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Multiplayer Gametypes


BS PALADIN

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SharpShooter Idea

Each map is marked with zones opposite each other. So zone A1 is in the north and A2 is in the south, B1 is southwest and B2 is northeast etc.. Team one starts at A1 and team two at A2 then after say 60 seconds the spawns switch to another set of spawns, say C1 ( west ) and C2( east ). After 60 the spawns swap againand so on.This ensures that the whole map is used, the gameplay doesnt become stagnant and that players need to constantly re-adjust their positions due to constant flanking. The order in which the spawns swap must be random though.

Siege Idea

The defending team picks a base to defend out of say 2-3 options. All these option must be around the central areas of the maps. The attacking team get to individually select their insertion spawn from a selection of 3-4 options. That way they can divide their forces into multiple fireteams or stay together for a full frontal assault or use a large main team and a diversionary lonewolf. This would make the gametype much more tactical and increase the lifespan greatly.

LMS Idea

Each team player gets to choose individually between a choice of 3 relatively closely placed spawns. So each player on team one gets a choice between say northwest,west,southwest and team two northeast, east, southeast. Hamburger Hill would use a similar system.

Persistant War Idea

This involves Ubi supplying online servers for this mode ( all other game are just player hosted ). Have a set map of the world with battlelines. Each battleline is made up of 2-3 massive maps. After one hour ( of respawning random objective based play ) the battleline moves depending on the collective score of all the persistant war rooms. So it moves to another battleline with another 2-3 massive maps. The winning team gets access to more weapons/camo. Each room needs to be 32 players.

Evade

1-2 players are set as evaders, all other players are the hunters. The evaders can choose anywhere on the map to spawn ( this is chosen when the game launches ). The hunters can also choose where to spawn but as a whole team ( this is chosen before launch so the evaders can see the hunters location ).The evaders must survive for X amount of time to win. The hunters must kill all evaders to win. Evaders start with pistols only, hunters with any weapon. Evaders can kill hunters and capture their weapons.

Snitch

1 player is the enemy. He gets to nominate a snitch from the other team, the snitchs identity is not revealed to the opposing team. This snitch is then supposed to help the player kill the entire opposing team. The opposing team is restricted to a small are of the maps ( say by invisible walls ). The snitch team wins by killing the entire opposing team. The opposing team wins by killing the snitch. All weapons need to be silent and the kill notifications need to be off.

Search and destroy.

No restrictions on weapons. And can only be played on large open maps.

Defending team have to protect a prototype Apc with heavy armour. They can spawn with the vehicle from a selection of 3-4 centrally placed spawns. The defending team can move the slow moving apc via the map. The attacking team can spawn individually in a selection of spawns located on the outskirts of the map. They must then locate the APC and destroy it to win ( killing the defending team doesnt count as the win ). The Apc can only be destroyed via lazed airstrike, demo charge or 2-3 RPG/ZEUS rockets. Game must be minimum 10 minutes long.

Bodyguards modded version of president

1 player is set as VIP and is restricted to a pistol. The VIP has 3 bodyguards who are fully equipped with all weapons. The VIP and bodyguards start in a random location. The rest of the players must hunt and kill the VIP to win. The player who kills the VIP becomes the VIP in the next round. Bodyguards are chosen randomly. Here's the twist. If you kill a bodyguard the location of the VIP from 20 seconds ago briefly shows up on your map. Only for 5 seconds though. Think of it as intel. No respawns.

Assasination

Each team has one member as the target. To win the game your team must kill your target. The target is only revealed to the opposite team via reticule identification. So you must have clear line of sight for the target to be marked. This means that no one knows who is the target on their team. Plus if you kill anyone else but the target then your team loses. No respawns for this game.

Counter Attack

This game is made of 2 parts. Team A defends an area ( preferably random from a set of 3 choices per map ). Either a building, group of vehicles or just a large general area. Team B must either destroy 2 out of 3 vehicles ( group of vehicles ), place bugs in 2 out of 3 locations ( building ) or capture 2 out of 3 control zones ( general area ). They have X amount of time to do this. Once this is done the teams switch and have to do the exact same objectives. This is the counter attack. To win Team A must must complete the objectives in a quicker time than Team B. If they dont they lose. If neither team completes the objectives in X amount of time then the result is a draw. This game can be done with either no or multiple respawns. I really like this idea and think it would suit both action orientated fans and the slower more tactical minded players.

Extraction

Team A must extract from the map. Team B must kill team A. Team B has respawns, Team A doesn't.Team A starts at one side of the map and Team B starts in the center while the extraction point is random but on the opposite end of the Team A's starting location. To extract Team A must have all alive players at the extraction point to summon the Helo which comes onto the screen and flies to the extraction point thus showing Team B the general location of the extraction point. After the Black Hawk reaches Team A it takes 30 seconds for the game to end allowing Team B a chance to kill Team A.

Combined Arms

This is a adversarial co-op gametype. 2 team have to defend a different area for X amount of time. Once X amount of time has expired or the AI enemy have taken the defenders area then the 2 teams must assasinate a AI general. Teams that have successfully defended the zone for X amount of time are given precise intel on the heavily guarded general. There also must be an optional objective to destroy to a diversion object to lessen the generals guard. If either teams kills a member from the opposing team then they lose. Winner is the team that kills the general.

SURGICAL STRIKE Idea

Basically it's a version of Armour Strike from GR2 or GRSS ( can't remember ). Team A defends 2 targets, Team B must Laze both of the targets for 30 seconds to call in an airstrike. Only One laser designator per team. But this can be picked up if the person holding it is killed. I think this gametype could be quite popular as it's in keeping with the special forces theme of Ghost Recon and its semi similar to Search & Destroy from COD4 so people should get the hang of it pretty quickly. Would also be fun to call in the airstrike to have the splash damage kill unexpecting defending players who were too close to the target.

Sharpshooter Alternative

For this to work you must have a designated team leader built into the game.

Each map has 4 spawns, A,B,C and D; which are located in the four corners of the map. Each of those spawns has 3 sub spawns 1,2 and 3; which are located within a short distance of each other.

Now this is how it works. Both teams spawn, team X in say A1 and team Y in D1. The match starts. Whenever a player dies they can choose to spawn in either A1,A2 or A3 for team X or D1,D2 or D3 for team Y. Now at any time the team leader ( and only the team leader ) of each team can change the team spawn to any of the other spawns ( B or C ) but they reward the other team 10 points for doing so. They can change spawns as many times as they want but always with rewarding the opposing team 10 points.

This rewards a team for pushing forward and cornering a team in their spawn but also means that it doesnt end the game for the trapped team as they can switch to another spawn but at a cost. It is important not to have invunlerability ( cant spell )on for spanwing players.

To me this seems like the best solution for the sharpshooter problem as it addresses the camping issue and the spawn killing issue but adds an extra tactical element into Sharpshooter.

The team leader should be chosen via vote, with this vote restarting after every round. If the votes are even for 2 or more players then the team leader is chosen randomly.

As a aside note I believe that the team leader mechanic should be incorporated into as many gametypes as possible.

Edited by BS PALADIN
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