The idea is simple and makes use of some properties available in countdown and territory.
- In countdown after obtaining a key objective the commander gets the option to let the entire team respawn. Together with that limited life game play adds a lot of tension which makes it exciting.
- Unlike in countdown, territory offers the ability to have multiple cap zones that can be attacked simultaneously, and management of friendly and enemy reinforcement inflows. And when you transfer from one cap zone to the next, the living people stay alive.
Combining the two can give a nice game type that offers various forms of game play.
So basically you end up with a territory map, where the attacking team got for instance 15 team re-spawns and the defending team 10 team re-spawns. And in both sides you let the commander decide when to utilize those spawns. (1 team respawn, brings back every dead player in a team).
While there is a difficulty with public play, as the commander could be a bastard and never let people respawn (although TWI said to have a good selection system). It could add a nice amount of fun and depth to the game especially in competitive play.
- You never know when you will respawn, spawns could be limited giving the tension of countdown.
- You need to decide how to split your team over multiple cap zones like in territory.
- Due to the squad leader being able to respawn his team, it gives the need to manage friendly and opponent reinforcement flows.
- It gives the power to the commander, to manage how many reinforcements are used in what section of the map, giving tighter control over the battlefield. And makes sure that with low reinf the team wont run out in the first 5 minutes.
- Unlike countdown you do not respawn if you're still alive after capping something and going to the next objective.
- It allows the mapper to give the attacking team different reinforcements over the defensive team, making balancing easier.
- In the campaign mode commander got a bigger influence on the outcome of a battle, actually adding a bigger active layer of macro management to the game.
- You will probably always spawn together with a group of people, where as it is not uncommon in competitive matches to spawn alone.
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I don't know if something like this would be a lot of work to create, but it could end up being a lot of fun. Combining somewhat the strengths of both game modes.
- In countdown after obtaining a key objective the commander gets the option to let the entire team respawn. Together with that limited life game play adds a lot of tension which makes it exciting.
- Unlike in countdown, territory offers the ability to have multiple cap zones that can be attacked simultaneously, and management of friendly and enemy reinforcement inflows. And when you transfer from one cap zone to the next, the living people stay alive.
Combining the two can give a nice game type that offers various forms of game play.
So basically you end up with a territory map, where the attacking team got for instance 15 team re-spawns and the defending team 10 team re-spawns. And in both sides you let the commander decide when to utilize those spawns. (1 team respawn, brings back every dead player in a team).
While there is a difficulty with public play, as the commander could be a bastard and never let people respawn (although TWI said to have a good selection system). It could add a nice amount of fun and depth to the game especially in competitive play.
- You never know when you will respawn, spawns could be limited giving the tension of countdown.
- You need to decide how to split your team over multiple cap zones like in territory.
- Due to the squad leader being able to respawn his team, it gives the need to manage friendly and opponent reinforcement flows.
- It gives the power to the commander, to manage how many reinforcements are used in what section of the map, giving tighter control over the battlefield. And makes sure that with low reinf the team wont run out in the first 5 minutes.
- Unlike countdown you do not respawn if you're still alive after capping something and going to the next objective.
- It allows the mapper to give the attacking team different reinforcements over the defensive team, making balancing easier.
- In the campaign mode commander got a bigger influence on the outcome of a battle, actually adding a bigger active layer of macro management to the game.
- You will probably always spawn together with a group of people, where as it is not uncommon in competitive matches to spawn alone.
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I don't know if something like this would be a lot of work to create, but it could end up being a lot of fun. Combining somewhat the strengths of both game modes.
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