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Author Topic: Game Modes - Share with us your ideas!  (Read 10127 times)

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Offline WaylanderGR

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Re: Game Modes - Share with us your ideas!
« Reply #90 on: December 04, 2017, 08:32:03 pm »
a gamemode where teams take points for playing a piano in the middles of the map in a village. something like every second of playing a point.
"Never interrupt your enemy when he is making a mistake." -Napoleon Bonaparte

Offline Mendoza

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Re: Game Modes - Share with us your ideas!
« Reply #91 on: December 05, 2017, 12:28:23 pm »
a gamemode where teams take points for playing a piano in the middles of the map in a village. something like every second of playing a point.

What a funny idea, love it  ;D there should be some funny gadgets for the map editor were you can built some fun maps

Offline Wigster600

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Re: Game Modes - Share with us your ideas!
« Reply #92 on: December 18, 2017, 10:53:24 am »
How about head-turning in a style similar to that of Arma's? Where you need to hold ALT to look about without turning your characters body.
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Offline Pugglesworth

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Re: Game Modes - Share with us your ideas!
« Reply #93 on: December 21, 2017, 09:49:29 pm »
How about head-turning in a style similar to that of Arma's? Where you need to hold ALT to look about without turning your characters body.
This might be relevant for you:

Anyways, here are some game mode suggestions:
Army Capture - Basically King of the Hill/Domination. Factions fight over propane one or more neutral objectives. If there's only one capture point, then if a team holds the objective for a long amount of time (somewhere around 7-15 minutes) without it being captured, they win, since they have more or less "secured" the objective. If time runs out, then the team that held it for the majority of the match wins. If there are multiple capture points, then teams earn points over time based on the number of objectives they control, and the first team to meet the score limit, or whichever team has the most points at the end of the round, wins. In the case where both teams end with the same amount of points/capture time, and there cannot be a draw, then the team that holds the most objectives wins. Alternatively, there could be sudden death overtime where all players respawn at base with one life, and the first team to capture the centrally located objective, or eliminate the enemy team, wins (however, this requires a balanced map to be fair).

Naval Capture - Same thing but with more water. Capture speed is based on the number of crew slots for the capturing ship, even if they're not filled. Since a 2-gun schooner can get there much faster than a 12-gun brig-sloop, it shouldn't capture the objective as quickly. If both teams are in the capture zone, then capture speed is decided by how many more crew slots one team has than the other (so a tiny gunboat can slow the capture progress from an enemy 12-gun brig-sloop but not stop it entirely). For respawning, I was thinking of a ship spawn pool. The spawn pool would have an assortment of ships to choose from, and each ship class would have a limit to how many can be in the game at a time. When a ship is destroyed, it will re-enter the pool after some time, depending on its size. The ships in the spawn pool should have more crew slots than the server limit, so that, for example, if a large ship is sunk, the crew doesn't have to wait 10 minutes for it to become available again but can instead split themselves up among smaller available ships.

Revolution - One side has unlimited spawns, but are only equipped with melee weapons. The other side has guns but a limited amount of lives. They must survive until the timer expires. Hopefully we will be allowed to scavenge equipment from the battlefield some time in the future so the "peasants" can take the other team's guns.

Raid - Sort of a one-sided ship-bound capture-the-flag. The Treasure Fleet has a large ship with a light escort (like an 8-gun schooner with 2 gunboats, or a 12-gun brig-sloop with 2 2-gun schooners) while the Raider Fleet has a balanced outfit of warships (like 3 2-gun schooners or 2 8-gun brig-sloops). To keep the treasure ship from just running off, the Treasure Guards have to sail the treasure ship to a certain location that is far enough so that the Raiders have enough time to get to work (and maybe the treasure ship is unable to move while being boarded). The Raiders can either steal the treasure ship or carry the treasure onto one of their own ships, and carrying the treasure would be like carrying a cannon ball is now, but the treasure can be thrown. In case a player accidentally throws the treasure into the water or falls into the water with it, it would float, and players can swim and climb onto ships while carrying it. Once the Raiders have the treasure on one of their ships, they must take it to the opposite side of the map from the treasure ship's destination. If the ship with the treasure on it sinks, the Raiders lose. So if the Raiders sink the treasure ship before boarding it, or are sunk by the Treasure Fleet as they attempt to escape, they have failed.
There could also be a symmetrical mode where the ships are the same on each side, the treasure spawns on an island or in the water in the middle of the map, and if a ship sinks with the treasure it just floats above the wreck.

Offline Milwanchor

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Re: Game Modes - Share with us your ideas!
« Reply #94 on: January 30, 2018, 03:31:31 pm »
My dream has always been to make a game based off of Napoleonic Wars, though considering I know nothing about game development, I am pleased with the development of Holdfast: Nations at War. I will say though, my primary dream in a Napoleonic Wars video game is the following game mode that I have planned for years in a Google Doc, well way before the announcement of Holdfast: NaW

Competitive Mode (Commander Battle)

Not sure where I should begin, as I will be copy and pasting my gathered ideas from my google doc, but essentially: My idea is for a Ranked Competitive game mode inspired from Mount and Blade: Napoleonic Wars commander battle mode. Games would be 7v7, where each play plays as a platoon officer, commanding a large line of men. As an officer, you must work with fellow officers on your team in defeating the rival army.

If done right, this competitive mode could bring in and accommodate competitive and strategy-game players, and could even provide structure for an e-sport.

At the beginning of the game, and between rounds, you must select and may change was class (or troop type) you are commanding.

Troops (Classes)
  • At least 1 Artillery (Max. 2)
    2 Cannons or Howitzers, 3 cannon operators per, 20 Foot Guards
  • At least 1 Cavalry (Max. 2)
    Lancers, Heavy Cavalry, Light Cavalry, Dragoons
    35 Men and Horses
  • At least 2 Line Infantry (Max. 4)
    Foot Guards, Light Infantry, Grenadiers, etc. (Different infantry types have different strengths)
    50 men per line.
  • Optional Skirmisher Line (Max. 2)
    25 Men with Rifles

Upgrades and Economy System
To add more substance, strategics, and variables, I also suggest an economy system.

Earn money based on success of line.
  • Kill (Melee and Firearm): 10 currency
  • Kill (Artillery): 20 currency
  • Win Bonus: 150 currency
  • Lose Bonus: 50 currency

Use money on upgrades after rounds.
  • Additional Infantry Troop (Infantry and Artillery): 30 currency
  • Additional Cannon and Crew (Artillery Only): 300 currency
  • Additional Cavalry Unit: 50 currency
  • Additional Rifleman: (Skirmishers Only) 50 currency
  • Ketel Drummers(Cavalry)/ Drummers(Infantry): Increase Unit Reload Speed & Movement Speed: 200 currency
  • Trumpeter(Non-Infantry) / Fifer(Infantry: Increases Unit Accuracy & Melee Reach: 200 currency
  • Flagbearers: Increases Platoon Toughness and Melee Damage: 200 currency
  • Sapper Unit: Build Fortifications, destroy enemy obstacles 300 currency
  • Field Medic: Heal wounded soldiers in active combat. (I'm debating this, as I haven't found any proof of medics operating in such ways on the frontline during this timeperiod)

Ranking/Matchmaking System

Competitive Play would likely require a ranking system and ranked matchmaking. I suggest a basic ranking system where you are promoted by winning and demoted by losing repeatedly. I wrote some rank options a while back, and will post them here: Militia Recruit, Militia Soldier, Militia Adept, Militia Veteran, Militia Sergeant, Ranker Recruit, Ranker Soldier, Ranker Adept, Ranker Veteran, Ranker Sergeant, Warrant Officer, Lieutenant, Captain, Major, Colonel, Brigadier General, Major General, Lieutenant General, General, Marshal.

Maps and Factions
Finally, my dream was to base competitive maps off of real battle grounds. My constructed lists are as follows:

Kingdom of Italy (Regno d'Italia)
Spanish Empire (Imperio español)
Kingdom of Portugal (Reino de Portugal)
French Empire (Empire Français)
The United Kingdom (The United Kingdom)
The Kingdom of Prussia (Königreich Preußen)
Austrian Empire (Kaisertum Österreich)
Russian Empire (Rossiyskaya Imperiya)
The Kingdom of Sweden (Konungariket Sverige)
Ottoman Empire (Osmanlı İmparatorluğu)
Grand Duchy of Warsaw (Księstwo Warszawski)
Denmark-Norway (Danmark–Norge)
Borodino (French vs Russians)
Austerlitz (French vs Austrians/ Russians)
Jena (French and Prussians)
Leipzig (French vs Austria/Russia/Prussia/Sweden)
Toulouse (French vs British/Spanish/Portuguese)
Batin (Turkish vs Russian)
Lübeck (French vs Prussian)
Stralsund (French vs Swedish)
Razyn (Polish vs Austrian)
Raab (French/Italian vs Austrian)
Køge (Denmark-Norway vs British)

I'm open to constructive criticism and have more information in my Google Document that I didn't feature on this forum post, if you have any questions or concerns. Suggestions are welcome and greatly appreciated as well.
« Last Edit: January 30, 2018, 07:41:34 pm by Milwanchor »

Offline Jean-Baptiste

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Re: Game Modes - Share with us your ideas!
« Reply #95 on: January 30, 2018, 04:42:23 pm »
Maybe not a gamemode specifically, but we recently launched a 126 slot melee only sever and I'd like to be able to enforce specific classes. e.g. Swords only or no flag-bearers.

Is that something we can currently do without altering game files or is it a feature that could be explored later?

Offline Brigadier_General

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Re: Game Modes - Share with us your ideas!
« Reply #96 on: February 17, 2018, 04:57:07 am »
I really just want a bot survival mode for sieges and army battlefield. A 1v1 ship duel mode would be neat as well.
« Last Edit: February 17, 2018, 06:04:46 am by Brigadier_General »

Offline LePoof

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Re: Game Modes - Share with us your ideas!
« Reply #97 on: March 14, 2018, 02:23:34 pm »
A Co-operative game mode with bots would be nice for training, or Regimental bragging rights(points/time).

Some kind of Campaign Mode for us Holdfast Addicts would be splendid.

Offline Regimental Information

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Re: Game Modes - Share with us your ideas!
« Reply #98 on: April 10, 2018, 11:21:41 am »
Deathmatch mode, where there are  no direct teams and it's like a free for all- I.e Nappys RP on NW, Tropical Paradise on NW.
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Offline MrBeardM

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Re: Game Modes - Share with us your ideas!
« Reply #99 on: April 30, 2018, 08:37:08 pm »
I have an Idea of a game mode for the game. (I know you just added the mode conguest but I don`t think another suggestion hurts)

   So,there are 5 points: A B C D and Z.   There will be 4 points of interest: A B C D. The attackers(which can be british in this example and the defenders can be france)
will spawn at point Z. They will march together to point D,which they need to capture. Points that are captured can`t be recaptured by France. France spawns at point C and need to go to D to defend it. If they loose point D they are going to spawn at point B and go to C and so forth. Let me make something clear: France can only spawn at point C while point D is not captured by british AND british can`t attack point C before they capture point D and so forth. When british capture a point the make that a respawn point. They could respawn at every point they have.

- France will have 1000 reinforcements per total. When british empire captures a point they steal 100 reinforcements from France while france gains 50 to help them defend the next fort.
- British empire starts with 200 reinforcements. If they all die british empire will not send more for a fort that couldn`t be captured by 200 people so the battle is declared victorious by France.

   While british are victorious and capture point by point, the France empire needs to go back until they reach point A. Point A will be the hardest point and the biggest fort,A will have a lot of cannons and it will boost the reinforcements of France by 200 people. A will be hard to capture also because A will become the main spawn point of the France Empire. Now they will not spawn at another point so they need to walk to A,they need to spawn at A cause its the only point left. ALSO spawning at A will cause chaos to the France empire and a lot of tension so that regiments can`t reform cause they might get hit by a british cannon. They need to fight bravely and kill every reinforcemnt left of the british empire so that they win.

A poor representation of the game mode:


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