New-ish gamemode. Will it work?

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
When seeing THIS the other day, I got an idea for a new gamemode! Or not so new really, mainly it's a variation on the good ol' CP gamemode. What it tries to do is add some flexibility to the A/D gamemode without removing its focus on certain important control points.

The idea is basically like this. There are two control points held by RED with a capture time somewhere between gravelpit a/b and gravelpit c. In addition to these there is also a number of small capture points with zero capture time (the switches), held by red. BLU can capture these, but RED can also cap them back by touching them.

To win, BLU must either capture the both main control points or capture all the small ones at the same time!

Image to clarify. Paint ftw ^_^

When thinking about this and planning, I've realied there are quite some good things about the gamemode, but also a lot of problems.

Pros:
-Everybody will like the map. There is a job for everyone. Scouts and spies will need to sneak in and capture small points while the heavy classes focus on breaking through on the main points.
-It will offer a much more flexible gameplay than for example dustbowl, which focuses on chokepoints and often reaches a point of stalemate where RED turtles behind sentries and BLU runs into an almost impenetrable defense.
-Offers multiple options of tactics for the attackers. Will they make an assault for the main points or focus on capping the small ones? Teamplay will be required for RED to be able to defend.
-Short, fast-paced rounds.

Cons:
-The map will need to be pretty complex. Steel is not so popular on servers due to being so hard to learn (eh not, but some people are dumb).
-Scouts will be overpowered. As there are many capture points with many reroutes scouts will always have an advantage.
-Hard-balanced. How can you make the small points as attractive as the main ones.
-How will the HUD work?
-Custom gamemodes tend to be frowned at by most players.
-RED will be confused with too many points to defend.

This is what I've thought of this far. Any thoughts on the gamemode? Will it work? Has it even been done before with what result?
 
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Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
Problem : Too many points to defend! The defending team would run around like headless chicken. Also, you can only have 8 cp's in total.
 

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
The small control points dont need to work like regular control points. It should be possible to use inputs to tie them to a regular control point or something.

Yes, that's one thing I'm afraid of. On the other hand, RED don't need to DEFEND all the points, rather keep an eye on them if BLU start capping too many. It's important that RED also need to be offensive to be able to defend the small caps. But yeah, you have point.

Also, I'm not sure about the number of small caps, but 6-8 should work pretty well.
 

TracerDX

L3: Member
Jun 9, 2009
127
26
The small CPs could be resupply/respawn areas that help the owning team. Owning them not necessarily being "essential" to victory or defeat, but certainly helping. I think the owning all small points == victory would be a problem and very hard to communicate the dual objective via the current HUD.

It worked in tribes. :p

Then again, you also had jetpacks and could traverse terrain at 300 meters per second. :thumbup:
 

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
I like the idea of the switches working like cap points in steel. Capping more will give you more and more advantage while not getting all the focus. With Steel's gameplay leading to infinite stalemates and long rounds, this gamemode could be like a slightly altered Gravel Pit. I like it.