DRRPickel

New PVP Gametype Tug Of War

Recommended Posts

Basically two large teams battle a very large map.  (Nothing new here)

Various points on the map like (names don't matter particularly only the resources) Copper Smelting base, Wire Factory, Microprocessor Warehouse, and Battery City (store).

Each area has a capture point that works like domination with the difference being that they give points per second while being captured. Certain ones can be worth more but are strategically located in harder kept areas like center map. (OPTIONAL) Each point has a spawned Leviathan or bots (depending on quality of resource cap) to start off with so that players have to work together to remove this before taking the capture. This could add a PVE element that is somewhat pleasing compared to bots in PVP.

This game mode has respawns.

  • Option 1: Infinite respawns but with timers (will have to vary based on total game timer) Spawns would always be at teams starting base.
  • Option 2: Limited respawn. Players only have 3 lives.
  • Option 3: A sort of dodgeball, where killing a player revives a teammate after a countdown from when the kill occurred.
  • Option 4: No respawn. Not Ideal for this gametype since there is more dynamics to this map but might work if tweaked.   

Killing players would award team points, but would not necessary be the goal. Respawns would receive little to no team points for kills/assists, they would be recorded though.

Points cap out at a determined amount depending on which way players are rewarded (See Below)

  • Option 1: Cap would be ok at like 2000 points
  • Option 2: Cap would have to be lower so that players don't receive too much of a reward. maybe 1500 points idk math is involved here.
  • Option 3 & 4 2000 points is good here as well.

To balance the gameplay perhaps there could be a PS limit and Cap? (Example 5000 PS min 6500 PS max with a total team score not above X amount) Obviously there would be high/low brackets but that would be for the devs to manage.

 Rewards:

  • Option 1: Give PVE rewards like Electronics and Plastic for this in the same manner PVP is done with Wires and Scrap.
  • Option 2: Give PVE & PVP rewards based on points captured (Example. You capture Copper Smelting Base. It gives 10 points per 5 sec. You hold that base for 1 minute. 60/5= 12. 12*10= 120. Formula for Copper rewards would be same payout as we have for raids (every X amount of points at end equal 1 reward.) Say it was every 10 points you held the base you got 1 copper. Just an example but rewards could be potentially from all materials.
  • Option 3: Give out regular PVP rewards that maybe rotate from being wire every few hours to scrap (with random common crafting piece).
  • Option 4: Just be vanilla and give out PVP material rewards.

Potential Changes to Matchmaking:

To accommodate lengthier gameplay a change to matchmaking for only this game type might be necessary or at least helpful. 

  • Option 1: A pre-game / post game lobby.
  • Option 2: A new join feature where if a game fills up but they lose a player someone can join from a new quick join feature. (PS would be a MM factor in replacing the lost teammate)
  • Option 3: While game is actively trying to fill teams players can drive around in their starting base only. Teams can be formed, plans of attack can be discussed.
  • Option 4: Combine options 2 & 3.

 

Why we need this game type.

A chance to change PVP from a single base capture (Encounter), Enemy base capture (Assault), random 3 bases (Domination) into something with more dynamic gameplay. If PVE element option was added to this gametype it would also be a good bridge between the two. Also, it would incentivize teamwork on capture locations more so than the current game modes. The matchmaking change to this game mode would allow players to be more invested before the game started and allow preplanning. 

Are we not survivors and raiders? should we not be fighting each other over resources?!!

 

Please consider opening this idea to suggestion @AntideathX. Thank you!

  

Edited by DRRPickel
Reasons for game mode and points killing enemy players and MM
  • Thanks 1
  • Confused 1
  • Upvote 8

Share this post


Link to post
Share on other sites

Come on click bait. Make use the cute harpoon and builds with a catch pusher front builds. Sorta anti ramp builds. Center are spawn areas for raiders who defend the center. The center has different weight crates. but the number of resources in the crate are random. This way the crates grabbed wont be so selective. Push pull crates to your spawn base area. Something heavy would require teamwork. All while in combat.

I like the respawn, tag in ideal for killing an enemy player. The match would be under a timer to control those awesome broken MM of build PS. No need for one those broken MM to allow one team to clean house. (Side note match last night my 7k was not even half an enemy build in PVP. Third match against this BS I used the garage to get out of that MM grouping. Next match notice 3 names from my last grouping. One wasn't even on my team vs the mini leviathan player. 6k players had been in that matching.) Only one dead player per team can be on the bench. So you also would get to return if a teammate gets destroyed beside an enemy kill return. Another way to combat the broken MM.

Reward amounts in crates would be subject to change while the system is ironed out. Daily tokens would be given. Maybe 3. These tokens are used to enter this game mode match. Put these tokens in as a rare easter egg reward in brawl rewards. I don't think these tokens should be allowed to be sold in market and max 3 in storage. Losing team may still earn some low percentage of what they earned that match. 

LIGHT BULB !!!!!!!!!!

Screw the crates ideal. The raiders themselves would need to be grabbed. Make the raiders that spawn center have a random resource count no matter their spawn type. This would mean they would fight back while being napped. And could be destroyed by enemy players and friendly fire while being hauled back to base. Raiders easy, normal and hard would spawn through the timed match. Number of raiders during each spawned set time would need to be subject to change as the system is ironed out.

Once resources are gathered at base they are locked in. And if there was a rare chance for those relic crafting items. Just one would due per base return. If you do not earn a lucky few them. The percentage loss would negate them from being a reward. And the teams can see what they have gathered after they are returned to base as a running total. That would really effect their play mindset mid match based on what they got. Besides resources these special matches could have unique deco items. They can be only win earned.

 

Edited by VorpralBunny

Share this post


Link to post
Share on other sites

I like this idea.

  • Thanks 1

Share this post


Link to post
Share on other sites

Suggestion added up to List, now waiting for review from developers.

Share this post


Link to post
Share on other sites

Very cool idea, I especially like the PVE element.

You can even imagine joining with the enemy team for a brief moment to neutralize the bots, only to resume your own fight right after. 

Share this post


Link to post
Share on other sites
On 8/17/2018 at 7:36 PM, VorpralBunny said:

LIGHT BULB !!!!!!!!!!

Screw the crates ideal. The raiders themselves would need to be grabbed. Make the raiders that spawn center have a random resource count no matter their spawn type. This would mean they would fight back while being napped. And could be destroyed by enemy players and friendly fire while being hauled back to base. Raiders easy, normal and hard would spawn through the timed match. Number of raiders during each spawned set time would need to be subject to change as the system is ironed out.

Once resources are gathered at base they are locked in. And if there was a rare chance for those relic crafting items. Just one would due per base return. If you do not earn a lucky few them. The percentage loss would negate them from being a reward. And the teams can see what they have gathered after they are returned to base as a running total. That would really effect their play mindset mid match based on what they got. Besides resources these special matches could have unique deco items. They can be only win earned.

 

Raider-Herding? :-D

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.