Original Gametypes


(DemiGod) #1

I would like to see some original gametypes take advantage of this game’s mechanics some day.

Forget TDM, CTF, etc…

How about a gametype where the team, or individuals, have to jump, climb, slide, etc in order to get to a final destination. There could be hundreds of gaps and alley’s, etc, to have to navigate.

You wouldn’t necessarily always want to be light, but it would finally be a gametype that would take advantage of the light bodytype moreso than others. Each of four waypoints that a team reached could be 2 points, and the final destination would be 5 points [or whatever points you would want to attribute to it].

I’m curious to think what kinds of gametypes could be introduced with an SDK so I will definitely begin thinking of some ways to use the innovative nature of this game to create a unique multiplayer experience.

Should an SDK be released, I’d really like to put together a dev team to work on ideas to implement into the game. Of course this is all based on the speculative possibility of an SDK, but should it come out, or not, it would be nice to bring a dev team together for this and future projects.

Talented minds inquire within.

  • DG

(StillBatusBrad) #2

Like the ‘steeplechase’ idea a lot.

Maps and modes will be required to keep us playing until Brink 2. Some of my ideas, most of which would require ‘neutral’ maps:

CTF
Take and Hold/control points
Grab and keep the item (a better name would be welcome!)
Grab X and get it to the enemy zone
Commandeer and guide the bot
Hold the fort (stopwatch mode or vs bots in waves)
Sniper-fest (all players are snipers and cannot leave their own zone, last man standing wins. EDIT: perhaps snipers are forced to move a set distance either when they fire a shot, or after 3 minutes? With un-sync’ed spawns, some poor bugger will always be on the move and in the market for a headshot!)

We use of all these gametypes when paintballing, they’re all a ton of fun. To repeat, most require fair, neutral maps (none in game currently) to work properly, though.

EDIT: Some more I’ve thought of:

Hack the opposition’s CP
Treasure Hunt (find and return a number of items hidden around the map - most recovered wins? Components for a weapon, XP bonus’ and buffs could be for the taking?)
Mirror-image missions (imagine that both teams are attempting to hack the single missile at the same time, from opposite ends of the shipyard, using the mend crane/blow barriers etc. Meanwhile a third faction of bots was trying to stop all comers…?)
Steal/save the nuclear material before the reactor goes nova
Grab the crashed, off-Ark, pilot and get him to your CP first


(sh4d3Z) #3

I like the idea of CTF-Style without it literally being a flag. Maybe the Resistance has to go hack some server while Security tries to collect documents that just happen to be on the boat or in the hide-out… whatever it may be… it’d be entertaining at least.

Mmm… sniper-fest… I like that idea. :slight_smile:


(Rubbaduren) #4

As long as we’re brainstorming: A boat from mainland has been shot, right outside the arc, and is sinking. It contains info about the mainlanders, wich both resistance and security want. 3 rooms in the boat has computers, in which a team can hack info. The team with the most info when the boat sinks/first to have all info wins
:penguin:


(StillBatusBrad) #5

[QUOTE=Rubbaduren;325048]As long as we’re brainstorming: A boat from mainland has been shot, right outside the arc, and is sinking. It contains info about the mainlanders, wich both resistance and security want. 3 rooms in the boat has computers, in which a team can hack info. The team with the most info when the boat sinks/first to have all info wins
:penguin:[/QUOTE]

A neutral map and a mutual objective…this would work well.

I think almost any variation on these 2 factors would - balanced maps are the key. Many of the UT maps were actually symetrical as an easy way to make them balanced, and you were having such a laugh that you didn’t notice/mind/care.

I like this example, though, it’s a cool twist on the theme. Does the Op stay for the extra % points, gambling that he can get to daylight in time? Particularly effective if you don’t get to see how well the opposition is doing…Yeah, I like this one a lot.


(DemiGod) #6

I like the sound of that mutual objective.

So both teams will basically have the same goals and have to fight to see who can complete that objective first.

Sort of like a king of the hill via objectives? That sounds really promising.

And a king of the hill game type doesn’t sound too bad either… perhaps 4 teams of 4 that all are fighting for the “hill” or simply a certain point on a map [which could possible move during th e match to avoid abuse].


(Cheerio) #7

I like the steeple chase. A cool alteration to that is. Everybody sets up to their seperate classes and they each simoultainiously do an objective. So say a medic grabs the medicine, the engineer needs to repair the dock controls for the boat. the soldier needs to blow up the barricade to the boat and the operative needs to hack the defense system. This way every class HAS to play a role. And this would all be going on at once so everyone needs to work as a team even while split up.


(StillBatusBrad) #8

^^This is good^^

Making each class necessary and relevant is good! That said, the Op hack will be considerably more prone to enemy disruption than the others activities, as the hack vs remove hack balance is broken. Perhaps in this mode the hack could be started and the Op could then pocket, or perhaps hide (?) his hacking machine and defend himself??