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New Game Mode: Squad Battle

Reznor

Grizzled Veteran
Mar 18, 2006
449
0
Darmstadt, Germany
Who doesn't know it... the battle went on for quite a while fiercely until both teams run out of reinforcements. Soon you watch yourself asking if you really should engage that mg or becoming nade-paranoid being pinned down behind those sandbags...

Also I remembered how intense some rounds of good old CS were... simply because you would actually be dead when you die ;)

Then I thought how this could be implented in RO and I came up with another gamemode:

Basicly the reinforcements are set to 0 or just very low (in that case best would be counted respawns for each soldier seperately, just a couple each) and class limits are adjusted for that. You'd also need maps which would support this style better, they don't always need to be smaler, but should encourage staying together more and need some tactical finesse.
The objectives should be adjusted too (thats why we need new maps for that): Destroying an objective with a satchel, stealing a vehicle, maybe kill / protect a bot/player [e. g. guarding a high officer from a bombed building/area...], capture and return something special (combat plans, radio components... whatever) or simply hold a special area.
While writing those objectives I feel pretty reminded of various single-player WWII fps... but actually those are the most fitting objectives for seperated squads.

Anyway: the main point is that I wished for a gamemode which would make combat more "personal" and intense. In a gamemode like that, you'd know the enemy has a skilled sniper/mg or a good commander and you will probably have to fear them. Or imagine you and a comrade are the last survivers, sneaking through the rainy streets...

Any opinions on that?

Is that probably even possible just for mappers currently? Adjusting reinforcements, maybe adding new kind of objectives?
 
I like it. I had an idea almost like this a while ago. The difference was that I would prefer larger maps and both sides start at randomish sides of the map and therefore when you both meet at the objective you must move cautiously because you don't know where the enemy will be (versus set start positions and you run the exact same strategy every time).
 
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Thats a nice idea. You could place some complex in the middle and let the teams start at random spawn points (each time at one spawn though and far enough from the enemys one). The objective would be in that complex, if its capturing a objective (some controlroom?) or destroying/protecting/finding and returning something inside the complex.

I'd love it \o/
 
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Second that idea.

The only real problem is the maps aren't balanced for such a gametype... but I'd give it a try anyday:)

You'd also need maps which would support this style better, they don't always need to be smaler, but should encourage staying together more and need some tactical finesse.

The current maps arent suited that well, so we'd need custom maps or support from the official side.

Hey Devs, do you thought about implenting a new game type yet? :eek:
 
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I like it. I had an idea almost like this a while ago. The difference was that I would prefer larger maps and both sides start at randomish sides of the map and therefore when you both meet at the objective you must move cautiously because you don't know where the enemy will be (versus set start positions and you run the exact same strategy every time).

Yeah that would be great, kind of like AAs q-course. I wonder why no realism mod / game has picked that up yet. I think one of the reasons games like RO etc. still feel kind of arcadeish is that their gameplay (as in the rules of the game) are still similar to games like DOD.
 
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Am I the only one who dislikes this idea?
From the realism point, the idea isn't really 'realistic': Where did at any time of the 2. World War groups of less than 16 people fight against another group of less than 16 people?
And I always found the CS-system discouraging.
And I could imagine how many players would leaving the servers after being dead...

Implemantiation through mappers shouldn't be a problem, but I do not think that Tripwire will deal with this.
 
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The trouble with DoD's para mode was that if you died in the first 2 minutes to a sniper, you'd then have to wait a good 10 minutes while the last guy sneaks around and camps in the completely wrong corner. It works in CS, but in DoD where the gameplay is a bit slower, and the maps more complex, it's not a good idea.

I prefer the idea of long spawn times rather than splitting the game into rounds.
 
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I never liked that aspect of CS and it's probably one of the biggest reasons I never got into CS. I tried playing "One Life to Live" servers in Return to Castle Wolfenstein waaaay back in the depths of time, but it just didn't interest me.

I like being able to respawn. I still play cautiously, but I hate how CS plays out -- a six minute round is too short to get a really good firefight going, but too long to wait if you're dead in the first minute.


That said, some people juggle geese, so if this suits your tastes, make a mutator for it and maybe whip up a few custom maps.


It sounds to me, though, that you really just want a more realistic version of CS. Why not mod that instead?
 
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Not at all.

You people who think "no respawns=CS" need to widen your horizon a bit. OFP, Raven Shield, etc... there are a couple of games which are still considered to be the most realistic shooters of all times that use a "one life" system. And they work.

Of course the system is not without its problems, but I'm not talking about replacing the current system with it, I'm talking about adding to it. As for mutator.. I would do it, but I have no skills in coding so nah.
 
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Oh, I know. I tried a few online games of Rainbow Six once or twice. They all end up playing out the same way -- the goal becomes to simply kill everyone on the other team rather than complete the objective. Sometimes they complete the objective, of course, but it's over in just a few minutes.

The reason I'm saying it sounds like CS isn't so much the one life aspect as much as it is all the other additional things (escort missions, demolition missions, etc.).

It's just not really my cup of tea, sorry. But I do think a mutator might be interesting. Doesn't seem like it'd be that hard to code although that's not my area of expertise.
 
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I for it. I just don't like that there would be objectives like protecting a guy, or taking documents and stuff like that straight from COD Singleplayer.

Maybe, if you forced people to follow the team leader, and to obey his commands. Like if you left the immediate area, you'd get a notice that you'd be disobeying orders, and some sort of punishment. Of course the squad leader could select and order his squad, each guy individually, which would keep him preoccupied making him more of an NCO than a guy who is hogging the SMG.

For the objectives, keep the current objective system, just make them all unretakable.

I like the no life thing. The best part of RO is always the part where there are no reinforcements and you buddy up with two other guysand make coordinated moves. Teamwork increases as reinforcements decrease. Rule of thumb for RO. No reinforcements=fear of death.

On a side note, gimme all the clans that have the 1 life things and their webpages.
 
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I like the no life thing. The best part of RO is always the part where there are no reinforcements and you buddy up with two other guysand make coordinated moves. Teamwork increases as reinforcements decrease. Rule of thumb for RO. No reinforcements=fear of death.

This is exactly why I thought of this game mode - those moments are awesome, but way to rare imho. The stuff I wrote was just an idea how to focus a gamemode on it, but if there are other (and better) ideas, I'm fine with it.
 
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Who doesn't know it... the battle went on for quite a while fiercely until both teams run out of reinforcements. Soon you watch yourself asking if you really should engage that mg or becoming nade-paranoid being pinned down behind those sandbags...

Also I remembered how intense some rounds of good old CS were... simply because you would actually be dead when you die ;)

Then I thought how this could be implented in RO and I came up with another gamemode:

Basicly the reinforcements are set to 0 or just very low (in that case best would be counted respawns for each soldier seperately, just a couple each) and class limits are adjusted for that. You'd also need maps which would support this style better, they don't always need to be smaler, but should encourage staying together more and need some tactical finesse.
The objectives should be adjusted too (thats why we need new maps for that): Destroying an objective with a satchel, stealing a vehicle, maybe kill / protect a bot/player [e. g. guarding a high officer from a bombed building/area...], capture and return something special (combat plans, radio components... whatever) or simply hold a special area.
While writing those objectives I feel pretty reminded of various single-player WWII fps... but actually those are the most fitting objectives for seperated squads.

Anyway: the main point is that I wished for a gamemode which would make combat more "personal" and intense. In a gamemode like that, you'd know the enemy has a skilled sniper/mg or a good commander and you will probably have to fear them. Or imagine you and a comrade are the last survivers, sneaking through the rainy streets...

Any opinions on that?

Is that probably even possible just for mappers currently? Adjusting reinforcements, maybe adding new kind of objectives?

Does anyone remember Call of Duty 1? The Demolition mode? When you had an objective you had to get your team into and blow up. The other side had to prevent the bomb. This type of gamemode would lend itself really well to no reinforcements.
0 reinforcements wouldn't work well where you had to capture multiple cap points, since all you'd be doing is running from one to the other while the other side recapped behind you, losing guys here and there till there was only one left trying to cap/defend etc. Kind of pointless.
That demolition, of a single objective without any cap points, on a well designed map would be cool. Even if it came up on regular servers once in a while, with a very short time limit, like 5 minutes to get the bomb planted.
 
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