Gamemode name is totally not final, but describes it quite well
Story
So, Dirty Bomb have two factions fighting over control. This leads me to believe that they would love to sabotage for the others and take some enemies into custody to get valuable information while interrogating them.
Basic terms:
A round is over/won when/if:
• An entire team is incapacitated
• Timer ends. The team with the most players (or most health to prevent draws?) alive win
• An entire team is in custody
Since these have the posibility to be over quite quickly I suggest these as a starting point:
• Best out of 5 rounds per map (Win difference 2)
• First to 5 rounds per map (Win difference 2)
Take that man into custody
There are two ways this could work, given the current state of the game:
• No gibbing at all, only helping a teammate up or sending an opposing player to jail. If a player isn’t revived/pick up within X amount of seconds they automatically are sent to jail or enters a 5 (maybe 10?) second respawn wave.
• If gibbed, the player will have a set 5 (maybe 10?) second respawn starting from when the first player of that team is gibbed. You can still be revived or picked up while incapacitated.
A medic will use his pads to send a downed enemy to jail or help a teammate up. The same goes for the revive function the rest of the mercs have, however this action should be shortened to 2-3 seconds in order to be usable.
Free your teammates
To free your teammates you will need to capture (yes, a capture point, cry all you want) the controls of the jail doors. The more people are capturing this this will, of course, be sped up. When this is being captured something should happen to the jail so that the inmates can help their teammate.
• Some portholes might open up and only pistols can be fired through them.
This needs careful placement since it could make it way, way to easy for the opposing team to let the inmates out
• Being on the capture point could raise some sort of shield wall, blocking X % of the incoming damage
These could be quite fun with the things the inmates can do from inside of the jail and could probably make it really interesting. I’m sure there are more creative ways of doing this but those are my initial thoughts.
When in jail
In order to prevent the jail period of becoming a complete bore, inmates should have the ability to help their team into freeing them. This could be achieved a few ways.
• Some sort of crank to lower or lift certain parts of the map
This should probably reset within a certain amount of time to increase timing and teamwork
• Vassilis heartbeat sensor spawns in the jail at random times and can be thrown outside of the jail
Only 1 can be active at a time
• Controllable turrets
Controllable turret one the outside, controlled from the inside
• Breaking a wall in the jail by placing C4 or drill
Similar to the drills in Payday 2 but can be stopped by the defending team by activating something like an EMP charge?
Some characters both plant it faster and have a shorter fuse
At least two to break through the wall
Needs to be defusable by the defending team
Map design
The current maps weren’t built with this in mind so therefore, let’s not bring them into the discussion. Below are what I think could work really well
Map layout should closely resemble Team Fortress 2 with it’s 5 CP map. What I mean by that is, you basically design half of the maps layout, then simply flip it so that both sides have the same layout and from there add textures and objects to be able to tell them apart. “But TF2 has blue and red to help guiding the players to the right side of the map?” Yes, but here’s what I’m suggesting. Half of the map is cluttered with the white, containment CDA stuff, making that side very distinct from the other side and voilá. We have our own version of the TF2 blue/red system.
So, the actual layout (refer to the attached picture):
• Team 1 spawns close to Team 2 jail and “release point”.
• Team 2 spawns close to Team 1 jail and “release point”.
That is basically it. However, to make it more interesting I would really like to see at least 3 different constructables/side routes to the other side. I’m talking bridges, ledges, ladders, doors, collapsable walls etc. The “major” ones could be located close to the center, with access from both teams to build and destroy them. The 2 others might be located more deeply within the opposing teams side of the map to make it more difficult to destroy. One of these could be for aiding in offense, one for aiding in defense.
Since there’s a big possibility that both teams just run to the middle, bunker down and try to pick eachother off at a distance I would like to see “light destroyables”. Take this for example: You see 2 enemies next to an overhang (balcony, car dingling on the side of the roof, etc). With, let’s say, Fraggers grenade or Artys airstrike, if placed correctly you could bring that overhang down on them. This leading to 2 players being downed and another route or movement possibility. I’m not saying that everything should be destroyable, far from it, but a few key points where players are most likely to cluster and “camp” could use this treatment. Echo should be a really good asset in figuring this out.
Aaaand discuss!

like making a weapons or tool for it (eg, Handcuff)

Shootmania was very limited as to what kind of objects you could make and use in the map editor. I guess another name for the mod could be something like “Trapped” (if you know what I mean). The reason it looks arcadish is because Shootmania is an arcade kind of shooter. Which is why I suggested having to interact with downed players in order to send them to jail, explore more things to do while in jail, possibilities so alter the map from inside and outside of the prison and such. This would hopefully mean that the “arcade” feel would go away and that teamwork would be promoted.