100 player game mode idea: Greed

asylum

L4: Comfortable Member
Mar 3, 2024
198
28
So let me know what you guys think of this idea for a 100 player game mode: Greed

7 control points- each team owns 3 to start with, one starts neutral, and it must be capped first before the others are unlocked. There's a KOTH clock that activates for whichever team owns the most points. For instance, if RED captures the middle point first, their clock starts counting down. If BLU surges back and captures one of RED's points, their clock activates. If a team owns 5 or even all of the points, their clock still stays active and ticks down at the same speed, but their respawn time is lengthened. So it becomes a trade off- do you want to comfortably extend your team's lead, or live life on the edge and be able to bounce back faster if your defenses break?
 
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H20Gamez

L1: Registered
Oct 17, 2017
27
20
Depending on map design I feel like holding the middle point really well and just waiting is the best way to play it out rather than get your respawn time increased. If you want points to be able to be captured not in order then its sounding more like dom_hydro from TF2C but with the last points open as well.
 

Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
629
479
I once saw something similar to this inspired by Splatoon's Turf War gamemode.
Like H20Gamez is saying here, it basically just played like KOTH, since it was fully linear.

2KOTH and 3KOTH both have a whole host of flaws, so I don't think the solution is to have multiple CPs along the map's line of symmetry.

One layout variant that I think could work very well would be to have a League of Legends (can't believe I'm saying this) style thing with three "lanes" out of spawn - the middle lane has your point, then the neutral point, then an enemy point, and both side lanes have your point, then an enemy point.
So, you have a clear choice about what to do when exiting spawn, and even if you don't own the midpoint, you can still be "winning" by controlling one of the side lanes.
You could also make the lanes play into class balance, by making one of the side ones force extremely close-range combat, one of them force extremely long-range combat and the middle one force neither.

The issue would be that in classic League of Legends fashion, it could make you very angry at your teammates because even if you're an awesome player and are effortlessly controlling the mid lane and its 3 points, your team can still be losing because the enemy team controls both side lanes.
So, there should probably be rotation routes between each of the lanes at mid.
Also, the points in both side lane should be outrageously close to the involved team's spawn, so that holding the enemy point in these lanes is almost always a temporary thing and the mid lane is unquestionably the most important in players' minds.