Posted June 05 2014 - 02:30 PM
Coffee009, on March 06 2014 - 07:53 PM, said:
Super Team Deathmatch: Standard team deathmatch, but whenever you are killed, you are forced onto the killer's team, when a team is a full match restarts. Scoring is based on individuals.
Multi Team: 6 teams of 2 mechs -OR- 4 teams of 3 mechs duke it out.
CTF: Each team has a base and a flag, you score by stealing the enemies flag and returning it to base
Marked for Death: One player is marked for death and granded a large Hp/damage bonus, they must fend off other players, when they are killed their killer is the new person who is marked. Only marked players may score.
Virus: Players are 'it' and must infect other players, infection happens by touching another player, non infected may fire and kill infected, but this only delays the inevitable.
Greed: Team Deathmatch/Deathmatch, playrs killed drop EU, EU must be collected to win.
King of the hill: 2 teams, whoever holds the hill for a set time wins.
CO-OP missions...
Elimination: team deathmatch/deathmatch, you have one life, whoever is the last one standing is victor.
Thos are good
#20
Posted June 08 2014 - 08:39 AM
Could also have a reverse CTF, where you pick up an explosives pack from your base (turn by turn for each side) and you and your team have to penetrate the enemy base and deliver the bomb inside (but the explosives pack makes you take more damage and slows you down, halts boosting and flying)
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