New gamemode - Scramble

Spammish

L3: Member
Jan 2, 2010
117
34
I read through some threads in the steam forums and saw someone suggest a gamemode similar to scramble of Global Agenda, the idea is that there would be multiple points activated at random at which time the teams would scramble to the point. I thought this might make an interesting gamemode as long as it is possible to not be too complicated, similar to Steel except without ordered caps. The way I envisioned it, there are 3 ways in which it could be done, all of them based around having 5 caps.

1- A/D asymmetrical
This would work like a normal attack/defence map except neither teams would know which point would open first and which order following points would open, as the biggest advantage to defence is the time given to set-up at wherever is being defended, depending on the results of playtesting, defence will probably need to be given some other advantage such as starting on the top of a slope.

2- Dynamic KOTH
5 caps laid out in the center of a symmetric map with one large main cap in the middle that starts disabled (or is possibly always open), when a team caps one of the randomly activating, smaller points additional routes and health/ammo are made available to this team, if a team caps all 4 there is no need to capture the center point and they win automatically, other than this, both teams are given the chance to take the final point but the team with more previous captures are given the advantage of the routes.

3- Symmetrical CP
This is the simplest idea, a symmetrical map (with points possibly laid out in a line, meaning it would take longest to travel from A to E) in which a point would open randomly after a short initial wait (5-10 seconds) and once captured would be locked, the first team to three caps wins.

Another idea which I didn't include was a 5-CP back and forth map, one where points could be recaptured by the other team, I decided to skip this because, for example, with red team about to capture their winning point blue team could jump on one of red's previous points and capture that before red with this continuing back and forth pretty much causing a stalemate. Though the more I think about this, the more I think it could work.

I'd like to know your opinions on this gamemode, how it could be improved, possible problems and which of the different types you feel would work the best, after having a look at your views and suggestions I plan to start a map on this gamemode but if this interests anyone else, feel free.
Edit: Important note, there will also be a short gap between points being captured and the next cap enabling.
 
Last edited:

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
I can see big problems with scout rushes and spy-caps. Some kind of warning or delay would be essential, because with this setup scouts and spies would capture the point before the other team could get there to defend/contest it, and as far as I can see the next point unlocks the moment the previous is capped, leading to a LOT of steamrolls.
 

Spammish

L3: Member
Jan 2, 2010
117
34
I can see big problems with scout rushes and spy-caps. Some kind of warning or delay would be essential, because with this setup scouts and spies would capture the point before the other team could get there to defend/contest it, and as far as I can see the next point unlocks the moment the previous is capped, leading to a LOT of steamrolls.
As for the first point, that is a big issue, giving a warning or delay however will simply give the scouts just as much more time as the others, unless you meant the A/D style map in which case it might be worth it to give a small delay so that defending teams have more time to decided on tactics and where to position themselves. As for the second point, thanks for this, I forgot to mention that there would also be a short gap (something like 10 seconds) between caps to allow teams to respawn and regroups.
 
Jan 20, 2010
1,317
902
It's times like this where I wonder what would happen if they got rid of the Scouts 2x capture advantage and gave it to heavies. Heavy rushes = win.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
It's times like this where I wonder what would happen if they got rid of the Scouts 2x capture advantage and gave it to heavies. Heavy rushes = win.

There'd be in-world logic to that, too, really. Suppose whatever device controls cap point ownership uses a weight sensor like they used to have on automatic doors...

;)
 

Spammish

L3: Member
Jan 2, 2010
117
34
The only problem I'm having with this so far is that all the points seem to want to either be fully locked and not unlocking through inputs or fully unlocked. This is with start unlocked set to yes and previous control point set to itself and if I notice something else that might make a difference I'll edit this to add 'em. Can anyone help me with this?
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
As frantic as this may seem, it'd be interesting to see how the game would play. Perhaps teams would split to cover all possible points, or would wait for the round at a chokepoint where paths converge and rush the point together.

There'd be in-world logic to that, too, really. Suppose whatever device controls cap point ownership uses a weight sensor like they used to have on automatic doors...

;)

Control points run on computer systems that are affected by devices the classes carry with them. The scout carries a much larger one in his bag that allows him to capture the points faster.
 

TheTurnip

L2: Junior Member
Mar 2, 2010
62
20
This seems oddly Territory Control-ish to me :D

But a good idea, if you can pull it off on both the technical and lack-of-confusion-for-players end.