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rudybojangles
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 Awesome Ideas for New Game Types
« Thread Started on May 1, 2012, 12:54pm »

Alright, hit me with them!

I'll give a doo-dooty example:

One team has 4 spawn points, with numerous MBT's. The other team has a spawn point central to the flanking team.

Central team is DEFENSE, other team is THE HORDE. The center of the map is four buildings which make a hollow rectangle. If the HORDE takes the center (Courtyard), game over. Best part is that there are 4 TOW launchers on the tops of buildings. Finally, there should be NO WAY to advance through the four buildings into the courtyard unless the enemy team blows holes in the buildings or levels the four buildings. MBTs raining down shot against TOW launchers, while sneaky infantry move behind the enemy defenders and take them down.

I just made this up on the spot. Someone hit me with something awesome!
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SheWolf
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 Re: Awesome Ideas for New Game Types
« Reply #1 on May 1, 2012, 1:41pm »

maybe something like that one game mode in world in conflict, whatever it was called.

there is a frontline running down the map, consisting out of 3-5 capture points in a more or less straight line. in the beginning the frontline runs through the center of the map.
if one team holds the majority of the points, a timer starts. when the timer runs to 0, or one team holds all 5 of the points, the frontline moves into the direction of the team that got pushed away. there is 5-10 "sets" of frontline, and each one is harder and harder to take. whatever team pushes the enemy into his hq with the last frontline wins.

worked really well in WiC and was very cool there because of a feature that it shared with bf3: destruction!
because the battle usually went back and forth a few times, across the entire map back and forth, the whole map ended up totally and utterly ridiculously destroyed. :D
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didjeridu
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 Re: Awesome Ideas for New Game Types
« Reply #2 on May 1, 2012, 3:33pm »

Call me boring, but...Capture the Flag. Doesn't have to be a flag. It could be a bomb, and each team has an MCOM. Oh wait, that's Sabotage. Nevermind then.

I'd like a less linear Rush. Stick MCOMs all over the place. Works the same as normal Rush, but the enemy can go after whatever MCOMs they want in whatever order. The catch would be that you only have 1 bomb per Attacker team, so it's not like you can just plant everything at once. And of course, the Defenders can constantly see an icon showing the location of the bomb, so it's a little less chaotic. Although I really doubt that could ever work, since we all know some douche would just grab the bomb and hide somewhere, or camp in a vehicle.


May 1, 2012, 1:41pm, SheWolf wrote:
maybe something like that one game mode in world in conflict, whatever it was called.

there is a frontline running down the map, consisting out of 3-5 capture points in a more or less straight line. in the beginning the frontline runs through the center of the map.
if one team holds the majority of the points, a timer starts. when the timer runs to 0, or one team holds all 5 of the points, the frontline moves into the direction of the team that got pushed away. there is 5-10 "sets" of frontline, and each one is harder and harder to take. whatever team pushes the enemy into his hq with the last frontline wins.

worked really well in WiC and was very cool there because of a feature that it shared with bf3: destruction!
because the battle usually went back and forth a few times, across the entire map back and forth, the whole map ended up totally and utterly ridiculously destroyed. :D


Did you ever play CoD:WaW? That's War(?) right there, my favorite mode ever. It didn't really work well in CoD since the maps sucked and barely any servers played it or had it on rotation, but it would be amazing in BF3. It also reminds me somewhat of Day of Defeat, which is always nice.
« Last Edit: May 1, 2012, 5:31pm by didjeridu »Link to Post - Back to Top  IP: Logged
rudybojangles
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 Re: Awesome Ideas for New Game Types
« Reply #3 on May 1, 2012, 5:21pm »


May 1, 2012, 1:41pm, SheWolf wrote:
...
That does sound quite awesome. I do love the advance and capture concept, and I honestly think that BF could have some epic game modes if they really thought about it. The best part is that new game modes could really show off destruction.

Alas, all we get is CQ's new "Domination Assault" or whatever it is called.
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SheWolf
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 Re: Awesome Ideas for New Game Types
« Reply #4 on May 1, 2012, 6:35pm »

never played waw in multiplayer, sorry didj. only know that mode from world in conflict, where it was totally awesome..hell, that whole game is pretty much unequaled in many areas as far as strategy games go...


unfortunately that mode would promote teamplay. cooperation and objective based playstyles instead of killfarming and statswhoring. dice doesn't want that.

well, there'd be annoying twats all the time anyway trying to sneak behind the enemy to farm kills without actually doing something for the team..so out of bounds would have to be adjusted after each shift.
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tiesieman
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 Re: Awesome Ideas for New Game Types
« Reply #5 on May 2, 2012, 5:16am »

Capture the Flag

Attack & Defend (2 sided rush)

EOD Bot Race

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rudybojangles
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 Re: Awesome Ideas for New Game Types
« Reply #6 on May 2, 2012, 7:39am »

Shamelessly stolen from other discussion I read:

Saving the Private: Your team has an HVP (High Value Person) who only has one life and can only be revived once. You must extract him to a specific spot, and wait to "capture" an LZ like a conquest point. You must do this twice, as the first LZ will be "compromised." The defending team will spawn between you and your objective. Putting him in a tank will be risky, because he won't be able to be revived. He must move cover to cover, advancing under friendly fire. If the first HVP is killed for good, he cannot respawn and the team has only one more HVP, provided that they made it to the first LZ. Defenders set up road blocks, attackers clear them out, and there is a time limit so as to not promote epic tactical loitering. Also, the HVP's location is flashed once every 20 seconds (radar sweep) so they don't hide and make the game into an extended team death match.

Inspiration: Saving Private Ryan.
« Last Edit: May 2, 2012, 7:40am by rudybojangles »Link to Post - Back to Top  IP: Logged
didjeridu
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 Re: Awesome Ideas for New Game Types
« Reply #7 on May 2, 2012, 2:56pm »

I'd only like that if the HVP was an AI character. Otherwise, if you just pick a random guy on your team, you'll either get a guy who runs out in the open and dies instantly, or you'll get a wookie who has no idea what HPV is and stays on his hill. Also, I'd only like that for small maps (maybe Rush versions) and with low player counts: 8v8 at most.

I'm sure SnD would be a crowd pleaser but...no...just no. Maps too big, too many places to hide, etc. I'll complete my unoriginality and suggest Headquarters. Take a CQ-Large map, and have only 1 random flag active at a time. Team who caps gets points per time held and 1 life, other team must take it back as soon as possible, etc.

Also, Jeep Wars. No infantry, nothing but pairs of Jeep drivers and a passenger. Only weapons allowed are RPGs and C4. Aw yeah. 8-)

Edit; obligatory zombie mode. TDM maps, everyone is Survivor but one randomly chosen zombie (double health, knife only). Those killed by zombies join the zombie team on spawn. Winner is last survivor. CoD4 zombie mode was the greatest thing ever.
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Will Wheatley
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 Re: Awesome Ideas for New Game Types
« Reply #8 on May 2, 2012, 9:25pm »

A full-server rush (24 on console, dunno what you guys do on PC), but with only the 1 bombsite at a time, like in squad rush, and only 2 bombsites total.

No respawns.
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rudybojangles
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 Re: Awesome Ideas for New Game Types
« Reply #9 on May 2, 2012, 10:25pm »

The whole thing with respawns is that if you limit them without taking out some functionality of the paddles, you end up with teams of assaults dominating, because they have the gift of instant life. Maybe a ban on paddles?
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mrite
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 Re: Awesome Ideas for New Game Types
« Reply #10 on May 3, 2012, 3:07am »

I have an Idea, Randomizer Rush, You get two random pieces of equipment, One random gun with random attachments, and a Random Pistol. Other than that, its the same as rush, but with random teams, and no heavy vehicles (we can't have air support when there is no guarantee that anyone has a rocket launcher, can we)
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tiesieman
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 Re: Awesome Ideas for New Game Types
« Reply #11 on May 3, 2012, 3:57am »

I was thinking about the paddles and how they work currently anyway. Revive spamming is way too effective right now, imo (it used to be kept in check kinda since death-revive-death-revive-death-revive thing; not anymore)

A guy should only be able to be revived twice; you get revived at 50% (why full health? takes the point out of medkits)
For no respawn-modes only 1 revive. Paddles get functionality but not too much
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rudybojangles
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 Re: Awesome Ideas for New Game Types
« Reply #12 on May 3, 2012, 7:45am »

I totally agree. I see squad rush competitive matches where all of the Assaults run under-barrel or whatever (not med kit), and if they have a teammate that is low on health, they just shoot him to kill him then revive him. It's not the way it's meant to be played, but alas it is viable.

I would love for DICE to make revives bring you up to 50% health, and only give 50 points. Then, if you have a medpack, you can throw it down and make up the remaining 50 points. Also, having a medic train is annoying on any non-vehicle setting. The Assault class as a whole is totally imbalanced, IMO, but we can discuss that later :)
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tiesieman
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 Re: Awesome Ideas for New Game Types
« Reply #13 on May 3, 2012, 8:16am »

We should have a topic like "make up your own Battlefield" where you can word like your own vision about what needs to be changed and innovated

For example, I would like to see 3D spotting gone alltogether and I want to see more classes (split up vehicle repair and demolition like in BF2)
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rudybojangles
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 Re: Awesome Ideas for New Game Types
« Reply #14 on May 3, 2012, 2:00pm »

For me, it would be mostly a revision to BC2. Conquest is good in BF3, but every other aspect of the game is doo-doo.

NO CLAYMORES EVER AGAIN
THROWING C4, IT'S NOT THAT HEAVY
MEDIC GETS LMG, no way one person can throw ammo boxes and hold a LMG loaded with a 200 rd. box.
ASSAULT GETS THE BOX
RECON HAS C4, SUBSTITUTE FOR SPAWN BEACON
SUN NERFED
EVERY BUILDING MUST BE DESTRUCTABLE (I know that some were not in BC2, but come on, let's get it in BF3)
NO UNLIMITED AMMO ON VEHICLES
NO REGENERATING VEHICLES
NERF TUBES
GO BACK TO 17 dmg at range for ARs, no one was claiming that they needed the buff
WIRE-GUIDED SHOULDER LAUNCHED MISSILE (AT-4 substitute)
NO CHOKE POINTS / MAKE YOUR OWN TUNNELS WITH C4
NO SPAWN IMMUNITY (Introduced last patch)
BUFF M320 Dart
ADD NON-FRAGMENTATION GRENADE (colored smoke, White Phosphorous)
NO SCOPE GLARE TIL SNIPERS ADS
SLUG CROSSHAIRS
MORE LIGHT TANKS, LESS IFVs (very not necessary)
ENGI's trade Mines for RPG
QUAD BIKES, JET SKIs, FOREST LEVELS, SNOW LEVELS

I am sure there are more...

Oh, and remove some sighted innaccuracy from non-bipoded LMGs. I like spread, but that much basically kills class guns.

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didjeridu
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 Re: Awesome Ideas for New Game Types
« Reply #15 on May 3, 2012, 3:12pm »


May 3, 2012, 2:00pm, rudybojangles wrote:
NO CLAYMORES EVER AGAIN
THROWING C4, IT'S NOT THAT HEAVY
RECON HAS C4, SUBSTITUTE FOR SPAWN BEACON
SUN NERFED
EVERY BUILDING MUST BE DESTRUCTABLE (I know that some were not in BC2, but come on, let's get it in BF3)
NO UNLIMITED AMMO ON VEHICLES
NO REGENERATING VEHICLES
GO BACK TO 17 dmg at range for ARs, no one was claiming that they needed the buff
WIRE-GUIDED SHOULDER LAUNCHED MISSILE (AT-4 substitute)
NO CHOKE POINTS / MAKE YOUR OWN TUNNELS WITH C4
ADD NON-FRAGMENTATION GRENADE (colored smoke, White Phosphorous)
NO SCOPE GLARE TIL SNIPERS ADS
QUAD BIKES, JET SKIs, FOREST LEVELS, SNOW LEVELS

I am sure there are more...

Oh, and remove some sighted innaccuracy from non-bipoded LMGs. I like spread, but that much basically kills class guns.



All good things. I hate C4 in BF3 (BC2 too, but I don't think it was quite as bad there), since the soldiers throw it as far as a 5 year old would throw a watermelon. And the very thought of building a tunnel with C4/explosives just makes me all giddy. Did they remove blowing holes in the ground? I can't remember ever hiding in one since Beta.

Assault really needs to have BC2 style paddles. There's like a 2-3 second charging delay before you can revive again. In BF3, you can literally spam revives without ceasing. Also, it was a whole lot easier to get defib kills in BC2, which is always a plus.


May 3, 2012, 2:00pm, rudybojangles wrote:
MEDIC GETS LMG, no way one person can throw ammo boxes and hold a LMG loaded with a 200 rd. box.
ASSAULT GETS THE BOX


Hell no! Infinite tubes are bad, and the ARs (aka best weapons in the game) don't need to have infinite ammo. Likewise, ammo box on Support makes perfect sense, since they don't need ammo as much. It's somewhat of an incentive for ammo to be a teamwork gadget, rather than a perk in a box. But we all know Supports don't give ammo, so...yeah. If you reaaaally must give the box back to Assault, then make it on the same slot as the tube.
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SheWolf
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 Re: Awesome Ideas for New Game Types
« Reply #16 on May 3, 2012, 3:45pm »

isn't the sniper-glare only when they ADS already?
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tiesieman
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 Re: Awesome Ideas for New Game Types
« Reply #17 on May 3, 2012, 4:20pm »

I want different things than you Rudy, and I don't think you'll like them

okay, 6 class system. I'm going a bit more BF2 style without the crap stuff (like mega-spread on all guns) If there's ever gonna be a 2143, let it be like this

General Gameplay:

- no regenerative health
- no 3d spotting (except for recon, more on that later)
- interface that shows how many people are playing what class
- in-game tutorials on each classes job
- guns are slighty more lethal at range (25-20; 34-25)
- Vehicles don't regenerate too. All vehicles (no exceptions) are disables at 25%ish health. Repairing to 50% removes disable state
- No lock-on launchers for infrantry
- Vehicles resupply at their uncap base


Classes

ASSAULT:

Primary:
Assault Rifle
(low calibre: 25-20; high calibre: 34-25)
Gadget Slot 1:
Medkit
Passive medkit with syringe (medkit that autoheals people around you at a slighty slower rate, syringe heals yourself at a slower rate)

Medkits are much more important, since health is non-regenerating (that's why an underbarrel doesnt take its place)

Gadget Slot 2
Defab Paddles (revives you at 50% health, 2 revives only)

Grenade Slot
Frag Grenades
Underslung grenade launcher (throw your grenades further at the cost of worse hipfire. They don't explode on impact, and are identical to the frags)

Description
Assaults are the frontline fighters. Their task is to take as many infrantry out as they can, while keeping their own infrantry alive

---------------------------------------------------------------------------------------


SUPPORT:

Primary:
Light Machine Gun (all lmgs have bipods equipped which can't be removed. You can still add an extra grip for unsupported shooting though)
(low calibre 25-20; high calibre 34-25. More range than ARs)

Health
Support has 150 health and move at 0,8x speed. Health is not added through simply changing it to 150, but through body and leg mu ltipliers; headshots do the same damage

Gadget Slot 1:
Ammo Box

Gadget Slot 2
Deployable Cover Pack (quick deployable cover where you can bipod on. It is breakable by both bullets and explosions, though)
Mortar (I still need to think about how you can make a cool functioning mortar, since the current mortar is pretty crap. Maybe an EMP mortar that impares vision and disables vehicles shortly?)
Grenade Slot
Frag Grenade

Description
Support is both great as a defensive class as well as backing up the frontliners with ammo, suppressive fire and mortar support. They're heavy and slow though, and make easy sniper bait (more on that later)


---------------------------------------------------------------------------------------

Engineer

Primary:
Carbines
(Low calibre 25-17 High Calibre 34-20. Better moving spreads than ARs (so they're not just worse ARs anymore, only at range))

Gadget Slot 1:
Multitool (repairs vehicles and "repairs" players; this give it some extra use on infrantry only maps while not outclassing the medkit, since you've got to actively aim at someone to heal) Also resupplies vehicle ammo at a slow rate

Gadget Slot 2
Minesweeper (tool that disables mines, claymores and other equipement in a big radius around you. Also highlights mines if you have it in your hand for quite some range)
Minesweeper Bot (flying minesweeper that controls like the mav but does what the minesweeper does. Great for scouting ahead. Also has a repair tool)

Grenade Slot
Frag grenade
EMP grenade (deals less damage, impares vision and disables vehicles for a very short time. Has very long resupply times to prevent spam)

Description
Engineers usually are the vehicle crew or pilots. Their carbines are speedier up close than assault rifle, which is great for defending their vehicles.
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didjeridu
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 Re: Awesome Ideas for New Game Types
« Reply #18 on May 3, 2012, 5:47pm »

Very interesting Ties. I don't like all of the things you're saying, but I do like the idea of making the classes more unique through base stats. I especially like the multiplier idea for "bonus" health. I think I'll piggyback your suggestions (ie hijack) with some random thoughts.

Assault
0.9 Arm/Leg modifier
10% Suppression resistance

Engineer
0.9 Leg modifier
10% Damage resistance vs explosives
+1 grenade capacity

Support
0.9 Chest/Arm/Leg modifier
90% Movement speed
125% Ammo capacity

Recon
1.1 Chest modifier
110% Movement speed
110% Suppression

I think those are small enough bonuses to not screw with balance too much, and also give people incentives to play a class beyond equipment. For example, someone might prefer to go the distance and complete objectives quicker, so close range Recon has a purpose. Someone might like to fight on the frontlines, but they aren't Rambo and/or don't care for LMGs. Now those PDWs/shotguns aren't quite as bad if they get some synergy with the Supports slightly better survivability. Engineer is more survivable in its own way, while still being worse in a straight up firefight. Assault doesn't need any buffs, but hey, the frontline infantry might know how to keep their cool better under fire.
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rudybojangles
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 Re: Awesome Ideas for New Game Types
« Reply #19 on May 8, 2012, 1:20pm »


May 3, 2012, 3:12pm, didjeridu wrote:

Hell no! Infinite tubes are bad, and the ARs (aka best weapons in the game) don't need to have infinite ammo. Likewise, ammo box on Support makes perfect sense, since they don't need ammo as much. It's somewhat of an incentive for ammo to be a teamwork gadget, rather than a perk in a box. But we all know Supports don't give ammo, so...yeah. If you reaaaally must give the box back to Assault, then make it on the same slot as the tube.


Oh I am all for tubes NEVER filling up... and also I am all for a nerf of that overpowered class of weapons. If it were going to go to that, I would expect that that class would get rebalanced. Assaults weren't (wildly) overpowered in BC2 because Skill Cannons were pretty bad (hell, smoke and 40 mike mike shotguns were definitely more awesome than even explosive mk.2 40mm's).

I hate DICE's reasoning behind balance. OH THIS IS THE DIRECTION WE ARE TAKING TO BE REALISTIC. BUT WE DON'T WANT TO BE TOO REALISTIC, LET'S JUST REMOVE THE FUN OF NON-REALISM WITHOUT ADDING THE THRILL OF REALISM!
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 Re: Awesome Ideas for New Game Types
« Reply #20 on May 8, 2012, 1:22pm »

The obvious awesome choice for a mode is the return of Air Superiority mode, from BF 1943.
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 Re: Awesome Ideas for New Game Types
« Reply #21 on May 8, 2012, 3:10pm »

MAV Wars. 1 v 63, Infantry vs nothing but MAVs. It's like The Birds, but more scary.

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 Re: Awesome Ideas for New Game Types
« Reply #22 on May 8, 2012, 5:09pm »

How about Battleship? Each team spawns on boats with a divider between two sides. Players have to use mortars or some doo-doo to sink the ships the other players are on.

Or Candy Land. Except it's not candy, it's terrorists!
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 Re: Awesome Ideas for New Game Types
« Reply #23 on May 9, 2012, 8:41am »


May 8, 2012, 3:10pm, didjeridu wrote:
MAV Wars. 1 v 63, Infantry vs nothing but MAVs. It's like The Birds, but more scary.



I just have this image in my head, where MAVs are slowly trickling in, and it's just this guy on some stationary machine gun with basically unlimited ammo. Then the MAVs start coming faster and faster, until there are 40 dive-bombing him :D
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 Re: Awesome Ideas for New Game Types
« Reply #24 on May 9, 2012, 8:57am »

Return of Titan Mode?

Place a "command module" somewhere on the map, and make all the command points have artillery guns, and when they are damaged enough, open the entrances, and either let the artillery guns continue or rush with C4
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 Re: Awesome Ideas for New Game Types
« Reply #25 on May 10, 2012, 8:22am »

Oh Titan mode would be very welcome. I have heard that they should have large battleships/aircraft carriers as Titans, so that would make Wake Island the best for it.

How about this: Conquest rush. Like headquarters on a much larger scale. Teams rush to capture a strategic location. Once captured, enemy tickets bleed out. This location must be a destruction 3.0-able building. As the team which captured first, you must hold off rockets and C4, jihad jeeps and m320's for long enough. The other team tries to either eliminate targets (delayed respawn) or bring the tactical point down. Goes til one team runs out of tickets or the highest ticket count after 6 control points have been destroyed.

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 Re: Awesome Ideas for New Game Types
« Reply #26 on Jun 30, 2012, 12:21pm »

How about Dinosaur Conquest? It's exactly like conquest, except we replace all the vehicles with dinosaurs. Instead of a tank, you'd get to ride a T-Rex, or instead of a Jet you get to ride a pterodactyl. I think it'd be awesome personally.
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