GameMode : Mercenaries - Based off Execution + Shootmania Elite + Tennis


(PixelTwitch) #1

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.


(Loffy) #2

I think Defenders should win by holding for a little longer time (more than 1:15 sec.) (Or by killing all the Attackers, as suggested.) Other than that, all sounds test.able and could work with some polishing.

Nice map drawings btw.


(BomBaKlaK) #3

Nice mod can be cool to try, but I prefer Stopwatch for comp mod, to play and to watch.
Never really like the Elite mod in Shootmania.


(PixelTwitch) #4

[QUOTE=BomBaKlaK;504699]Nice mod can be cool to try, but I prefer Stopwatch for comp mod, to play and to watch.
Never really like the Elite mod in Shootmania.[/QUOTE]

Fair enough…
Funny really because I have yet to watch a Stopwatch game that I have found interesting and even though I enjoy playing I find it often just ends up being full holds or stomps that make it frustrating… What is it you enjoy so much about watching it? Would be interesting to see all views on the subject.


(prophett) #5

Cool idea although I personally wouldn’t play it much.

I’ve played lots of different modes in various games and stopwatch in one of my favorites. I think the linear/bland maps really put a restriction on how creative a team’s strat can be. Dynamic maps = dynamic, exciting strats with down the the wire finishes.


(PixelTwitch) #6

[QUOTE=prophett;504701]Cool idea although I personally wouldn’t play it much.

I’ve played lots of different modes in various games and stopwatch in one of my favorites. I think the linear/bland maps really put a restriction on how creative a team’s strat can be. Dynamic maps = dynamic, exciting strats with down the the wire finishes.[/QUOTE]

I kinda understand what you are saying but how is a Stopwatch map any more dynamic… I kinda see it more like 2/3 maps in one… You can break it down into each of its main objectives sections (even more so since they added the instant respawn on objective completion).

When I break it down to its core aspects, Victoria for example is just like 2 maps of Call of Duty Demolition game mode. Right?

Don’t get me wrong though, the current maps have huge issues when it comes to dynamics. So there is a chance this could be improved in future. However, looking back on games like Brink and this game for the past 18 months I am not confident that the mode will improve. Again, my main issue does revolve around the frustration of meat grind, null/wasted time and lack of tug of war.

I also feel (and no I am not making excuses :P) that overall I can expect negative feedback on the forums as the majority of the people here have be SD fans/supports for a long time and Stopwatch has always been an important mode in their games. I am simply trying to find that perfect balance between literally balance, skill and watch ability

Currently I have recorded and uploaded over 30 matches now on Stopwatch and only 1 of them had even a half decent “down to the wire” finish. Even that kinda failed because the game said one team won when really it was the other team in the players eyes.

I am looking forward to seeing more matches on it though.


(prophett) #7

Radar (unfortunately, you probably won’t understand that reference).

[QUOTE=PixelTwitch;504702]
When I break it down to its core aspects, Victoria for example is just like 2 maps of Call of Duty Demolition game mode. Right? .[/QUOTE]

Agree - it’s a terrible map. (not mode)

The mode you proposed, while a good idea, has 0 appeal to me personally. Not because I’m a long time SD fanboy, but because I simply do not like it. I honestly can’t see the main mode changing (whether that is good or bad). It would be like trying to push domination on the counterstrike community.

You equaled the amount of exciting matches I have had in a year. Same old song - poor, linear design, bland objectives, and missing too many things that make a map great. It’s the maps that are the problem, not the mode. With the right map/objectives, stopwatch is gold. White Chapel is decent but that could use a lot of improvements. Hardly a great map by any stretch of the imagination (and not even close to the worst competitive map in any of SD’s previous titles).


(PixelTwitch) #8

Well after watching at least 100 ET matches in the past month I have to say I still do understand the hype around stopwatch (as a spectator). I hope your right and I suppose with the current direction the game is going we are most certainly going to be able to see the results soon. I am just struggling to see how you can add meaning to kills, create progression and address the watchability issues. (splitting the fight between 2 points means you miss certain aspects.) the fact you respawn often it removes hype for kills. Just so many small issues that come together to leave the mode feel a little fundementally flawed in my eyes… But hey im just a single pair of eyes :smiley: and I have been known to be wrong :smiley:


(onYn) #9

If this gets a chance to by tried out, I don´t mind it really, even tho I haven´t read the most of it.

But what you are not realizing, for a very long time now, is that you can´t judge aspects and mechanics of the game, like for example the entire game mode under circumstances that are just unacceptable. You can´t honestly judge a game mode in a game where there isn´t almost a single thing that is even close to being done (and it´s not even only the maps). Especially since you obviously don´t work with “blind assumptions” and only judge off what you see in the game right now.

Changes like this are interesting for sure, and I look forward to see them tested out (seriously). But first I want to see things fixed that concern the “original” mode so that we can test it out as well. After all we want to leave blind assumptions aside, and give everything we test a fair chance. And I seriously don´t think anyone is around here, who can foresee game mechanics and tell what exactly makes a enjoyable game (no matter how fancy words are used)… Otherwise that person wouldn´t be posting in a forum where it almost doesn´t matter what he is saying but develop some AAA class games and earn **** loads of money with it.

//EDIT:

Since fun as a spectator is a big point here, I would like to invite you into a thought that maybe allows you to understand that you not liking it right now, doesn´t mean that not only won´t all the people not like it, but maybe you simply don´t know or understand enough yet to like it.

The point that I have here is, that I understand a lot if it comes to the MOBA genre, since I played it very frequently over the last 2 years, especially LoL and some dota2. I know that dota2, is the much more complex, better and more interesting game, especially if it comes to viewing (much more stragedies, more interesting builds and also much more significant pick and ban phase). I just know it from what I know compared to LoL and also my friends who are veterans in both games also say the same. Still I don´t enjoy watching dota2 while I do watch LoL (not because the games are interesting tho! but because I learn something from it, and the casters manage to entertain me, most people who watch it as well agreed with me on this point). Dota2, even tho the same genre and very similar game - I watch the game and I don´t enjoy it. Even tho it´s almost the same. Why is that? Well again I can only do assumptions, but the only reason I can think of, is that I just simply don´t understand it deep enough. So you may watch 1000 ET games, if you don´t play it, if you don´t understand how the players and teams may think to a certain degree, you may never enjoy it.

I understand that you think making it more viewer friendly will attract viewers, but my personal experience from Esports, is that me and my friends don´t relay watch it because we enjoy the action itself. What we enjoy is to see how pros play the game we love, we want to learn, and maybe to cheer for teams from our countries or teams we like and usually watch on stream to learn from. I don´t know how that behaves for others, I just know that that´s the case for many people.

Also when it comes to making things simpler and more viewer friendly I think about sports. In sports you usually have something you understand the moment you turn on the TV. Something you are trying to achieve it seems. Still most people find sports boring and even if they like it most just follow certain players or teams, and don´t really watch a ton of games…

I really would like you to not take the /eddit post personally again, and flame me over here and there how frustrated I am about the game not being like I want it or that it´s just blind assumptions whatever. Because it´s simply not the case and all I want to do, is discuss about the importance of different factors of what makes people really make to watch esports or a specific game.


(BomBaKlaK) #10

[QUOTE=PixelTwitch;504700]Fair enough…
Funny really because I have yet to watch a Stopwatch game that I have found interesting and even though I enjoy playing I find it often just ends up being full holds or stomps that make it frustrating… What is it you enjoy so much about watching it? Would be interesting to see all views on the subject.[/QUOTE]

Yes actually this is the case but watch an ET stopwatch match it’s totally diferent.
We just need better maps and obj design that’s all.


(prophett) #11

One of the biggest things absent from DB is proper doc run (objective carry) objectives supported by quality map design and features (and no, White Chapel and London Bridge don’t count).

So many opportunities for clutch plays on both sides. Exciting for the player and the viewer.

Cheers for having the enthusiasm to keep driving new ideas, but you are making evaluations of stopwatch based on a broken game. I remain positive that SD will sort it out eventually (the biggest thing being the maps, as mentioned).


(PixelTwitch) #12

lol, every game designer starts somewhere :wink:
Some go to collage, some make mods and others are scouted after posting on forums where it almost doesn’t matter…

In all seriousness, I am considering maybe going to university to study game design as it is something that interests me greatly.


(PixelTwitch) #13

Actually I am basing it off around 100 hours ET, 100 QW, 300 Brink and 500 Dirty Bomb… Don’t get me wrong I enjoy playing it a lot more than I do watching it. Its just… Frustration levels being well out of control I think… A good match is ok but a bad match is dreadful kinda thing :smiley:


(Kendle) #14

As one of the “oldskool” players around here (really old, oldskool) I appreciate SW for what it is. I actually stopped playing ET in 2005, but continued watching as a spectator only on ETTV in particular CB OC and Crossfire LANs (Pixel, I guess you know about the GamesTV site?). Some good stuff on there over the years.

However, I did stop playing ET long before most people here, and since then have played many non-SW game modes, mostly area control in DOD, and CTF / TS in Urban Terror (TS = Team Survivor and is almost exactly the same as Execution in DB). Personally I love TS, and in practise it plays out almost exactly as described in the OP, each team cautiously sizes up the other before a dramatic and aggressive push that usually results in one team being wiped and a round win recorded.

I think this idea has a lot of merit, and think it will appeal to a lot of players who are not from an objective game mode background and yet are looking for something other than generic CTF or a straight bomb / defuse CS rip-off. I’d also agree that it would be much easier to make maps for this game mode (look at some of the Execution maps we’ve already played), and that they’d translate to Execution and TDM quite nicely as well.

Another factor to consider, this mode would scale nicely across various team sizes, i.e. it would play just as well at 2-v-2 as it does at 3-v-3, 4-v-4 etc. up to however many the map can support. It would be easy to get into (no spending hours on private servers working out specific strats for a specific objective on a specific map) and yet would be hard to master, relying more on team co-ordination than traditional ET-esque team play, which is more about role-playing than team-work.

I like it, and think SD should seriously consider developing and promoting alternative game modes like this. For SW to work the maps have to be perfect, and I’ve no confidence that SD know how to do that, they’ve only ever made one good SW map (Radar), and I bet that was by accident.


(tokamak) #15

I like alternative modes but frankly I think this game should first launch purely based on objective maps. It’s vital that DB works in the setting it has been designed for without any cop outs.


(chippy) #16

ON TOPIC: One thing that would be quite interesting to see in this mode as you suggested Peetweetch is an evolving map design, kind of like how the Payload scenarious is working in TF2. That way you can maybe short down to 6 rounds (3 attack first / 3 defend first). Capture the first one/eliminate the other team, both teams get refilled instantly. Instantly you say? Yes, in order for the defense to have some time to set up a new hold.

SLIGHTLY OFF TOPIC: Another gamemode (actually a mod) from Shootmania that was really appealing to me was “Jailbreak”. It was kind of a mix between elimination, freezetag and CTF.

In short terms:
• Get fragged = Sent to jail
• Frag someone = They are sent to jail
• In Shootmania you were able to shoot out of the jail as well, but wouldn’t work in db right now. Maybe being able to activate walls from the jail and stuff to aid your own team coming to save you?
• Free the dudes in jail by capturing an area/point close to it
• Win by sending the entire other team to jail or have more people out of jail when the time runs out

Layout
• Each jail is behind or close to the other teams spawn
• Capture/rescue point could be anywhere but normally close to the jail

I’ve been thinking of writing up a post on how this could be modified to fit DB but since most people say “Shootmania lolz” I have been postponing it…


(RasteRayzeR) #17

Way too long to read, but from the example layouts, I see many paths and what seems to be correct distances for the spawns. Me Gusta

EDIT: read in Z the post, I like the ideas. Mostly to have single obj - small maps with a high churn rate.


(Glottis-3D) #18

i as well tried some gamemodes after i finished playing etqw and et in 2009.
Domination and S&D in COD
CTF and TDM and freezetag and clanarena in quakelive.
Versus in L4d2 and L4d.

from all of these modes i realy loved Versus, and kinda liked CTF and DOmination.
And versus is basically a double Objective mode. the team, that goes further wins.
So i prrbbly wont get and wont love any non-objective modes. I cannot take them seriously enough to actually care and start practising etc.

Objective-oriented game is fun to watch for most ppl exactly because everybody can do the object. So with proper object story everyone will “get” why it is so important to bring the datacore to the transmitting center!


(DarkangelUK) #19

I’d welcome anything beyond the standard modes. I really enjoy Execution and my unpopular opinion is that it could be more popular competition wise to the non-ET crowd than SW will be. I admit I only read the 1st blurb as the whole post is rather long, but it sounded decent enough and I’d certainly give it a go.


(montheponies) #20

Sounds like a reasonable mode, as has been said before multiple game modes should be encouraged, if nothing else as to act as a feeder for modes like SW.