There have been defend the vip gamemode ideas tossed around but I don't think those have ever been successful.
There have also been assault or objective based gamemode ideas thrown around but those would need entirely new maps to get off the ground.
so I thought of this.
While I was playing KF me and another lvl 5 were out in a clearing while the other 15 or so people were inside the other part of the map. While we were out there, it almost felt like we were defending the trader area while everyone else cleared out the main swarm. (at least, it was more fun to pretend we were. in reality it was pointless.)
Then I thought, how cool would it be if you actually did have to defend an area or some sort of object? (ala DA2)
And not just one point, perhaps multiple points on the map with one of them being the primary one (ala ut2k4 onslaught)
This would require much more teamwork related organization and use of the command system and voice chat.
Right now the only real tactics involved in KF are these:
1. Watch your back
2. Stick with your team
3. Each perk should stick to his respected specimens he is made to take out
4. heal heal heal
5. Take out the siren before anything else
Here's a rough idea of what I'm talking about
VERSION A:
There are objectives you have to defend and if the specimens destroy them then the max specimen count goes up, therefore increasing the difficulty.
The specimens never stop spawning. You win by defending the objective until the timer runs out.
There is a primary objective. This could be a number of things and the point of the gamemode centers around what this is. I haven't thought much in terms of ideas for what it could be though, that's what this thread is for.
There are secondary objectives at different areas of the map. The specimens have to destroy these in order to go after your primary objective.
VERSION B
The specimens spawn like in version A, neverending. You have to defend the primary objective till the timer runs out.
BUT instead of having objects inside the rooms that you have to keep alive, you have to maintain control of the room. The capturing would work like capturing in battlefield games. If the specimens control the room then the max specimen count goes up. If you control it then it goes down. The more people you have helping you defend the harder it is for specimens to capture it.
The rooms would have to have some sort of feature to show you who controlled it. It could glow red at the borders for specimen control and green for player control.
If the specimens control the rest of the rooms, then they go for the main room. If they get control of that one then they go after the main objective. If they destroy it then you lose.
Respawning for players would be infinite to avoid the game ending early just because everyone died. This wouldn't be survival anymore.
This would be implementable onto the existing official maps since it's perfectly fine for close quarters play and it would just require some editing of the maps to enable the functions for this mode. Most other gamemode ideas would require much more work then that.
I feel it would allow for much more strategic play and utilizing teamwork to keep points controlled. If you are all together at one point then the specimens will eventually overrun you.
One problem is that this would be far too easy to win on beginner and normal. though the current survival gamemode is too easy on those difficulties anyway.
UPDATE:
The specimens spawn indefinitely. Each wave ends when the time limit is up.
You and the specimens both have the ability to control all the rooms or anywhere that is a control point. If the specimens capture one, then they will get more powerful aka more of them at once, if you capture them, you get ammo and weapons and less specimens to fight.
You have a primary core that can only be attacked by the specimens if they control all the other rooms. If they destroy this then you enter sudden death mode.
You have infinite respawns, you don't lose by dying but by getting your core destroyed and THEN dying.
If you DO survive all 10 waves, then the patty spawns. Defeat him and you win.
If you don't survive all the waves (aka your core gets destroyed) you lose all ammo sources and you have to destroy the specimens core as a last ditch effort to defeat them. If you fail to do this (aka you all die in the process) you lose.
The patty will not spawn if your core gets destroyed but you will have the full onslaught of specimens to get through if you have any hope of destroying their core point.
There have also been assault or objective based gamemode ideas thrown around but those would need entirely new maps to get off the ground.
so I thought of this.
While I was playing KF me and another lvl 5 were out in a clearing while the other 15 or so people were inside the other part of the map. While we were out there, it almost felt like we were defending the trader area while everyone else cleared out the main swarm. (at least, it was more fun to pretend we were. in reality it was pointless.)
Then I thought, how cool would it be if you actually did have to defend an area or some sort of object? (ala DA2)
And not just one point, perhaps multiple points on the map with one of them being the primary one (ala ut2k4 onslaught)
This would require much more teamwork related organization and use of the command system and voice chat.
Right now the only real tactics involved in KF are these:
1. Watch your back
2. Stick with your team
3. Each perk should stick to his respected specimens he is made to take out
4. heal heal heal
5. Take out the siren before anything else
Here's a rough idea of what I'm talking about
VERSION A:
There are objectives you have to defend and if the specimens destroy them then the max specimen count goes up, therefore increasing the difficulty.
The specimens never stop spawning. You win by defending the objective until the timer runs out.
There is a primary objective. This could be a number of things and the point of the gamemode centers around what this is. I haven't thought much in terms of ideas for what it could be though, that's what this thread is for.
There are secondary objectives at different areas of the map. The specimens have to destroy these in order to go after your primary objective.
VERSION B
The specimens spawn like in version A, neverending. You have to defend the primary objective till the timer runs out.
BUT instead of having objects inside the rooms that you have to keep alive, you have to maintain control of the room. The capturing would work like capturing in battlefield games. If the specimens control the room then the max specimen count goes up. If you control it then it goes down. The more people you have helping you defend the harder it is for specimens to capture it.
The rooms would have to have some sort of feature to show you who controlled it. It could glow red at the borders for specimen control and green for player control.
If the specimens control the rest of the rooms, then they go for the main room. If they get control of that one then they go after the main objective. If they destroy it then you lose.
Respawning for players would be infinite to avoid the game ending early just because everyone died. This wouldn't be survival anymore.
This would be implementable onto the existing official maps since it's perfectly fine for close quarters play and it would just require some editing of the maps to enable the functions for this mode. Most other gamemode ideas would require much more work then that.
I feel it would allow for much more strategic play and utilizing teamwork to keep points controlled. If you are all together at one point then the specimens will eventually overrun you.
One problem is that this would be far too easy to win on beginner and normal. though the current survival gamemode is too easy on those difficulties anyway.
UPDATE:
The specimens spawn indefinitely. Each wave ends when the time limit is up.
You and the specimens both have the ability to control all the rooms or anywhere that is a control point. If the specimens capture one, then they will get more powerful aka more of them at once, if you capture them, you get ammo and weapons and less specimens to fight.
You have a primary core that can only be attacked by the specimens if they control all the other rooms. If they destroy this then you enter sudden death mode.
You have infinite respawns, you don't lose by dying but by getting your core destroyed and THEN dying.
If you DO survive all 10 waves, then the patty spawns. Defeat him and you win.
If you don't survive all the waves (aka your core gets destroyed) you lose all ammo sources and you have to destroy the specimens core as a last ditch effort to defeat them. If you fail to do this (aka you all die in the process) you lose.
The patty will not spawn if your core gets destroyed but you will have the full onslaught of specimens to get through if you have any hope of destroying their core point.
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