Greetings everybody.
I've been giving custom gamemodes some tought and I've decided to add a new mechanic to the game: Volonteer points. As I can't add actual objects to the games I suggest there are either volonteers who function as objects who you must destroy to activate or use, or someone find a way to get multiple instances of hawken running on one PC (I dunno, via sandboxie or simular software). Unless wanna spend $ 3000+ on laptops ofc. Be my guest.
Here's al list I have compiled of possible gamemodes, feel free to change, suggest or invent whatever you want, and I hope people will be able to test it out either at an existing event or organize a custom one.
Also, some of these are inspired by other threads (like Convoy), so if you see something familliar feel free to say so.
Kill-based gamemodes:
- DM
- DM variations
- Variations include restrictions to mech composition (Fred-only, no items, ...). - MomOw
- TDM
- TDM variations:
- Michael Bay mode: stock primary Grenadiers vs Rocketeers, no radar. -Zuurkern
- Sentium VS Prosk:
Sentium
Scout, Technician
Assault, Raider, Bruiser
Rocketeer, Brawler, Incinerator
Prosk
Infiltrator, Berserker, Reaper
Sharpshooter, Predator
Vanguard, Grenadier, G2 Raider
Here there are two versions possible: either it's Sentium with 5 axes vs Prosk with 6, or it's an attacker/defender style game. - Kopra
- Michael Bay mode: stock primary Grenadiers vs Rocketeers, no radar. -Zuurkern
- Dueling gamemode: FACE TO FACE
- Uses skulls indicating kills as gameplay.
- Classic dueling, order as players/organizer choose.
- If a participant has 3 (opt: 4) skulls on display (aka faces), he must fight two opponents. If succesfull, he must fight 3, with increasing numbers after each victory.
- Shoot the face.
- Uses skulls indicating kills as gameplay.
- Team-based gamemode: CvC (Class vs Class)
- Reaper vs Tech: classes with very distinct playstyles. (close vs long range) (speed vs damage)
- Rocketeer vs scout_ (note: must test to find more valid combinations)
- Reaper vs Tech: classes with very distinct playstyles. (close vs long range) (speed vs damage)
- Mexican Standoff
- First off you all stand in a circle. By tradition we use the yellow walls at S1 on Front Line.
- Next up is: you have to face yourself in your internal strugle to decide wheter you are a hero or a villan. The choice is all yours, BUT:
- Keep an eye on the people around you, because they don't seem to be the most mentally stable.
Once you defeat your inner demons and made the desition which might very much decide your fate, you must take action accordingly. Are you a hero or a villan_ Do you wait untill the last second to claim the bounty of a lifetime or do you shoot first and be the last and only one out alive_ The choice is yours my friend.
- First off you all stand in a circle. By tradition we use the yellow walls at S1 on Front Line.
- Kill the Bunny:
- Two players start as scouts, aka the bunnies, and form a team.
- All the rest are either grenadiers or rocketeers and they too form a team.
- If the bunnies get killed by grenadiers or Rocketeers they become part of team C-class.
- If, however, one of the C-class' die at the hand of the bunnies, they become part of team Bunny.
- If all players from one team are moved to the other (no one remaning to kill) then that team wins.
- Two players start as scouts, aka the bunnies, and form a team.
Objective based gamemode:
- MA
- Siege
- Convoy on DM (balance not yet tested enough):
- 3 rocketeers form a train (a la mech-centipede).
- Train must get from point A to B.
- 3 attack the train.
If the attacking team succesfully destroys all the rocketeers before they un-turret at point B attacking team wins. - 4 defend the train.
If the defending team succeeds to get at least one rocketeer to un-turret on that point Defending team wins. - No respawns.
- 3 rocketeers form a train (a la mech-centipede).
- Convoy on MA (probably better):
- See DM rules, but:
- Train must get from S1 to S3.
- Victory is decided if the train manage to capture S3. Only trains and attackers may enter S3.
- See DM rules, but:
- 4x2;4 : aka dem confusions'_
- 4 teams of 2 people must race each other to kill targets. The team with the most targets destroyed wins.
- Targets are volonteers who are allowed to move (aka run for yer lives), but not fight. They are killable form the moment they respawn.
- 3x3;3 maybe_
- 4 teams of 2 people must race each other to kill targets. The team with the most targets destroyed wins.
- 4v4v4:
- 3 teams of 4
- Each team has 1 target,
- If a team's target is destroyed that team if forfeit and must stop playing for that match.
- Last team with a target wins.
- VARIATION: 6v6, but target rules.
- No respawns.
- Skulls or GTFO
- 3 teams of 4
- FFA resource gathering (skulls)
- Player with most skulls at the 5 min mark wins that round.
- Recource gathering (very much WIP)
- 4 players gather around EU tree.
- First to get full EU to respected side wins
- 4 players gather around EU tree.
- Cargo
- One player starts with a special "cargo".
- The one who kills that player steals the "cargo".
- Hold the cargo for 2 min to win (gentleman's agreement, watch the countdown and call out for match end (forseeing possible problems with cloaking Axes)
- VARIATION: Deliver the "cargo" to a point by getting there and killing a volonteer point.
- "Cargo" may or may not be FRED plushies.
- One player starts with a special "cargo".
- King of the Hill. (Very WIP as well)
- The one who stays in an area longest wins.
- (note: possible use of MA due to capturing silo's, 1v1 or 2v2 variation _ -must test.)
- The one who stays in an area longest wins.
- Rocketeer Race
- Playable on regular TDM server
- Each team has one rocketeer who must always remain turreted.
- Rocketeer can shoot and is part of the team, but he may not have healing internals or get out of turreted mode (so no repairing).
- The team who destroys their opponent's rocketeer scores a point. Team with most points at the end of the round (3x10 min if public TDM server, 30 min if other)
- Health orbs and repairing (technician) are only allowed if they come from other players. Other players are allowed to use all means necessary to defend or attack rocketeers.
- Playable on regular TDM server
- Duel variation:
- Each opponent starts with their backs against each other.
- A volonteer must count up starting from 1.
- The opponents must take one step for each count.
- At a random number, the volonteer must make a wrong count, for example: 1,2,3,4,5,6,7,8,9,10,12 or 1,2,5.
- When the volonteer makes this mistake the duel will begin as per regular rules.
Racing variation: Wreckage.
- Every player starts in the tunnels at the AA in Wreckage.
- The goal is to pass through the upper opening between AA and E1.
- If the player makes it through, he makes it to the next round.
- However, you are allowed to shoot other players until they are past the chokepoint.
- If you die you are eliminated and must take a spectator position.
- The winner is the last man remaining.
~Freeze
Edited by Dr_Freeze001, October 24 2014 - 01:22 PM.