I was playing Two Fort today when I got a spark of imagination while fighting against the enemy, here is my story on the game-mode I thought about.
[i]So today I was playing on Two Fort for Team Fortress II and it was fun, me being a spy and using my revolver to its maximum abilities, oh how I love laughing at a Pyro who is not quite in reach of me with his flame thrower as I blast him in the face. Anyway, I was running across the bridge when the Blu enemy came running out, flamers firing and rockets smashing my poor team to bits so like all spies I just ignored the battle and jumped into the water below. I ran into the Blu sewers were I met a Red Engineer desperately trying to hold off a Pyro and a Sniper with a huntsmen and his bloody jar of piss (Which I became victim off a lot during that round), I pulled out my revolver and opened fire on the enemy who were just down the end of the sewers by the stairs, I hit one and killed the sniper and then a few seconds later the Pyro.
Obviously Blu cannot stand people in their sewers so they kept attacking and attacking and attacking, for some reason the Engineer would not build any stuff on which we could hold out on and he later died by a Pyros flare gun and just me trying to hold out against the Pyro and Sniper and now a Blu Engineer, though I could hold my own due to that trusty medic pack drop and ammo dump on that little spot I was defending. But thankfully now I get reinforements and a Red Heavy, Engineer a Sniper and a Scout had come to my aid and now we're holding out against half the Blu team who had become aware of the problem in the sewers.
The Engineer had set up a dispenser thankfully because the stock pile of ammo and quick health regeneration was needed and we actually held off for a long time (I am glad I took a lot of practice using the Spies revolver), but eventrually the Blu team got their minds in gear and sent a Demoman with a Medic to come storm us out.
But it was not over yet, I managed to cloak passed them and back stab the unaware Medic and Demoman, a Blu Soldier noticed and I had a desperate fight with him with my revolver, thankfully he was trying to reload and fire his rocket so I just tried to keep my distance, he eventually ran off and decided to blow himself up, scoring me a revenge kill. But by then it was just me against two Blu Pyros and a Scout and I was burned and beaten and the desperate and fun battle ended in a somewhat glorious stalemate (The Blu's got slaughtered outside the sewer attempting to get into our Red sewer).[/i]
So this got my thinking, why can't we have a game-mode like this? I think it would be fun.
Lets say a defending team, i.e Red/Blu has to defend a objective for a period of time much like the control point mode, however with some slight twists. I was thinking the defending team only has one life, when you die that's it and you have to wait for the round to be over while the attacking team has unlimited re-spawning, the defending team would be a lot more powerful than a normal game, increased health and maybe even increased weapon damage while the attacking team would have normal stats.
The idea of the game is obviously is for the attacking team to wipe out and capture the point/objective Red is trying to defend, these could be important things like Red/Blu buildings or maybe a bomb factory, rockets, mining yards and so on, not necessarily giving any benefits to the team but just giving more of a in game feel that the thing they are defending/attacking is vital. The maps would be small so to avoid any long running distances, you would be able to see the enemy from the moment you left your spawn door (being the attacker).
I was thinking the attackers could start in a spawn room while the defender would be spawned onto the location they were given, prehaps they could not leave the defending location I was wondering - to avoid any defending griefing with say Medic ubercharges because I have been thinking about class issues with the game-mode, I understand all classes need to have fun and not be limited to what they can do. So that also brings up the Engineer, I can see to much Engineer spam as a defender would be a huge problem. So a way I thought about this was limiting the amount of good and ideal places you could set up, unless your team works together with you then your stuff will be easily taken out by a well placed Demoman or Soldier and so on. Of course Engineers need to have fun and not prone to everything on the map so maybe a few tucked away areas in the defending ring where they can hide and not be taken out from a distance (but say could still be taken out by a lone demoman, Soldier given that the team is not working together).
So really that is the jist of it in my head, like to hear some critism.
[b]For those TL;DR'ers - Go fuck yourself with a chainsaw.[/b]
[b]Or I'll stop being a hardass and give you one[/b]
- There are two teams, one is defender and one is attacker.
- Defender has to hold out against the attacker for a period of time, the defenders only have one life (i.e no re spawning) but have buff'd health and increased weapon damage as a possibility.
- The attackers have normal stats but unlimited spawning.
- The maps are small, much like arena but the objective is clear in sight, possibly a no mans land in the middle maybe against a siege like attack on a base.
- Maps are designed to be balanced for all classes, deny Engineer spamming as defender for example and things like limiting the locations the defenders can go to avoid things like ubercharge grief and organize the defender to actually defend.
Better?
No.
So, like an attack defend arena?
I think it would be better the other way around, with the attacking team having limited respawns and the defending team have infinite, kind of like Battlefield: Bad Company's Gold Rush mode.
Fucking ourselves with a chainsaw is a really stupid idea for a gamemode. Have a box.
[QUOTE=Yobdren;16881442]Fucking ourselves with a chainsaw is a really stupid idea for a gamemode. Have a box.[/QUOTE]
I apologies that you don't have the mentality or attention span to read but I applaud you for your efforts regardless. Have a rainbow.
[QUOTE=Vasili;16881543]I apologies that you don't have the mentality or attention span to read but I applaud you for your efforts regardless. Have a rainbow.[/QUOTE]
tl;dr what are you trying to say
[QUOTE=Vasili;16881543]I apologies that you don't have the mentality or attention span to read but I applaud you for your efforts regardless. Have a rainbow.[/QUOTE]
No, we just don't want read every detail of your life preceding your miraculous gamemode brainwave.
I have places to go and not gay threads to read.
[quote]tl;dr what are you trying to say[/quote]
I like you, heck you can come round and fuck my sister.
[quote]No, we just don't want read every detail of your life, preceding your miraculous gamemode brainwave.[/quote]
Well it would be nice to get some feedback this is just basic brainstorming. I am hoping to alter it depending on what people think about it.
[QUOTE=Vasili;16881671]Well it would be nice to get some feedback this is just basic brainstorming. I am hoping to alter it depending on what people think about it.[/QUOTE]
You would get one if you told us what the gamemode is, without us having to read War and Peace 2: Electric Boogaloo.
A sort of David vs Goliath
Hmm, perhaps a CP style game where the Control Points are at "training facilities." The more you capture in the previous round, the more lives you will have for each person on your team and the less your enemy will have. It starts at 5 lives per person. Rounds last a short amount of time.
Lives are not a "pool," each person has their own personal lives (yea right, we're playing games) and when they are spent, they have to wait until the next round, or until a point is captured, at which point they will be revived with no extra lives.
I think this is a dumb idea. There is your feedback.
[QUOTE=Red Engineer;16881937]You would get one if you told us what the gamemode is, without us having to read War and Peace 2: Electric Boogaloo.[/QUOTE]
[b]If you want a short version then by the Gods you'll have it.[/b]
- There are two teams, one is defender and one is attacker.
- Defender has to hold out against the attacker for a period of time, the defenders only have one life (i.e no re spawning) but have buff'd health and increased weapon damage as a possibility.
- The attackers have normal stats but unlimited spawning.
- The maps are small, much like arena but the objective is clear in sight, possibly a no mans land in the middle maybe against a siege like attack on a base.
- Maps are designed to be balanced for all classes, deny Engineer spamming as defender for example and things like limiting the locations the defenders can go to avoid things like ubercharge grief and organize the defender to actually defend.
Better?
Edit the original post so the impatient may read and judge correctly.
You can't have each team with different stats, I would say that that is a basic rule of team based gaming. Also, I would say that the team with no respawns will not be fun to play on. They will eventually get killed by a lucky crit or overwhelmed by enemies, and then they have to sit out.
Also, people will just teamswitch away from the the team that does not respawn, or leave the game.
[QUOTE=Hokan;16882095]Hmm, perhaps a CP style game where the Control Points are at "training facilities." The more you capture in the previous round, the more lives you will have for each person on your team and the less your enemy will have. It starts at 5 lives per person. Rounds last a short amount of time.
Lives are not a "pool," each person has their own personal lives (yea right, we're playing games) and when they are spent, they have to wait until the next round, or until a point is captured, at which point they will be revived with no extra lives.[/QUOTE]
I like this idea, perhaps maps could span 3 rounds and as you suggested the more rounds the defender wins the more lives they get while maybe the attackers starts to become limited, forcing the attacker to think tactically.
Also, life systems beget ultra-defensive play, because nobody enjoys sitting out. This devalues classes such as the scout, and would really only justify playing high-health or high-defence classes like engineer and 'eavy.
I've just thought of a simplified version; for every CP either team has, 1 life is given to every player every minute and 30 seconds. This allows for suicide runs by attackers if engineers are set up, but make stalemates less frequent.
Time between refreshes would probably be lower though.
[QUOTE=Sh33p;16882241]You can't have each team with different stats, I would say that that is a basic rule of team based gaming. Also, I would say that the team with no respawns will not be fun to play on. They will eventually get killed by a lucky crit or overwhelmed by enemies, and then they have to sit out.
Also, people will just teamswitch away from the the team that does not respawn, or leave the game.[/QUOTE]
Why can't we give teams different stats? Personal opinion or actual game mode problems? Myself would find it fun to be defender, perhaps it would be how the map is actually designed. Say one one side you have the attackers starting zone, then a no mans land which is then followed by the defenders base, sort of like a siege like game mode.
And well what you said about the crits thing is really just like Arena, yeah it sucks if you get critically hit but it does not always necessarily mean you're dead or stops being playing Arena because of it, depending on the server crits can be quite rare as well. I think the game mode is more about seeing how long can you survive for or if you can complete all the maps, if you had a proper re-spawn timer then overwhelming could only happen if the defender is not working together.
[QUOTE=Sh33p;16882295]Also, life systems beget ultra-defensive play, because nobody enjoys sitting out. This devalues classes such as the scout, and would really only justify playing high-health or high-defence classes like engineer and 'eavy.[/QUOTE]
Hmm valid point, makes sense. I didn't think about the Scout as a defender, thinking about it though the inside of the map layouts could be designed to favor scouts in certain locations, areas they can only get to or areas that can sneak behind the enemy if they are ever breached, rushing behind and taking them out and diverting the enemy while the defending team can recover somewhat.
[QUOTE=Vasili;16882208][b]If you want a short version then by the Gods you'll have it.[/b]
- There are two teams, one is defender and one is attacker.
- Defender has to hold out against the attacker for a period of time, the defenders only have one life (i.e no re spawning) but have buff'd health and increased weapon damage as a possibility.
- The attackers have normal stats but unlimited spawning.
- The maps are small, much like arena but the objective is clear in sight, possibly a no mans land in the middle maybe against a siege like attack on a base.
- Maps are designed to be balanced for all classes, deny Engineer spamming as defender for example and things like limiting the locations the defenders can go to avoid things like ubercharge grief and organize the defender to actually defend.
Better?[/QUOTE]
Yes, in the sense that it's readable. The idea sucks though.
[QUOTE=Red Engineer;16881589]No, we just don't want read every detail of your life preceding your miraculous gamemode brainwave.[/QUOTE]
It involves you by the way, you're going to be famous.
Switch it around. Attackers having only 1 life, but various buffs, and the defenders being the ones with infinite respawns would work much better. Imagine badlands 5th with a setup like this. It would work much better, so long as the defenders respawns were long, and the maps made for it didn't allow for overpowered sentry spots. Cutting out sections, such as gravelpit C and badlands 5th and reworking them for this would be awesome.
If that were the case then yeah it would own, but defenders having only 1 life would be very unmanagable. A single uber would finish the entire game.
So basically, an edited version of Dustbowl's gamemode or an edited version of Payload?