As I have made clear multiple times already I have major concerns with Dirty Bombs Stopwatch mode but understand that Splash Damage still want to push it as the primary mode. However, I do feel you have already got a good foundation for a new original game mode in Execution. In this post I hope to convince both Splash Damage and the community that taking the time to build upon the Execution game mode could result in something extremely profitable, spectator friendly and less frustrating by design…
The Blurb…
Mercenaries is a 5 vs 5 round based mode where both teams take turns attacking a single capture point that is locked for the first 1 minuet of a round before opening for 15 seconds. The capture point takes 5 seconds to capture but that reduces by 1 second per additional attacker on the point. Attackers win the round by killing off all the Defenders or capturing the control point. Defenders win the round by killing all the Attackers or holding them off for 1:15 seconds. To win the match either team needs to be the first to 12 rounds won but you must win by at least 2 rounds. If a winner cannot be decided by time both teams reach 18 points the game is declared a draw.
The Capture Point
The capture point should have between a 5 and 3 meter radius around a pole (like the forward spawn capture point Victoria). The capture point should be taller to show its location without the need for an Icon. The size should ensure that people that are playing maps for the first time at least have an idea of where the point is. It should have a thicker base to provide a small amount of cover for Attackers towards the end of a round. The Capture point should also be located in the same third as the Defenders Spawn and the at least double the distance from Attackers.
The Spawn Points
Both teams should spawn in very close proximity to each others (the players not the teams) to ensure that timed strats and early long distance picks are both possible and reliable. Defenders should spawn at least at least half the distance of the Attackers to the capture point to ensure to to setup positions. Although more difficult you could also include multiple Attacker spawn locations (though they would always spawn as a team) at different locations around the map. This is more of a possible addition then a necessity, however if this is added it is important that each team spawns in each location the same number of times per game to ensure fairness.
The Points System
The mode will be played over a number of rounds (minimum 12 and maximum 32).
The first team to reach 12 points wins the game.
Each round win = 1 point awarded.
Team role switches each round.
ie, Attack -> Defend -> Attack -> Defend -> Attack -> Defend -> Attack -> Defend…
The winning team must win the game by +2 points.
This is to ensure that both teams get the same number of Attacks and Defends before a winner is selected)
If 32 rounds is reached without a victor the game is considered a draw.
This is done to limit the length of a match.
A very short match will last around 15min (12-0 victory)
A very long match will last around 45min (16-16 Draw)
Average match will last around 30min (12-10 victory)
Due to the Attack and Defence structure, if Attackers win its considered more of a “break” because the advantage will lay on the Defenders. This should keep matches closer and increase hype.
The average match will contain approx 150 kills.
Expected Round Structure
Defenders
[0:00] -> [0:20] - Both go for long distance picks and look for Attacker locations.
[0:20] -> [0:50] - Bunker down to prevent back rage and picks.
[0:50] -> [1:00] - Look for rotation kills as Attackers ready to assault the capture point.
[1:00] -> [1:15] - Prevent Attackers from capturing the point.
Attackers
[0:00] -> [0:20] - Stay safe and get into position.
[0:20] -> [0:50] - Try and pick off as many Defenders as possible or execute other strats.
[0:50] -> [1:00] - Get ready for final Attack and try for Defender picks on rotation.
[1:00] -> [1:15] - Either attack the point or rush the remaining Defenders.
Basically
[0:00] -> [0:20] - Setup
[0:20] -> [0:50] - Pick / Fight
[0:50] -> [1:00] - Rotate
[1:00] -> [1:15] - Final Fight.
The quick round time is great for pacing while playing, hype building while watching and quick implementation of strategies as a team. The single life will reduce rambo gameplay, increase the need for medics and be more rewarding for kills. The capture point acts as a funnel that directs the gameplay to ensure quick round times, asymmetrical play and a crescendo moment at the end of each round.
Example Map Layout
Default Layout
Attacker Routes
Defender Routes
The map used in these images is RAID from Call of Duty Black Ops. The reason this map was used is simply because its the first one that popped up on google images. Like mentioned in other sections, the game mode is highly adaptable to multiple map styles with a very high margin for error… This should allow faster and easier building of new maps. Also the shape of the maps (generally oval compared to stopwatches liner) should also allow for more diverse locations to be used.
Rules
While I wish I did not have to add any rules outside of the core game design I am afraid I must.
You would have to limit the mode to 2 medics in order to prevent revive chaining and stacking 5 medics. I hate to do this kind of stuff but I cannot think of any other viable way to entice the use of other “classes”. Saying that I would like to see eventually all medics get limited revives that regenerate overtime just like the med packs and ammo packs. I think this change would be better for both this mode and even Stopwatch.
Advantages Over Other Modes
1, More viewing from spectator view means more vision on weapon skins.This will increase sales.
2, More predictable Time-Scale for games.
3, Allows for mini victories even in a match you are losing badly.
4, Enough downtime to reduce stress compared to Stopwatches meat grind.
5, Kills and revives are much more rewarding and can generate more hype.
6, Simple nature would allow for a single Merc system to work simply.
7, More structure and emphasis on team play.
8, Increased performance due to smaller map scale and complexity. Reduced player numbers will also help.
9, Less restrictive map design with a much wider margin for error.
10, Removes many luck based factors due to number of rounds needed to win.
11, Much easier to watch as a spectator due to formation of maps, smaller scale and single focal point at the end of each round.
12, Maps would also suit modes such as TDM, Domination and Execution with minimal editing.
13, Short round time and map size would mean you should not spend that long out of the action.
14, Added strategy in Merc selection due to Attacking and Defending with the same Mercs.
15, Potential for “Tug of War” is vastly increased due to the core setup.
16, 3 second flyby of Mercs as each round starts. This should increase skin sales.
17, Reduces the amount of NULL TIME.
There is more but I think these describe enough of the advantages.
Basic Conclusion
While it is not the most revolutionary of modes it would at least be fresh. Obviously, I could come up with a much more exotic mode but instead I chose to go down the efficiency path. The basic systems are already in place due to Execution and the mode could be tested with many of the maps that are already in the game (however they are not ideal). The cost and time to produce the mode should be much smaller then other possible modes and the maps would work in such a way that they could be used by other modes in future. The pacing is much better then other modes and it offers the chance for amazing comebacks. Overall, I do not think I could come up with a more effective, more efficient and more accessible game mode without drastically changing core aspects of Dirty Bombs gameplay.



and I have been known to be wrong 