Leverage: New Brink Game Mode Idea


(wolfnemesis75) #1

Deadpool

(Stopwatch Variant) 8v8

Rules:

Defending Team* starts with a pool of lives that they share in order to respawn, say 24 lives. 6 lives for each class.*** So 6 Engineer, 6 Medics, and so on to use. (*Only the Defending Team has the Dead Pool feature, just to clarify. So Obj can still be completed!)[ul]
[li]Each time you die, you must use a life from the pool and choose a class to respawn as (you can choose any class): ***Class is locked once you’ve selected your class before the spawn timer counts down to respawn (if you do not choose, you respawn as your default class) until you die.(***Alternative rules: No class limits, just a set number of lives in the pool. )[/li][/ul]

[ul]
[li]No switching Class at command post. (You can switch guns and upgrade command posts etc).[/li][/ul][ul]
[li]Once the (Class Life Pool) respawn hits 0 for a class you can not respawn as that class. You can choose another class as long as it is not 0. Once the respawn meter goes to 0 for all classes, then the defensive team can not respawn until the next objective.[/li][/ul][ul]
[li]Each time the defending team survives an objective without depleting all of their lives, they get a bonus of 1 life added to the pool(Survival Bonus).[/li][/ul][ul]
[li]The Defense Life Pool is reset after each completed obj by the Attacking Team but reduced by 2.[/li][/ul] Example for Defense Life Pool: Container City. HE Charge Obj (24) Escort (22) Crane Repair (20) Escort (18) Delivery (16)

[ul]
[li]Defense has a Death Tracker in their Hud for each class. With a number at the center of the class icon.[/li][/ul]

[ul]
[li]Defensive Team must remain vigilant over their lives and each team member must plan their classes wisely. [/li][/ul]

Attacking Team spawns indefinitely (without any limitations) but must complete objectives within 10 minute intervals. (Exp: you must blow the gate on CC within 10 minutes). [ul]
[li]Attacking team is given a Kill Counter that tracks Defensive Class Deaths in the Hud. This gives them the edge in knowing where the defensive force is weakest or strongest.[/li][/ul]

Like Stopwatch the overall best time for the match wins. So both teams take turns at attacking, just as it is in Stopwatch currently.

If the attacking team are unable to make an objective in time, then you swap teams, and if the newly attacking team CAN manage to make the objective, e.g. progress further then the previous attacking team, they win.

(Another optional rule)

[I]What you COULD do, is each time the attacking team cannot make an objective within set time, instead of giving them an extra minute and slash the deadpool in half, you could automatically progress that objective and give the attacking team -1 min on the next objective clock?

This would give the attacking team another chance (see if they just had a bad start or not) and still favours the defending team for doing a good job.[/I] ~Crytiqal

***Alternative rules: No class limits, just a set number of lives in the pool.

Just an idea I had. What do ya think? :slight_smile:


(Crytiqal) #2

I think the objective grinders would all change to the obj class and deplete that class with 1 rush.
Even if someone is obviously unskilled with the objective they would be reluctant to change class to benefit someone who does know what hes doing.

Maybe it could work if you have to cooridinate before hand who plays what class and they have to stick with that class the entire match.

(kinda like Alien Swarm)

EDIT: Ok, the defending team has the life pool. Hmm. I might like it, but I still think the little addition I thought off would be beneficial.

Too bad there isn’t an SDK…


(wolfnemesis75) #3

[QUOTE=Crytiqal;360932]I think the objective grinders would all change to the obj class and deplete that class with 1 rush.
Even if someone is obviously unskilled with the objective they would be reluctant to change class to benefit someone who does know what hes doing.

Maybe it could work if you have to cooridinate before hand who plays what class and they have to stick with that class the entire match.

(kinda like Alien Swarm)

EDIT: Ok, the defending team has the life pool. Hmm. I might like it, but I still think the little addition I thought off would be beneficial.

Too bad there isn’t an SDK…[/QUOTE]

I also thought of requiring that you stick with a class, but thought that would pose potential problems. But it is a possibility. Its just a brainstorm idea for a mode for fun anyway. :slight_smile:


(Jess Alon) #4

I think he means… people would start with the first objective class… and if they suck and get killed… then there’s no way to finish the match.


(wolfnemesis75) #5

Defense has the Life Pool in my idea, not the Attacking team. Just to clarify. :slight_smile:


(wolfnemesis75) #6

Bump cuz I think its a cool idea. Deadpool is what the game mode could be called!


(Crytiqal) #7

The game should be called Deadpool :stuck_out_tongue:

Srry couldnt resist :wink:

Anyway, it’s tuesday, no sign of DLC and I am going on vacation next sunday. Nice :confused:


(wolfnemesis75) #8

[QUOTE=Crytiqal;361216]The game should be called Deadpool :stuck_out_tongue:

Srry couldnt resist :wink:

Anyway, it’s tuesday, no sign of DLC and I am going on vacation next sunday. Nice :/[/QUOTE]

Deadpool sounds cool. Have fun on your vacation. There could be worst things you could do! And thanks for reading my idea! :slight_smile:


(RabidAnubis) #9

I think this might work!

-Anubis


(wolfnemesis75) #10

Thanks! I think it could work too. :slight_smile:


(wolfnemesis75) #11

Bumpyty bump! Whatcha think about this mode? Intense?:slight_smile:


(tokamak) #12

I like the direction but you can’t just apply the ten minute limit on every objective.


(wolfnemesis75) #13

I know. The 10 minute limit is just a number I came up with to basically to show that there is some kind of pressure on the Attacking Team to complete the obj and to not just focus on kills exclusively.

What do you think is a better time limit? At first I thought 12 minutes, but that’s a maybe too much time given to attacking team who could just focus on wiping out the other team. Not sure. :slight_smile:

Suggestions welcome.

Also. Would it make sense to taper the Attacking Team’s time limit similar to the Defense Life Pool? Like, the time limit goes down for the Attacking Team, upping the pressure at each stage? Like 12-10-8-7-6 minutes for Objs on a map like CC?


(wolfnemesis75) #14

Another idea I had for holds in this variant or to negate spawn trapping:
If the defense is able to hold. (Attacking Team is unable to complete an objective in the designated time limit. Exp: unable to blow the gate on CC.) Bear in mind, in Stopwatch the goal is best time and matches need to finish.

Perhaps, a hold results in a time penalty given to the attacking team, and the defending team’s Deadpool is slashed in half; (The obj is extended into a penalty portion like “overtime” only the Attacking Team gets penalized) this allows them to continue fighting but swings the balance in the favor of the attacking team, increasing the odds that they will be able to continue to the next objective. (And potentially the attacking team can try to make back time on the next object once the Deadpool resets). If the Defending Team hold in the overtime portion, then their pool of lives is again reduced. The time penalty given to Attacking Team could be 1 minute for every failure to complete objective within the time limit. The penalty is added at the end of the round to their Time Score.

Failed Objective in the time limit

[ul]
[li]+1min penalty added to Attacking Team’s time (Calculated at the end of the match to their overall score. So the “overtime portion” is not actual time. The penalty is given instead.)[/li][/ul]

[ul]
[li]in the overtime portion every minute that goes by that the Attacking Team fails to complete the obj, they are given a +30sec penalty. (Calculated at the end of the match to their overall score. So the “overtime portion” is not actual time. The penalty is given instead.)[/li][/ul]

[ul]
[li]After each minute in the overtime portion(an alarm sounds to let Defending Team know they will lose some lives from their Deadpool), the Defending team loses -2 lives from their Deadpool.[/li][/ul][ul]
[li]Eventually Defending Team’s deadpool is reduced to zero and they cannot respawn at all! The remaining players still alive continue to fight until the objective is completed by the Attacking Team or they are completely wiped out. Once the Defending Team is wiped out, the Attacking Team has 1 minute to complete this objective before the objective is auto-completed. Another penalty is given if this happens (to negate unsportsman-like conduct). This would make it so that no match ends in a hold. Theoretically.[/li][/ul]


(Crytiqal) #15

I don’t quite follow your last post…

Also, the deadpool resets at every obj? Do survived lives carry over to the next pool?


(wolfnemesis75) #16

[QUOTE=Crytiqal;361449]I don’t quite follow your last post…

Also, the deadpool resets at every obj? Do survived lives carry over to the next pool?[/QUOTE]

I’d say no on lives carrying over because then Defense could trap by stacking lives on the first objective,(falling back to safety position) then wait for the second and be a juggernaut. Or something. (At bethesda forums that’s what a poster said if lives carried over)

Defense gets a Survival Bonus for not using up all of their lives in the Deadpool.


(wolfnemesis75) #17

[QUOTE=Crytiqal;361449]I don’t quite follow your last post…

Also, the deadpool resets at every obj? Do survived lives carry over to the next pool?[/QUOTE]

I edited the post with the rules for if an objective is not completed in the time limit!

Suggestions welcome. :slight_smile:


(wolfnemesis75) #18

I tweaked the rules again. Any suggestions? Basically, this mode would be the Defending Team fighting increasingly more difficult odds like an arcade-style until their wall breaks. Its all about time in Stopwatch Mode. But a good team defending would theoretically hold out longer and increase their chances of winning the entire match. Kind of like a semi-elimination mode in a way.

Any suggestions. :slight_smile:


(Crytiqal) #19

I just read the rules.

As what I can tell, you are punishing the defending team if they are able to hold the attacking team?
So that the attacking team will always advance to the next objective, and ultimatly finish the round?

Why wouldn’t the map just not end if they are unable to make an objective in time?
Then you swap teams, and if the newly attacking team CAN manage to make the objective, e.g. progress further then the previous attacking team, they win.

What you COULD do, is each time the attacking team cannot make an objective within set time, instead of giving them an extra minute and slash the deadpool in half, you could automatically progress that objective and give the attacking team -1 min on the next objective clock?

This would give the attacking team another chance (see if they just had a bad start or not) and still favours the defending team for doing a good job.


(wolfnemesis75) #20

[QUOTE=Crytiqal;361676]I just read the rules.

As what I can tell, you are punishing the defending team if they are able to hold the attacking team?
So that the attacking team will always advance to the next objective, and ultimatly finish the round?

Why wouldn’t the map just not end if they are unable to make an objective in time?
Then you swap teams, and if the newly attacking team CAN manage to make the objective, e.g. progress further then the previous attacking team, they win.

What you COULD do, is each time the attacking team cannot make an objective within set time, instead of giving them an extra minute and slash the deadpool in half, you could automatically progress that objective and give the attacking team -1 min on the next objective clock?

This would give the attacking team another chance (see if they just had a bad start or not) and still favours the defending team for doing a good job.[/QUOTE]

Good points. That does make more sense. Also, the Survival Bonus doesn’t really work either. Someone else pointed that out to me. I’ll adjust the rules more like what you are saying. I added it to the OP. Thanks. :slight_smile: