Dirty Bombs Next Gamemode...


(PixelTwitch) #1

Hiya Guys,

So before I get started on the concept and idea I want to introduce myself to people that have not seen me around. I am PixelTwitch and I run a YouTube channel that can be found here, I am one of the casters for the DirtyCups.gg events, I also admin the pugs, have been playing Dirty Bomb for well over a year and have been one of the more active members of the community when it comes to feedback. My goal with this post is to make a well constructed argument for a new game mode that I believe will increase player retention and entice a whole new demographic of players. Basically, the goal would be to introduce a mode that retains the competitiveness, changes the pacing, is fun to watch and easier to learn. So, let’s get into the nitty gritty and attempt to explain how this would work.

The Basics…
I suppose the best comparison would be the 5 point capture (CP) from Team Fortress 2. Both teams would start at opposite sides of a map and fight for 5 domination style capture points laid out at equal distances between both bases. Once a team captures all 5 points the map resets, teams swap sides and they play again. This continues until a team takes a 2 point lead with a minimum of 4 points, at which point the match ends, the team with the most points is declared the winner and you return to lobby.

The Dirty Bomb Twist…
So in Team Fortress 2, each of the 5 capture points are just that, capture points. You simply stand in the vicinity and the capture progresses. However, using Dirty Bombs pseudo class/role based structure, it should be possible to include role dependencies into the capture process. This would be done by substituting the capture points with more traditional Dirty Bomb styled objectives. For instance the final point would be replaced with a C4 objective at the enemies base/spawn. The remaining 3 capture points would require hacking or “repairing” to capture. This would obviously mean there would be a desire to have either engineer or recon based Mercs on the field for much quicker captures, plants and defuses. You could even have it so each capture point includes a drop off point for data cores.

Round Structure and Win State…
There are two options…

1, Symmetrical maps, Time Based and With Knock-out Mechanic.
2, Asymmetrical maps, Round Based

Each option is equally viable if done right. Using the first option could result in slightly easier map design with perfect map balance. Down time is reduced, match time scale is fairly consistence and a knock-out would help minimise the frustration caused by team imbalance. Using the second option you could maybe convert some of the current maps, make more interesting maps, have a round based structure that helps pacing for videos and casting/eSports and is balanced via side swaps as opposed to map design.

Option 1 Win State…
(A) - The team that has the most full 5 point captures after the time limit.
(B) - Once a team has +3 knockouts.

Option 2 Win State…
Rounds…
(A) - The team that has the most progress after the rounds time limit.
(B) - A team captures all 5 of their points within the time limit.
Game…
(A) - The first team to lead by +2 round wins after reaching 4 rounds.

When using Option 2 you should have the teams switch sides (Attackers -> Defenders / Defenders -> Attackers). This would ensure balanced matches and is great from a spectators point of view as it maintains hype / tension at a fairly high level and give teams a short time to regroup mentally. This is also vital for the win state to work.

Base Capture Points…
Two of the five capture points would be substituted for C4 objectives (The points in the teams bases). This means you do the normal capture points from the start of a round. Once you have pushed into the enemies base (their final point) you need to plant a C4 and defend it till it detonates.

Middle Capture Points…
These would appear like normal domination style capture points however to capture them you would build/hack them. This would give Recon + Engineer Mercs the advantage and keep them relevant in a mode where this structure would normally leave certain Mercs non viable. I have also been thinking of a sort of “all in” possibility that would have a data core spawn at each teams base that can be carried and transmitted at a point for a near instant capture.

Respawn Timers
In order to balance out travel time to the next capture point, having the spawn wave time shorten the more points you hold would really make sense. A simple example would be…

1 Point Held (spawn) = 10sec
2 Points Held = 7.5sec
3 Points Held = 5sec
4 Points Held = 2.5 Sec

This should help reduce the defenders growing advantage a little and minimise the attackers downtime. The map design should also work with this in order to open up quicker routes to later points as points are captured. Alternatively you could move spawns closer as points are captured but I feel this is more of a sloppy way of doing things as the potential for spawn camps and issues is greatly increased the more spawn points add.

Team Sizes…
The mode should be really balanced for public play at around a 7vs7 and competitive at 5vs5/6vs6. Action is the goal for the mode so maps would do well to minimise travel time and provide different combat experiences when attacking and defending each point.

Merc Limits…
In public play I believe that each Merc should be limited to a MAXIMUM of 2 and maybe even 1 in order to easier balance each point and prevent map/mode breaking cheese strats in certain sections. This would keep the combat diversity high also. In competitive I would push for the 1 Merc Rule where only 1 of each Merc can be fielded at a time. In an ideal world Splash Damage would be able to break though the current limitations that restrict players to three loadouts each and allow an equipped card for each Merc available and do a more highlander based system.

OK! Sounds Cool… But… Why???
Simply put, one of my biggest issues right now with Dirty Bomb is the lack of a chill out mode… A game mode where just be going out and killing I am being an effective part of a team. I want to be able to play without focusing on the respawn timer all the time, travelling for 20+ seconds to an objective where defenders can play the waiting game and likely kill me. A mode where being held for 10+ min is not the regular outcome. Having something like the mode I am suggesting would allow players to enjoy the game without feeling super competitive and without having to focus to the same level you do in Stopwatch and Objective. If designed correctly, there is a high chance it would be just as fun to lose as it would be to win. Something that I could never say about Stopwatch or Objective mode in their current states.

Anyway, what do you guys think?


(Protekt1) #2

I suggested a domination type map ages ago: http://forums.warchest.com/showthread.php/35689-Suggestion-5-point-domination-map

So I’m definitely down for it.

I recall people saying they hate the idea of battlefield inspired modes, but I was thinking of a different style of domination.


(Bloodbite) #3

Interesting, I put forth two challenges to your proposal

[ol]
[li]What are the risks that an additional mode on top of the three we know will be in the game, come “gold” release day, may fragment the community population too much making the other modes more sporadically populated at times? Could this put too much of a strain on the contract missions to jump from complete 5 Objective matches to Stopwatch, etc… This last one in particular is not necessarily a personal concern but an inevitable whinge that would come up. Less enthusiasm to grind up your creds also results in less enthusiasm to log in daily.
[/li][li]Execution has proven to be a simple yet creative use of round based TDMs… realistically, it’s primary function ends up being TDM. Are you averse to the idea of your concept being more objective based? By that, let’s say every capture point is a different type of objective, and all the objectives work together to contribute to final victory (perhaps one dual objective needs to be built/whatevered to allow access to the next objective point… gas filled tunnels could easily be adapted for this). Consider it a cross between the cart moving TF2 mode (in which the progress of either team can push the others back, and momentum becomes a primary motivator) and, from what I remember, aspects of the Assault mode from UT2K4, where maps are dramatically different to what would normally be a TDM based environment (a 100% underground Tube based level would fit in well for this).
[/li][/ol]


(BioSnark) #4

I would prefer SD start developing a beta SDK since the existing modes are already lacking maps and their team isn’t focused on mapping.


(Volcano) #5


all of this


(Szakalot) #6

totally agree, a domination style mod is perfect for this game; seeing as some mercs are better used offensively, some defensively, etc.

I know that SD are pretty committed to objective based gameplay and asymmetrical teams, but imo DB’s strongest points are the team firefights, and domination servers this purpose awesomely! There is nothing wrong with both teams attacking & defending at the same time


(ispellcorrectly) #7

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(Raviolay) #8

Posted this 3 years ago in a reply to a thread.

[QUOTE=Raviolay;442049]Mode

Objective LMS.

With a set amount of respawns per-objective, secondary objectives boost your teams respawn pool, at the expense other the other teams respawns. Both sides have equal set number of respawns, however defenders gain respawns overtime at set intervals per objective. If the attackers pass the objective before the defenders set integer the defenders loose those additional respawns. Attackers get more respawns for finishing objectives, & for holding onto secondary objectives.

Mode

Extraction.

Game changer.
You can pick up fallen team members classes RE equipment and change your role. Albeit if you pick up the solders kit you don’t get the extra health, and if as a Soilder you pick up a another class you loose the extra health.

Two rival merc teams with set 5 man squads using all 5 classes in a 5v5 setting, there are three random Intel locations and only one transport out of London before the bombs go off. Whoever holds two or more Intel can via the support class, toss a beacon for extraction that is on a set timer, and extract who is left FTW with the Intel in toe. Players can hold all three pieces of Intel on their own if the so choose, or spread it around the team.

The 3 pieces of Intel will require one class to access, some base examples (with anything that one could dream up) are:

Solider class
Uses C4 to blow up a safe, Intel is inside.

Engineer
Repairs a hardwired internet cable to get files sent to a PDA.

Medic
Administers a truth serum, to a NPC .

Covert OP’s (sniper)
Has to climb into vents and bypass booby traps, as to open a door to a room with said Intel.

Support
Uses a drone strike on a target, to clear a path to one of the above objectives.

The other team can ambush in the time it takes for the extraction chopper to arrive, and take all the Intel and extract instead, first to 9 pieces of Intel wins, over 4 rounds. Whoever is closet to 9 after 4 rounds wins, if the magic number is not met. In the case of a tie on the 4th round, the total number of survivors your team has had, is totaled & who has had the most extracted teammates over the entire match wins. If that is a tie also, it’s overtime, with a single piece of Intel in place of three & a shorter extraction timer.

The only reason I can fathom why anyone is against having more modes of play, is that something else may become more popular. To what is considered pro by many on these forums.[/QUOTE]


(rookie1) #9

Wishing a more exclusive type of Mode for DB if possible.
There is something that please me more in the Raviolay proposal tho because it’s has a reason/ purpose/‘story’ in the mode, more just of capturing or blowing .
Sure That an Traditional mode with a real SD/DB Hard touch could do the job …


(Violator) #10

Not a big fan of dom mode (every other MMS seems to have it or be it) but why not :). How about capture the jug? Though that’s also been done to death…

A game mode focussed on the merc aspect would make the game stand out more than it does currently. Force everyone to play as one particular merc for instance (though players not having unlocked said merc could be an issue…), or a fixed combo, or draft picking (Pixel posted about this before iirc).


(rookie1) #11

How bout …London had olympic not long ago . Could make set of DB games like Timed parkour .firing static targets. Relais run…and so on .Best score win. .Could be very unique and fun :slight_smile:


(Rémy Cabresin) #12

Remove Execution, FFA on the EXE maps with random spawns. 16 man servers.


(Kroad) #13

srry but this is splash damage and we only make objective based gamemodes :slight_smile:


(ispellcorrectly) #14

Execution is amazing!


(Shadwblade2652) #15

is it possible to get a deathmatch mode so we can practice movement and shooting mechanics rather than only being able to do this while playing an actual stopwatch/obj game?


(ispellcorrectly) #16

How would deathmatch help you practice, apart from practicing your aim?

Bring private matches, or a solo mode for the above.

This game doesn’t need deathmatch, it’s an objective based team game.


(Volcano) #17

it doesn’t need S&D either and execution used to be TDM before they changed it


(Protekt1) #18

If they never changed it, I think execution would have been a cringe-worthy turtle fest. Saw some of that in alpha but people didn’t tryhard. Once you tryhard you wait for your opponent to make a mistake while turtling I think.


(tangoliber) #19

I want to divide the player pools as few times as possible. (Personally, I’d just have Stopwatch and Execution… Cut Objective… But I know I’m in the minority there.)

So, any new mode needs to be very worthwhile and well-designed. I think that Execution fits that pretty well…it’s a great change of space.

Deathmatch would just be a waste. Leave deathmatch to the games designed for deathmatch, or warmup mode. Or an option for a private server.


(DJswirlyAlien) #20

Well pixel, I think your idea is the best in this thread. Option 2 sounds like a barebones objective or stopwatch so for that reason I think option 1 is a much better idea. I would also be tempted to make the middle point a forward spawn and just have 10/15/20(whatever works best) timers.

But a lot of me thinks this a generic objective fps game type. Doesn’t make Dirty Bomb feel special which Stopwatch and Objective does. This is my issue with Execution too that it’s just a generic objective fps game type.