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Author Topic: Game Modes - Share with us your ideas!  (Read 4186 times)

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Online Sanders

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Re: Game Modes - Share with us your ideas!
« Reply #60 on: June 29, 2017, 04:38:09 am »
Search and Destroy

Basically battle mode where players only get 1 life per round, but where if their was an objective, say a certain ship the enemy team had to sink in order to win the round. It would actually make battle much more interesting and competitive because you can't just go around butchering the enemy to win the round, you actually have to destroy/defend an objective in order to win the round.

Zombie Survival

I always found these types of servers to be very entertaining because the difference it brought to NW. Examples from the NA side included [FH] Zombies (which was very popular back in the day, but is sadly dead or really never populated) and currently a server called Zombie Apocalypse. Zombie Apocalypse was very interesting the way that scripted because they made sure each unit such as the BlackWatch or the Sailor had their own unique weapons. Unlike FH where you had Player Zombies, they just used ordinary bots with some simple scripting that made them run faster. Just some ideas from my time on NW.

Obviously the Zombie stuff could just scripted into Holdfast which might make this idea obsolete.
« Last Edit: June 29, 2017, 04:43:44 am by John Sanders »

Offline AlekoTheGreek

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Re: Game Modes - Share with us your ideas!
« Reply #61 on: September 16, 2017, 04:48:04 am »
(Sorry for posting after two months of thread inactivity)(A wall of text follows, bare with me. Thank you :) ) (Expect some syntax or grammar errors)

So, there are a few things that have been going in my mind for a long while, some are indirectly related to Game Modes will others are actual game modes. I guess this is the best place to express myself.

Point One - Event variants (Indirectly Related to Game modes)

Since Holdfast is so focused on community private events (Line Battles etc) there should be in-game tools to support and enhance these very events. Trying to keep things as simple-effective as possible obviously.

Here are a few suggestion to support my first point:

 This is probably pretty big in terms of work needed for implementation, but please take a look. Add an "Events Variant" on the server option, that is actually used for events. This variant can/should have the option to differentiate  each Regiment/Crew (In this instance Regiment/Crew = clan) by having different groups within each faction.

- (Simpler Implementation) These groups are a set amount by default (for example a max of 20 groups per side) which players of a specific regiment/crew can "Join" upon choosing their faction. In the simple version these groups have default names (e.g. A,B,C etc)

- (Enhanced Implementation) These groups can be named by the regiment leaders OR the admins - to avoid incidents of trolling- to make things even nicer. For example, one group is named 420th Regiment of Foot and another one 7734th Light Company or just plain and simple 2001st. It is up to the author.

- (Extra Sophisticated Implementation) The above, plus, the admin can assign group leaders to each group, which can in turn customise it. Maybe they can pick which class this group uses so people even get to pick their class, they just pick their group or maybe the group leader can change the name of the group. This third section is simply to add the option of customisation and it's fully speculative (Also, it makes my aforementioned wall of text even longer :P )

These groups can be displayed on the scoring screen or at the end of a round (Like the Verdun game for example). They also make the admins job easier finding rule breakers or anyone else for any other reason. Also they can be used for the Assault game mode, so that players of the same group spawn next to each other, with a short distance between them and other groups.

The first question everyone will have after reading my point will be: Why though? Here comes my second point!

Point Two - Game Modes
By using the "Event Variant" I explained above, a whole lot of new possibilities unlock for events and event game modes.

-Event Army Battle (Or combined arms if the network/game engine permits it). In this game mode, each team will have a set amount of reinforcements, which the other team has to deplete in order to win. Sounds like a death match doesn't it? Here is where the "Event Variant" server option comes in play. In this game mode whole groups spawn as a whole after an amount of seconds has been passed (set by the admin) after the ENTIRE group has been annihilated. Basically, the team is reinforced by whole Regiments or companies. This way the Line Battle aspect is not eliminated by constant random spawning of individuals, players actually get to play more while waiting less and you don't get the server lag and cluster of a traditional Battlefield-like conquest.

-Event Naval Battle. The existing naval battlefield game mode works as the normal version plus. Each ship is one group. After a ship is sunk and it's entire crew die, the group along with it's ship gets re-spawned (Delay set by the admin of course). Each team has a limited amount of vessel re-spawns per vessel class. (Set by admin). Positives are the same as with the Army Battle. More game play less waiting, without loosing the Organised event feel.

Many more game modes can emerge from this, i just wanted to point out the two most obvious examples. Maybe in the future I can come up with more. I just don't to express an idea until it has fully matured in my mind. I can obviously over complicated modes with Conquest flags and other stuff, but this will make things worse, and the point of this text is to improve things.

Obviously Event hosts can use the default game modes for their event while keeping the "Event Variant" Server option on.



I hope this reaches developers and raise their curiosity. Thank you all for going through it (if you did :) ).
See you amidst smoke and salt.


Ever revoked promises. Deliberate coincidences. All full of lies.

Offline j-schipper1

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Re: Game Modes - Share with us your ideas!
« Reply #62 on: September 16, 2017, 09:52:35 pm »
Infantry Only
Cavalry Only
Capture the flag..
Team Deathmatch
Battle Mode:

Mode to fall back if you as defender lost your objective in times just like battlefields opperations mode.

Offline Pugglesworth

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Re: Game Modes - Share with us your ideas!
« Reply #63 on: September 17, 2017, 06:41:31 pm »
I like AlekoTheGreek's idea, having a sort of squad system like BF1 or... Squad. Squad also has an interesting system where players can pick specialties based on the size of the squad, the one who starts the squad can pick squad leader (eg. officer), and a small squad can have one AT troop (surgeon?) while a full squad can support two, so you don't have a squad of nine dudes with rocket launchers (though lines of 20 musicians can be hilarious).

From the gameplay I've seen, allies have green arrows over their heads, so maybe squad-(regiment-)mates could have a different color, like v, while the officers/NCOs get v or something (this way if the officer dies you know who can take over)? Plus the other standard features like spawning on your squad and getting extra score/EXP from assisting them could be there.

I also like Aleko's idea of making line battles seem bigger by having eliminated regs respawn in full, though this does call into question certain scenarios, like if the artillery regiment gets wiped out then spawns like 20 feet from the guys who just killed them... or maybe that's just the challenge of taking the arty, in that you have to be able to hold it against reinforcements. ¯\_(ツ)_/¯

Offline Muddy

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Re: Game Modes - Share with us your ideas!
« Reply #64 on: September 17, 2017, 10:47:48 pm »
As posted above Zombies would be great to add to the base game. Wouldn't take much to add to it as well.
Regarding ~FH~ Zombies the server was the most populated server world wide for 2 years straight so it did very well. Whatever the devs do just focus on everything (that can be) being mod-able server side and the game will do well. Mount and Blades success was due largely to the modding scene, but a lot of great mods died due to having to be their own separate executable game with separate servers splitting the player base.   

Offline Redcoat22

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Re: Game Modes - Share with us your ideas!
« Reply #65 on: September 22, 2017, 04:52:39 am »
Commander mode

Offline MrPot8o

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Land And Sea
« Reply #66 on: September 23, 2017, 08:57:24 pm »
For those good fellows already following us on Twitter, you might have noticed that we're currently working on Game Modes for Holdfast: NaW.

We've already read plenty of topics about this on our forums but we'd love to hear more! Go ahead and share with us your ideas.

Battle of land and sea may with infantry support ships.

Offline RobinHood1

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Re: Game Modes - Share with us your ideas!
« Reply #67 on: September 24, 2017, 08:06:24 pm »
Night coastal raids, where one team must sneak up and overrun the garrison via stealth and close quarters combat to gain an objective such as a certain wall or gateway.  Then once this is open reinforcements are allowed to rush in and join the attack.  Then perhaps if a certain battery is overrun ships can enter the harbour and join the attack with guns and troops.


Then something a little simpler using a big star fort/Vauban fortification or walled city could be a kind of rush style game mode where you get a set number of men to take certain objectives as you push forward to the centre.
« Last Edit: September 24, 2017, 08:08:38 pm by RobinHood1 »

Offline Manco

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Re: Game Modes - Share with us your ideas!
« Reply #68 on: September 26, 2017, 07:13:22 pm »
COMMANDER BATTLE MODE.

Basically the same at is in Napoleonic Wars. It is still a popular game mode that will be a big benefit this game. 



Offline satrlpoy

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Re: Game Modes - Share with us your ideas! my idea - Victory Point Control
« Reply #69 on: September 26, 2017, 11:33:14 pm »
The game is great, the naval and land battles are amazing, but something I feel, "a wish it will be more than just run kill and hide".
so I thought what if there will be 3 VP's, maybe little forts or Islands, and maybe supply points as well, like COH2, every team starts with a fleet in another side of the map and needs to run capture and hold the points.
The benefits: more need of teamwork and collaboration between teams. combine naval and land battle, give a mining to the supply situation and real need for engineers to fortify and move cannons from here to there.
in this mode, the team that holds fewer points will have to attack to avoid losing,  so the strategic perspective becomes an important part of the victory.
maybe the most outstanding soldiers/captains will become commanders that can mark places and give missions to other fleet crews on the round.
Today, the team that protects stops appearing again at some point and it frustrating for his members, but in  Victory Point Control you always can response again, and you can play on a ship no matter which team you are...
thanks for all the work, I really enjoy the game!



« Last Edit: September 26, 2017, 11:52:04 pm by satrlpoy »

Online Intel Guardian

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Re: Game Modes - Share with us your ideas!
« Reply #70 on: September 29, 2017, 11:44:12 am »
A combined land-coastal siege would be nice, and would work well on maps based on river forts such as Tilbury Fort on the Thames, with the navy attacking from the river and the army attacking from earthworks behind the fort. Though this would probably work best when/if the game gets to 200+ players.

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« Last Edit: September 29, 2017, 11:49:08 am by Intel Guardian »
The Fresh Emperor of France: In west Corsica born and raised, In the Tuileries Palace was where I spent most of my days
Chillin' out maxin' annexin' all cool and all, Shooting some Spaniards outside of the Madrid
When a couple of Austrians who were up to no good, Started invading allies in my neighborhood
I got in one little war and Britain got scared and said, "You're movin' with your auntie and uncle in Saint Helena."

Offline CakeFlirty

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Re: Game Modes - Share with us your ideas!
« Reply #71 on: October 04, 2017, 02:54:12 pm »
got two suggestions one about maps and one about general faction layout

1. a map in a style of a hill postion assult with one side defending another attacking.. the attacking is on the bottom of the hill trying tp push up to the defenders positions and take it (the hill look should be muddy looking and with thin trees that the attacker can take cover behind as they push up but the trees is not wide anough to totaly cover them also the trees should look like it was shrudded with cannon fire and musckets beside that the only cover the attacker can use is deep digs in the side of the hill as they push up..i imagin the climbing should be very steep that much that dead bodies will roll down the hill all the way to the bottom.. the defending position will have only few trencnes across the battlefield.. the houl map should be centerd around this kind of terrain.. i personaly would love to make the map if its possible..i have a clear picture of it in my mind already...with alot of details that would make this map very fun and uniqe.

2. to focus the factions on only two factions but to incorperate the others nations that fought for each side..one side should be the french empire..composed by the french and their allies ..just add unites from nations that fought for each side to the corrent roster of availble unites ..in that way insted of making totaly houl factions..youll have a single battle with french fighting alongside confederation of the rine infentry nations and polish or spanish or italian and such.. the other faction should be the coalition powers. britain prussia austria russia and such same process by just adding their unites to the corrent roster...

Online Intel Guardian

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Re: Game Modes - Share with us your ideas!
« Reply #72 on: October 08, 2017, 05:34:02 pm »
How about an escort/payload map where the defenders would have to stop the attackers from bringing a baggage train through the map. One way could be the way TF2 and Overwatch do it, where the payload moves when the attackers are near it and stops when the defenders are near it, with both teams spawning away from the payload and the spawns moving as the payload progresses. The baggage train would likely only have one carriage if this was the case and would work best with few players.

Another way of doing this could be that the train could be made up of multiple carriages that the defenders would have to capture or destroy. The defenders could spawn off to the side of the payload's path instead of in its path in order to make the attackers' lives easier, while the defenders could spawn on/near the payload. This would probably be good for more players.

I also think that this would be a good excuse to add the Royal Waggon Train/Train des Équipages.

Royal Waggon Train:
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Train des Équipages:
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Perhaps they could make the payload move faster. They would probably work best on the second method of implementing this gamemode, and would be good on 'Payload Assault' or something, making them valuable to the attackers and key targets for the defenders.

I don't really know how the horses could be implemented (whether they could be killable, ridable etc.) though I'd imagine that being able to kill the horses would make attacking quite boring.
« Last Edit: October 08, 2017, 11:04:55 pm by Intel Guardian »
The Fresh Emperor of France: In west Corsica born and raised, In the Tuileries Palace was where I spent most of my days
Chillin' out maxin' annexin' all cool and all, Shooting some Spaniards outside of the Madrid
When a couple of Austrians who were up to no good, Started invading allies in my neighborhood
I got in one little war and Britain got scared and said, "You're movin' with your auntie and uncle in Saint Helena."

Offline Carl Klinke

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Re: Game Modes - Share with us your ideas!
« Reply #73 on: October 12, 2017, 10:21:44 am »
+1 for a conquest mode.

Limited tickets for the defenders and points that have to be taken, or defended in a certain order.

That would concentrate the fight on a smaller area and suite the gameplay on the public servers. You don't really see organized gameplay very often. When it happens it's most of the time an organized mass charge and that would fit perfectly for this mode.

You could spice it up, with some nice fortifications, like this:

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Or maybe a fort on a hill with a winding road up, or in a desert gulch would be a good idea, too. Something more tube like to channel the troops.

Maybe it would be a good idea to make 5 objectives and limit the defenders respawn points on each objective to 50, so it won't be on big slaughter at the first objective till the tickets run out.

Offline Soarino

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Re: Game Modes - Share with us your ideas!
« Reply #74 on: October 12, 2017, 07:53:02 pm »
Not sure if anyone else has suggested this but a commander battle like in NW.