- Mar 14, 2016
- 69
- 51
I've been putting together the ideas for a new gamemode for a while now. In a nutshell, it's a battle royalesque, point-based, 16v16 gamemode with weapon upgrades.
Here's how it works:
There will be 7 control points in total, 3 low tier, 3 medium tier, and 1 high tier, that will unlock progressively throughout the round. Point tiers dictate how many points they give per second of controlling it.
Players will start the round with only their melee weapon, around the map (and the map will be quite large), there will be "pickups", these pickups can either be: scrap metal, ammo boxes, health kits, upgrade tokens, or weapons. Players can pick these up and place them into their inventory. Scrap metal is effectively currency, which items can be smelted down to, or used to create other items.
Around the map, along with control points, will be "forges", that a team will need to capture in order to use. A forge allows items to be smelted down at a more efficient rate, and allows the crafting of items from scrap metal.
All items in peoples inventories can be dropped, to allow team work in sharing resources.
Upgrade tokens are used to augment a weapon, increasing it's, or it's owner's, capability.
Some smaller details:
Here's a not-to-scale idea of what a map to accommodate this game mode might look like (red blocks = forge locations, green -> blue -> purple = point tiers)
Just wanted to get this idea out there I'll be working on it during 2017. My only fore-worries are that this is quite dependent on having a lot of players to be enjoyable, so getting it off the ground might be more than difficult, and that the inventory system will be annoying to use (realistically, I'll need to ask users to bind a command to a key that will open up a menu to the inventory), but regardless, I think it'll be exciting.
Here's how it works:
There will be 7 control points in total, 3 low tier, 3 medium tier, and 1 high tier, that will unlock progressively throughout the round. Point tiers dictate how many points they give per second of controlling it.
Players will start the round with only their melee weapon, around the map (and the map will be quite large), there will be "pickups", these pickups can either be: scrap metal, ammo boxes, health kits, upgrade tokens, or weapons. Players can pick these up and place them into their inventory. Scrap metal is effectively currency, which items can be smelted down to, or used to create other items.
Around the map, along with control points, will be "forges", that a team will need to capture in order to use. A forge allows items to be smelted down at a more efficient rate, and allows the crafting of items from scrap metal.
All items in peoples inventories can be dropped, to allow team work in sharing resources.
Upgrade tokens are used to augment a weapon, increasing it's, or it's owner's, capability.
Some smaller details:
Inefficient smelting works at a 0.4 ratio of the items crafting cost. (So if an item uses 30 scrap metal to build, it will yield 12 scrap metal when smelting down outside of a captured forge)
Efficient smelting works at a 0.7 ratio of the items crafting cost. (So if an item uses 30 scrap metal to build, it will yield 21 scrap metal when smelting at a captured forge)
Players will have 10 inventory slots.
Scrap metal doesn't use an inventory slot.
Only a couple weapons beside stock will be able to be found and crafted
The lower point tiers will be the only points accessible at the start of a round, then medium, then the high.
Low control point reward = 1, medium = 5, high = 15.
Points will capture in increasingly longer rates according to their tier.
Engineers will start with their PDA, but will have reduced metal.
Spies will start with their Sapper and Disguise Kit.
Weapons will have caps on how many upgrade tokens they can have in total and how many of any specific type (i.e., fire rate) they can have at any one time.
Spawns at the beginning of a round will be completely random
Players cannot freely change class, if they do, any items they currently hold (or are equipping) will be smelted down into scrap metal, with the efficiency rate changing on whether or not they're at a captured forge or not, regular scrap metal will remain.
When respawning in a round, you will be placed in a room that will allow you to choose where you want to go. The choices will either be: One of your team's captured forges, or one of your team's respawn shacks, that will be on the outskirts of the map.
Efficient smelting works at a 0.7 ratio of the items crafting cost. (So if an item uses 30 scrap metal to build, it will yield 21 scrap metal when smelting at a captured forge)
Players will have 10 inventory slots.
Scrap metal doesn't use an inventory slot.
Only a couple weapons beside stock will be able to be found and crafted
The lower point tiers will be the only points accessible at the start of a round, then medium, then the high.
Low control point reward = 1, medium = 5, high = 15.
Points will capture in increasingly longer rates according to their tier.
Engineers will start with their PDA, but will have reduced metal.
Spies will start with their Sapper and Disguise Kit.
Weapons will have caps on how many upgrade tokens they can have in total and how many of any specific type (i.e., fire rate) they can have at any one time.
Spawns at the beginning of a round will be completely random
Players cannot freely change class, if they do, any items they currently hold (or are equipping) will be smelted down into scrap metal, with the efficiency rate changing on whether or not they're at a captured forge or not, regular scrap metal will remain.
When respawning in a round, you will be placed in a room that will allow you to choose where you want to go. The choices will either be: One of your team's captured forges, or one of your team's respawn shacks, that will be on the outskirts of the map.
Here's a not-to-scale idea of what a map to accommodate this game mode might look like (red blocks = forge locations, green -> blue -> purple = point tiers)
Just wanted to get this idea out there I'll be working on it during 2017. My only fore-worries are that this is quite dependent on having a lot of players to be enjoyable, so getting it off the ground might be more than difficult, and that the inventory system will be annoying to use (realistically, I'll need to ask users to bind a command to a key that will open up a menu to the inventory), but regardless, I think it'll be exciting.