- Sep 19, 2013
- 72
- 26
Allright, so I came up with a new gamemode a few weeks ago and am currently making a map for it, I've given this gamemode a lot of thought and I am now thinking of ways to balance it out more, and make it more like an actual tf2-ish gamemode. Hopefully you experts can help me here, so first of all, I need to explain what happens in this gamemode.
The gamemode runs on a timed one Flag game, like King of The Flag and whatever one-flag gamemode there is, I only know of that one, it only has one flag to capture.
Unlike those gamemodes only BLU can have that flag, and RED must defend that flag. In a way its like TFC's CP gamemode where you bring a flag to the control point-- you don't have someone stand on it, you have someone bring a flag to it.
The gamemode should have four points to bring the flag to, once each point is captured, after a bit of time (30-45 seconds to allow RED to build a quick defense) the next area opens up for BLU to get the flag to. Sounds a lot like Capture some Flags, huh? Well, no. This gamemode will run on one flag the entire time, the same flag, everywhere.
Whats worse is that if you drop the flag its there for good.
You read that right, the flag never goes back.
If BLU drops it in front of the enemy spawn or in front of a bunch of sentries or something, pretty much you lost the game at that point.
That's where the balance issue comes in.
What will probably happen is that BLU will just bum rush the intel to whatever defense RED has and then get it stuck there in front of said spawn room/sentries and then they lose.
How do I prevent that and make BLU more protective of the flag?
I only have one idea.
The idea is simple, I give them a maximum of five minutes-- not the normal 10 minute maximum, and have the timer go down ONLY when no one on BLU has the flag. What this means is as long as someone on BLU is carrying the flag the match will go on forever. This means BLU will be more defensive about where the flag goes and help them be a bit smarter about where they take the flag and about those sentry nests or whatever and they (hopefully) avoid said spots.
This will also affect RED too. If I do that, RED will have to be a hell of a lot more aggressive than normal and push frequently to take out the flag carrier so the time goes down-- as well as defending so if the flag gets picked up again theres a defense ready in some other place to stop it.
Essentially what this means is that BLU will have to take a shot at defense as well, defending the flag from assaults from RED and RED will have to take a shot at offense-- making it 50/50 on what both teams have to be worried about.
50 your planning a big push to take out the flag carrier/defense and get closer to winning,
50 your stopping the flag from getting closer to winning/making sure the flag carrier survives for as long as possible, as well as defending key areas so if things get ugly the flag can retreat and heal up.
Would this be the best way to balance it?
I want to make sure this gamemode turns out really good, so can you please help me figure out those issues and post your ideas or comments on the gamemode overall?
The gamemode runs on a timed one Flag game, like King of The Flag and whatever one-flag gamemode there is, I only know of that one, it only has one flag to capture.
Unlike those gamemodes only BLU can have that flag, and RED must defend that flag. In a way its like TFC's CP gamemode where you bring a flag to the control point-- you don't have someone stand on it, you have someone bring a flag to it.
The gamemode should have four points to bring the flag to, once each point is captured, after a bit of time (30-45 seconds to allow RED to build a quick defense) the next area opens up for BLU to get the flag to. Sounds a lot like Capture some Flags, huh? Well, no. This gamemode will run on one flag the entire time, the same flag, everywhere.
Whats worse is that if you drop the flag its there for good.
You read that right, the flag never goes back.
If BLU drops it in front of the enemy spawn or in front of a bunch of sentries or something, pretty much you lost the game at that point.
That's where the balance issue comes in.
What will probably happen is that BLU will just bum rush the intel to whatever defense RED has and then get it stuck there in front of said spawn room/sentries and then they lose.
How do I prevent that and make BLU more protective of the flag?
I only have one idea.
The idea is simple, I give them a maximum of five minutes-- not the normal 10 minute maximum, and have the timer go down ONLY when no one on BLU has the flag. What this means is as long as someone on BLU is carrying the flag the match will go on forever. This means BLU will be more defensive about where the flag goes and help them be a bit smarter about where they take the flag and about those sentry nests or whatever and they (hopefully) avoid said spots.
This will also affect RED too. If I do that, RED will have to be a hell of a lot more aggressive than normal and push frequently to take out the flag carrier so the time goes down-- as well as defending so if the flag gets picked up again theres a defense ready in some other place to stop it.
Essentially what this means is that BLU will have to take a shot at defense as well, defending the flag from assaults from RED and RED will have to take a shot at offense-- making it 50/50 on what both teams have to be worried about.
50 your planning a big push to take out the flag carrier/defense and get closer to winning,
50 your stopping the flag from getting closer to winning/making sure the flag carrier survives for as long as possible, as well as defending key areas so if things get ugly the flag can retreat and heal up.
Would this be the best way to balance it?
I want to make sure this gamemode turns out really good, so can you please help me figure out those issues and post your ideas or comments on the gamemode overall?
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