How TDM COULD of worked and could still maintain a team.


(DarkangelUK) #21

No there’s not.


(SinDonor) #22

TDM using the Brink engine would be excellent. I don’t know how SD would implement all the abilities into a TDM match, but I would like to try it out. My sug would be to remove all class abilities and just roll with character body type and weapons.

The map designs are already great for TDM, with lots of nooks n crannies to fight from. Though, the large objective-styled maps are just too big for an 8vs8 TDM. On CC for example, the hike from Sec first spawn to Res final spawn would get tiresome fast. SD should split the maps into 3 or 4 smaller maps. So, the 8 (soon 10) current Objective maps could be 30+ TDM maps. Holy crap! 30 maps would be AWESOME!

I am glad that SD focused on the objective-styled gameplay for release, but perhaps a TDM mode couldn’t hurt. I would play it when I didn’t feel like escorting that slow bastard in the Aquarium or spawn-camping the Sec on CC.


(Zarel) #23

I see that TDM would really break the point of the game (team-based, objective-oriented). But then again…without the “go to that very spot and fight there for a moment” part, they could really make some pretty neat, and “open” type of maps. I think those kind of map designs and those kind of gameplay modes(vast and nonrestrictive) are the perfect fit for such parkour-ish game.


(Cep) #24

Well like I said earlier I don’t think you would necessarily have to break the game. You could make the team/objective play the main point.

For example take Sec Tower. Resistance must blow the gate as their first objective within the time limit. Nothing new there, however if they succeed the Sec team are all insta-killed adding to Resistance’s K/D score. They move onto the hack objective, if they succeed again insta-kill Sec team adding to Resistance K/D score.

As for Security, basically if they can wait the countdown for an objective (maybe shorten it to 5 minutes per objective) then this insta-kills the Resistance team and adds to Secs Team K/D score.

Basically Resistance get three chances per objective (that’s fifteen minutes). If they fail within the three chances on any objective the game ends and Security get a full team kill bonus once again.


(nephandys) #25

[QUOTE=Cep;352954]Well like I said earlier I don’t think you would necessarily have to break the game. You could make the team/objective play the main point.

For example take Sec Tower. Resistance must blow the gate as their first objective within the time limit. Nothing new there, however if they succeed the Sec team are all insta-killed adding to Resistance’s K/D score. They move onto the hack objective, if they succeed again insta-kill Sec team adding to Resistance K/D score.

As for Security, basically if they can wait the countdown for an objective (maybe shorten it to 5 minutes per objective) then this insta-kills the Resistance team and adds to Secs Team K/D score.

Basically Resistance get three chances per objective (that’s fifteen minutes). If they fail within the three chances on any objective the game ends and Security get a full team kill bonus once again.[/QUOTE]
When I picture TDM this isn’t how I envision it. IMO your kills should be based on actual kills not completing an objective. I can’t really picture what you’re talking about being that much different from the regular game/modes we are playing currently. I mean right now it’s killing ppl and doing objectives in your version it’s the same only using kills rather than XP as the score.

It might be worth pointing out that 99% of the time the team that wins the current game modes has more kills than the losers. Therefore, to a certain extent TDM is in play. The current game mode already is kill as many people as possible while completing objectives.

I’m fine with having more game modes, but I don’t see TDM offering anything that’s not currently in game. I suppose it might change play style in that ppl would K/D whore and try to stay alive longer. However, they should already be doing that in an effort to maintain map control. Every second spent waiting to respawn and returning to your team is wasted time and increases the possibility of your team not moving forward or getting pushed back and losing ground.


(Je T´aime) #26

More popular gametypes the better for brink, CTF, HQ etc.

I think the solution is to release the SDK and let people make theyr own maps, TDM and whatever.


(SinDonor) #27

[QUOTE=Je T´aime;352971]More popular gametypes the better for brink, CTF, HQ etc.

I think the solution is to release the SDK and let people make theyr own maps, TDM and whatever.[/QUOTE]

SDK probably ain’t gonna happen. Sorry. Here are some happy puppies to cheer you up.


(Cep) #28

Always be wary of a man showing you his puppies!


(Cep) #29

Well I am not saying it just adds to the score, I mean it actually kills people where they stand. TDM is going to have some sort of time limit right? So why not just make it so that objectives give bonus kill rewards, at least that way your incorporating the team/objective play into trying to achieve a better kill ratio than your opponent team.


(Hot-Wire) #30

They could just make TDM a part of one of the objective based missions and place emphasis on the medic class.

It could be related maybe to a last stand kind of mission.

Resistance make a last stand or security makes a last stand.

1 side is suppose to break into a fortified bunker to kill the Security or Resistance leader.

Part 1:

Soldiers blow up entrance gate.

Part 2:

Operatives hack computer to find out enemy leaders position in the fortress.

Part 3:

Enemy blows up a key bridge or passageway leading to their leader as a last ditch effort. You are to repair the obstacle to continue.

Part 4:

You have reached the arena area where the leader is hiding out.

You are to fight to kill off the leaders defense forces. You have 10 minutes to do so.
At the end of the 10 minutes you have successfully pushed back the leaders defense forces or that you have sustained too many losses and are to retreat.

In this mode medics will shine, because deaths are only counted if you bleed out.

Part 5:

Kill the leader.

The enemy leader is armed with a revolver and is hiding behind a desk or something, while popping out to fire sometimes. The enemy will spawn in the next room to rush to the leaders aid.

The goal is to incapacitate the leader and keep him incapacitated for 25 seconds.


(morguen87) #31

^ I know you put a lot of thought into that, so no offense, but the escort mode we have now sounds about 100x better.

Also, tdm in Brink would be a snooze fest. I don’t see why we need tdm, you’re still trying to kill the other team in objective based play, you’re just killing them in order to accomplish something larger which makes it much more satisfying. Why water it down?


(Hot-Wire) #32

[QUOTE=morguen87;353047]^ I know you put a lot of thought into that, so no offense, but the escort mode we have now sounds about 100x better.

Also, tdm in Brink would be a snooze fest. I don’t see why we need tdm, you’re still trying to kill the other team in objective based play, you’re just killing them in order to accomplish something larger which makes it much more satisfying. Why water it down?[/QUOTE]

You’re not really watering things down when you make it class reliant, where as my suggestion involves heavy medic involvement to win.


(AmishWarMachine) #33

[QUOTE=dazman76;352608]Simples, here’s the quick rundown of how the argument is usually formed:

  1. SD works on TDM mode and content, meaning no work gets done on the Obj mode and content at that time
  2. New TDM mode attracts people who like TDM
  3. New players don’t play Obj mode - they didn’t buy Brink for it before, why would they play it now?

Result - Brink gains new players, who only play TDM. Objective players get no updates for ages. Objective player base remains small, TDM player base is also somewhat small because TDM is ten-a-penny and executed better elsewhere. Developing TDM costs SD more money than budgeted, therefore returns from now TDM players simply pay for the TDM mods. SD has no extra money, Objective mode has no new players.

TL;DR result - it’s highly likely TDM would not help Brink’s player numbers in a positive way, and would not bring much extra net profit for SD.

I have nothing against TDM - I simply do not think it’s a viable option for Brink and SD. This is not just a case of more players = good for the game - there are several levels to be considered, and mostly people are not considering these levels when suggesting TDM is a good idea. I’m sure that some of the TDM players would play objective mode too, but how many? We don’t know, so we cannot say it would absolutely be a positive thing.[/QUOTE]
SD could mitigate the playerbase fragmentation caused by TDM implementation, by making XP gain in TDM mode so little that it becomes trivial.

That way, if a player wants to gain XP and level their character, they are “forced” to play objective modes. If they player wants to kill mindlessly, and don’t care about XP, they can TDM till their heart’s content.

EDIT: Fixed a typo


(AmishWarMachine) #34

Expanding on the trivial XP for TDM, they could do something like:
5XP per Kill
2XP per Assist

Highest “XP” score at the end of the match wins.

They could even implement a -XP for deaths if they really wanted to get stingy with XP.

/shrug

(FWIW, I would rather they not implement TDM at all, but if they did, I think this could be viable)


(Oschino1907) #35

[QUOTE=AmishWarMachine;353244]SD could mitigate the playerbase fragmentation caused by TDM implementation, by making XP gain in TDM mode so little that it becomes trivial.

That way, if a player wants to gain XP and level their character, they are “forced” to play objective modes. If they player wants to kill mindlessly, and don’t care about XP, they can TDM till their heart’s content.

EDIT: Fixed a typo[/QUOTE]

Do you really want to be stuck playing with the players who just kill mindlessly when they are “forced” to play the ACTUAL game? I know I sure dont, already bad enough playing with crappy randoms w/no mics, now you are suggesting we deal with TDM players who are ONLY trying to rank up and could care less about winning. I dont know about you but I and many others picked this game up because we all wanted to get away from those kind of players and that kind of play style. Way more then enough TDM style game out there, why does this need to become yet another???


(DarkangelUK) #36

Yes, because the suggestion is to totally convert Brink into a TDM game :rolleyes:


(AmishWarMachine) #37

Nope, I don’t want that, that’s why I said:

:slight_smile:

But, if TDM implementation was “inevitable” (which I don’t think it is), my above ideas might be a way to mitigate playerbase fragmentation.

But it might not.

now you are suggesting we deal with TDM players who are ONLY trying to rank up and could care less about winning
The two aren’t necessarily mutually exclusive. IMO, the way SD has balanced XP in objective mode, generally speaking, you gain the most XP by doing things that lead directly to winning.

Don’t get me wrong, I think the worry you convey definitely has merit, but with trivialized XP in a TDM mode, I think it would be mitigated (definitely not eliminated, though).

/shrug

Again, if I had my druthers, SD wouldn’t implement a TDM mode at all.


(Cep) #38

I dunno about you but I bought the game to have fun, not to get away from a particular type of player.


(nephandys) #39

[QUOTE=AmishWarMachine;353244]SD could mitigate the playerbase fragmentation caused by TDM implementation, by making XP gain in TDM mode so little that it becomes trivial.

That way, if a player wants to gain XP and level their character, they are “forced” to play objective modes. If they player wants to kill mindlessly, and don’t care about XP, they can TDM till their heart’s content.

EDIT: Fixed a typo[/QUOTE]
Unfortunately what you are describing still leads to a fragmented community. Especially since no level 20’s (soon to be lvl 24’s) care about XP anymore.


(AmishWarMachine) #40

True story.

/wishfulthinking ON
…but maybe all the time they spent in objective mode to get all their characters to 20/24, they will have forsaken TDM?
/wishfulthinking OFF