Objective, stopwatch and execution are fine indeed, but I was thinking, what about borrowing some of the old solid modes from other great mmofps? (Mostly I’ll refer to Unreal Tournament, I suppose, but that IS a great shooter).
Some fun modes could be:
#1 King of the Hill (Respawn active): Two squad are competing to claim a site on the map (or two sites at the same time, like the old Double Domination), the first squad that take and hold the site for, let’s say, 1-2 minutes wins the round. Can be the best squad out of 15 rounds like the way it is now for execution.
Sites should be defended by airstrikes and artys (but not in every point) and a bit difficult to reach. Could be fun.
#2 Bombing Run (Respawn active): The everlasting loveable classic of UT! Two squads start at two far sides of the map and they have a Goal on each side. At the center of the map you have a ball (that is a bomb).
If someone picks up the bomb, he has to carry it and he/she can’t use other weapons but she/he can throw the ball (bomb) with the fire button, to pass it to other companions, to throw it forward, to regain control of the weapons.
The objective of this mode is to throw the ball in the enemy goal. First one that reaches, let’s say, 5 scored goals, wins (with a lot of explosions). XP for throwing the ball in the goal. SUPER BONUS XP if the player throws himself with the ball (bomb) in the goal (meeting a painful but glorious death).
Naturally, the goal should be in a position reachable only by glorious jumping skills.
Fun for all the family.
#3 Capture The Flag/Capture The Suitcase/Capture everything (Respawn active) :
The bare basic of First Person Shooting, two bases, two squads, one little thing to defend (flags, documents, whatever) and the objective is to defend our little object while bringing the enemy little object to our little object after stealing.
Whoever picks the object has a big big death mark on himself and he’s visible by everyone on the map.
Run run run, shoot shoot shoot.
Vassili dominates in this mode, while the little merc is trying to make it’s way to his base unseen, the sniper does it’s job.
Really basic, really fun if done well.
#4 Players vs Machines/Co-Op matches (NO RESPAWN!):
Don’t you think is sad that our lovely mercs fire upon each other while we know that they are all best friends and that Nader is sending explosive gifts to everyone for Christmas?
Let’s get them togheter and give them some redshirt stormtroopers to fire upon like we’ve seen in the last video!
In this mode the players are all in Co-Op for a long term objective (like something at the end of a map of a noticeable size) and hordes of G.I. Joes controlled by the A.I. are trying to stop them (with a bullet).
Respawn is not active so they have to roll through an entire army with only one single tiny life.
Medics are imperative, engineers are needed to blow doors and construct other things, field ops to make up for the scarce ammo on the map, soldiers are in for shooting and shielding.
The enemy has a selection of forces from the regular Imperial trooper with a laser torch (Warhammer 40k anyone?) from some huge metal Behemoth raining fire upon the mercs at the end of the level (could be the final mission, kill the Metal Gear and save the Future Sound of London).
Squad communication and coordination is a must.
Lots of fun for clans and pre-matched teams.
Lots of swearing for random matchmaking with kids that jumps in the jaws of death within five second from the start.
Could be a mini-campaign and could have a finest reward for completing the entire cycle succesfully (like a random case for everyone).
#5 Street by Street/ Urban warfare (Respawn active):
This is something i pick up mixing elements from Unreal/Battlefield/Wolfenstein ET.
Two squads are facing off in a urban battlefield setting.
You have on the map the two main bases and something like 5 or more forward bases on the maps.
The objective it’s to claim and hold all the forward bases on the map in order to unlock the defenses on the enemy main base (ALTERNATIVE: to hold a line of bases that links your base to the enemy one, links visible on the map).
When the enemy base is accsessible, you can start to attack the central core/generator to put it down for good.
First one to destroy the core/generator wins the game.
The squad that is holding a forward base can respawn in that forward base.
Variant: Holding forward bases damages the core/generator of the enemy.
The most forward bases you hold, the higher the damage over time.
Well, that’s it for now, maybe later I can come up with something else.
What you think?
Will you add something?
Will you make something different?
Do you think we don’t need anything else other than what we have?
Share your opinion please 
G’day everyone.


