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Author Topic: Game Modes - Share with us your ideas!  (Read 5875 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.
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Online 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: http://www.holdfastgame.com/forum/index.php?topic=3219.0

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.