![]() |
![]() |
|
#1
|
|||
|
|||
|
This games needs a domination/conquest game mode with flags to capture.
Only just started playing this game and already I'm sick of Territory mode. Every game is one side kicking the other side's *** (Germans usually), and it seems so bland and generic, with the last flag being a standoff point. I just feel like Domination/Conquest mode where whichever team holds the most flags starts draining tickets (reinforcements) would work well with this game. |
|
#2
|
||||
|
||||
|
Can you detail about the rules of those gametypes?
|
|
#3
|
||||
|
||||
|
I'm assuming he wants a more BF3 conquest type mode, where there are Flags (A, B, C, etc) are around the map and all open, the team with the more flags starts draining the enemy reinforcements until depleted.
__________________
Formerly Extremity Specs: 8GB RAM, GTX 460, i5-3570k |
|
#4
|
||||
|
||||
|
Hum, but how do you cap a flag? Do you need to bring it to your base? Or do you capture the flag area (which could just be a TE zone)?
Last edited by -=THOR=-; 12-28-2012 at 01:51 AM. |
|
#5
|
|||
|
|||
|
I think the flags are misleading. The game type involves several cap zones.
For example let's say there are five caps. In the beginning, they are all neutral. Each team sets out to capture as many cap zones as possible. Capping will have a different mechanism as well. To cap a neutral point, you just sit and wait like normal. To cap an enemy point, you have to sit and wait but instead of it being yours right away. It will be neutral first. Then you have to capture it again from neutral point. So, if one team has three caps and the other team has two caps. The team with two caps will start losing points. Once they lose all their points they will lose the round. They can stop losing points by neutralizing an enemy cap. If they neutralize then the results will be two caps owned by both teams with one cap neutral. Neither team will lose points. Once a team caps that neutral points than the team with less cap zones will start losing points. In summary, team with less caps will lose points. You have to neutralize enemy points before you can capture it. Both team starts with same amount of points. This mode requires a lot of strategy and is very competitive.
__________________
Last edited by danh; 12-28-2012 at 02:18 AM. |
|
#6
|
||||
|
||||
|
hmmm... domination/conquest...yea make the game even more arcade and generic...
|
|
#7
|
||||
|
||||
|
Capping territories and getting points for holding them, arcade? It's almost the same as Territory, but in a more chaotic way, just like it was in Stalingrad, fighting was from house to house, no clearly defined frontline...
|
|
#8
|
||||
|
||||
|
Unless you have packed servers and smaller maps, it leads to pretty random battles with a few people sprinting back and forth from cap to cap. If there is strategy, it can be fun.
|
|
#9
|
|||
|
|||
|
It can be similar to territory by arranging the caps in a circle and placing the spawns across from each other (assuming the spawns do not move!)
![]() Red and Blue are the two teams Yellow Circle are cap zones Red/Blue Circles are spawn Red/Blue Line are possible front line Of course you can try to cut your way through the middle as well but depending on map design, this can be hard or easy. Most of the conquest/domination games I play are set up this way. I have not played an fps version. I only played moba or mmo where they featured this. This seems much more competitive than territory. The strategy and chaos seems real to life. The only thing I would say is arcade is losing/gaining points, but that is no different than having a timer or reinforcement count. You can think of it as your morale. As the team holds more areas, perhaps your soldiers start to lose morale and do not see how they can win the war. Then when the enemy team holds all five caps, your points start dropping at a much faster rate. This is like your morale dropping incredibly fast and you will lose when it is 0. This can signify some sort of retreat for the losing team.
__________________
Last edited by danh; 12-28-2012 at 11:28 AM. |
|
#10
|
||||
|
||||
|
Maybe this could work better with carriers?
Also I think you can already get a slightly similar taste to this mode sort of following dan's picture, just make the spawns unchanging, make all the zones open, and don't have any out of bounds volumes except for spawn areas. Tickets will drain out on their own from combat, and the game will end if one team totally stomps another by capping all the point (or majority?) So it doesn't really need to be a new game mode, just a different way of objective set up which would be an awesome idea. And carrier would reduce the amount of random loners around because you're sending a group of players to the front lines. It'd be quicker than walking too so it'd sort of be a reinforcement line sort of thing unless you do the whole SL spawn thing.
__________________
Formerly Extremity Specs: 8GB RAM, GTX 460, i5-3570k |
|
#11
|
||||
|
||||
|
omg. this is tto much for me. is there a map in there?
Last edited by kathmandu; 12-28-2012 at 01:18 PM. |
|
#12
|
||||
|
||||
|
A nice explanation Danh, I'd welcome some maps set up like this, (with more than one, non moving spawn option as well.) I grow incredibly tired of linear cap layouts and the unchanging, linear gameplay that goes with them. And zero flanking opportunities. Station for example and Commissar's..... no way to change strategies, just bang heads the whole time.
|
|
#13
|
|||
|
|||
|
Maybe a map I am making that has a hill
__________________
|
|
#14
|
|||
|
|||
|
Simply stated, Territory is a tremendous improvement over the simplified Conquest/Domination game types. It can even be adapted to a Domination/Conquest game type if properly setup that way. Witness Arad in ROOST and ROHOS. Couple of tweaks so the map doesn't end when one side captures all and there you have it.
That said, I'm really not interested in those game types. Not that I would never try them or play them, just so infrequently that I can't see them being justified as official type modes.
__________________
|
|
#15
|
||||
|
||||
|
you dont need a new gamemode, you just have maps where all or nearly all cap zones are attackable at all times, and are evenly spread across a map rather than a roughly linear fashion.
One of the hardest parts would be organising the spawning - ideally you should offer a choice dependant on who owns what - otherwise you would need careful positioning dependant on what's already capped, and even then you would limit the freedom to attack anywhere if you are forced to come in at one location whatever the state of the map. Phaps an adaptation of spawing on SL could make it work. |
|
#16
|
||||
|
||||
|
I think this game mode would be excellent for some of the new larger maps that we are seeing....as an example, Yakalevo or Orel would play fine with this type of play especially adding in the tranports and infantry for combined arms...Its coming, i can feel it!
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|