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Hey guys, I've been thinking about a unique gamemode, which might seem a bit complicated first, but in my opinion it's not that hard to understand. The idea comes from a beloved game of mine, Company Of Heroes. I hope a lot of you guys have played the game, because it's really good. I know it's an RTS, but the map design and the objectives caught my attention. Below you can see an actual map from CoH, and you can see differently labelled territories. There is Ammunition Depot (talking about it below), Fuel Depot (talking about it later), normal Capture Points (for now,nothing to do with it here, I haven't come up with an idea to implement into here), and point generating Capture Points (nothing to do with it yet, because the main objective is not collecting points), so Ammunition and Fuel Depot is important right now. Obviously there would be 2 teams: 1. The Attackers: they need to help their supply truck ("a payload"). But it's not that easy. To be able to escort the truck, they have to capture the Fuel Depot. More Fuel Depot mean more fuel, so if the defending team captures these territories (so the truck will not get more fuel until The Attackers recapture the territories), the truck will move constantly until it uses up the rest of the fuel. 2. The Defenders: they have to recapture these Fuel Depot, so the attacking team can not fuel the truck, ergo the truck stops. Basically, they have to shut down the resupply of the truck. They should have some machine gun emplacements around the more important locations of the map, to make an attacker assault harder. There would be Ammunition Depot as mentioned above, a territory where you can resupply ammunition and/or counsumables, equipment, but it is only possible to resupply, if the Ammunition Depot is under your team's control. Fuel Depot: It produces X amount of fuel every X seconds. (The truck uses up X amount of it every second) Ammunition Depot: Limited resupplies. Resupplies restore every 3 minute. Important: Your team can capture a territory (it does not matter which, Fuel or Ammo), if the sector you wanna capture is connected directly, or through other territories to your team's HQ (where you can respawn). If you lose the territory which has connected one (or more sectors) to your HQ, your team will have 1-2 minutes to recapture that territory before the one it has connected to the HQ, becomes neutral. This gamemode would have a bigger map, with around 8-10 players to participate in battle (I would not consider more, because in this case, every decision can be the key to victory, so you always have to cosider which move is the best for your team, and which is not). I was thinking about maps designed around the Red Ball Express for example and other convoys in WW2. Since this game is infantry combat focused, it wouldn't be possible to get into the vehicle you need to escort. These are my ideas for now in connection with this gamemode. Looking forward to hear your thoughts about this idea. Ps.: If something is not clear, feel free to ask and I'll try to answer as well as I can.
Hey guy's. I have an idea for a new game mode for this game and I think it would be great. This game mode would look like this: There are 2 Teams. The first Team have to build an own Defense. So.. I mean this team building walls, houses, trenches, hiding places or anything like that on any places they want. I imagine it like a map editor. That Mode will be working for 5 minutes before the round starting. At this 5 minutes the other Team can train aiming or whatever they want. The mission is to eliminate all opponents in their defense. You have different ways from many sides to attack. The mode take 10 rounds then the teams changing sides. I think that will be a lot of fun and a big change next to that normal game modes like deathmatch or capture the flag. In your own battalion (clan) you have to find out new or better tactics to defend yourself and your team. I hope you understand .. I now my english isn't the best
Wabbit posted a topic in Design IdeasI've played quite a bit of World War I & II games varying from Rising Storm/Red Orchestra, Verdun, Heroes and Generals, CoD, MoH and probably a couple more I can't remember right now and there is one playstyle I took from a couple of them. That being being extremely mindful of moving out in the open. A lot of fps games nowadays focus on fast movement, tactical positioning in order to capture an objective or eliminate the opposition. However vary few (notably Verdun in particular) uses a keep your head down type of atmosphere which I found thrilling to say the least. Knowing that soon as you put your head up visible to the enemy, it's very likely to be blown off! I haven't ever played any other game that has given me this feeling, closest one I would point out would be Rising Storm/Red Orchestra and that it makes you feel vulnerable when moving from one position of cover to the next. The game mode in question that typically works well for Verdun is FrontLine. Where both teams are defending their side of the line and pushing into the enemies territory, what Verdun does is they force the teams on an attack and defend phase. The game mode is probably played best this way... or there might be a different style that could be implemented but it's not necessarily the game mode that is of an importance as much as map design itself. Maps would need to be designed with a variety of trenches, mortar craters, hills, grass, trees, bushes, burns and streams. The more cover the better, the more slower and cautious the movement by players and when there is loads of cover available, it will keep players guessing where their opposition could be. Some players would sneak their way forward keeping their head down, some might even sprint from cover to the next in the hopes they don't get spotted and some might like to stay back and snipe from a distance to support their teammates. (Verdun implemented a sprinting system 'stamina bar' that depletes quickly while sprinting and charges up when not moving or moving slowly so it restricts people fun running around like a CoD player all day) This is something that would need to be considered in the long run because it would require new design decisions to fit the game play of this playstyle. What I'm doing here is sharing a suggestion that possibly Bulkhead Interactive could implement into Battalion 1944 as an addition to what they already have in mind for the game. I think it would be really nice that a game like Battalion would support at least a couple of different play styles that would be of interest for different type of players, or for a change of pace for regulars. I don't expect a response from the community manager or the devs and the like, however I imagine they will read this and it's something they could or already have, considered. (phew! I am glad I got that off my chest, however I got one more suggestion for another topic)