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Game Type Idea: VIP
Eukari:
So, bored at work. Had an idea!
Right now we've only got two gametypes- deathmatch and king of the hill. This is an idea for a new gametype that wouldn't require radically changing anything- i.e., it should still play like Guns of Icarus Online. The game works as 2v2 or 3v3, but I think it'd be better in 3v3.
Basically, when the game starts one ship randomly gets selected as the "VIP." The VIP's ship is permanently spotted, and can't shake the spot by flying into clouds or whatnot. When the current VIP dies, the VIP status passes to the ship that got the killing blow. (based on who gets the "______ killed ______" credit in the newsfeed. In the event nobody gets the kill (like when the pilot rams the ship into something and blows it up), the new VIP is chosen randomly.
You can score points in two ways: every kill the VIP makes awards one point for their team, and every kill made to the VIP awards one point (in addition to passing the VIP to the killer).
The strategy for the VIP is to kill as many people as possible without dying, thus scoring points. The VIP's allies will attempt to keep them alive by engaging the enemy team- but must keep in mind that any kills they make don't award any points. For the non-VIP team, they must try and kill the VIP quickly while dodging both the VIP and its allies' fire.
High-level strategy could revolve around a certain ship on each team being the 'designated' VIP, loaded out to kill. 'Support' ships could be fitted to disable, giving the 'designated' VIP easy kills, and also to keep the enemy from killing the VIP and stealing it. Of course, if you get too specialized, you might quickly find yourself in a sub-optimal situation...
The biggest issue I foresee would be one team using the VIP to get a couple of kills, then just flying around while their teammates run interference. (though, I'm pretty sure the time limit in the game is crazy-long) Perhaps after a certain amount of time (a couple of minutes?), the VIP starts getting a debuff that makes them easier to kill? Nothing major, at first, but one that slowly lowers their max armor until (after a long time) they're just flying with hull.
Some ship-specific strategies:
* Goldfish: Good support-ship with Heavy Carronade/Hwacha/Lumberjack. Not the best VIP due to its lack of killing power.
* Junker: Good all-around ship, can load to kill and to disable. Frankly, the Junker would probably be a bit overpowered in this mode.
* Squid: Harassment and hit-and-run tactics would serve best. Could get into blindspots and support, or swoop in to finish off as the VIP. Speed makes it easy to get out of sticky situations.
* Galleon: Could be a decent VIP (everyone's coming for you anyway, so you'd not need to move much), or a support ship if the VIP draws them in. Speed would make it hard to chase anything down.
* Pyramidion: Great at chasing down and killing things, good for stealing the VIP quickly. Keeping it, however...
* Spire: Firepower makes it a good support ship; most people will be gunning for the VIP, not you. Pop a Lumberjack on there and shut them down! Too fragile to probably hold the VIP spot for very long.
* Mobula: Like the Junker, it's many guns makes it flexible. A few Artemis slings to take out the engines, and some Gatling/Mortar to bring them down. However, it's large blindspot will make it more difficult to fight alone.
Cheeseycom:
Nice idea! :D
I can see you've put a lot of thought into this.
Definitely agree there needs to be some kind of debuff to stop the VIP giving people the runaround. Perhaps instead of armour loss, it could wear down the engines instead?
Say, after 5 minutes without engaging the enemy or taking any fire, the rate of damage becomes so bad it's nearly impossible to keep up any kind of speed, and they become sitting ducks?
Rainer Zu Fall:
I like your "the team gets points for every ship killed by the VIP" instead of "the longer the VIP survives the more points (as in CP)".
But I can see a problem with getting the kills. The VIP had to shoot at the enemy as the only ship of it's team to make sure he get's the kill. In points for survival time the VIP could just camp somewhere where that team has an advantage, yeah.
I still think this would be a better solution because the VIP is marked 24/7 as you wrote it and thus camping would be less effective. Sure, a team consisting of 3 squids could just run away all the time, but strategy helps catching them since you're not only one ship on the other team. Would make teamplay more viable to win.
Furthermore it would be a good addition if the VIP would change: First a red ship, then a blue ship and so on. That way the other team can only score points by keeping their VIP alive. (Just like baseball.)
If one team scored the required number of points to win, they've ... uh ... won.
treseritops:
I really like the idea of expanding the gameplay!
I would kind of rather change the point system to maybe include the non-VIP ships getting kills counting as *something*. Simply because the kill-steal in either direction can be difficult and dangerous. Imagine a round where for some reason the VIP continuously keeps missing out on stealing the kill, or where the non-VIP ally accidentally steals the kill. They're essentially punished for teamwork.
Perhaps a kill by the VIP is worth 2pts and killing the VIP is worth 2pts.
A kill by the VIP-ally is only worth 1pt. Killing the VIP-ally is worth no points.
If you imagine match-ups and possibly outcomes, and then set up the points accordingly I think it makes more sense.
2v2
All four ships engage. VIP-Ally kills an enemy, then dies. Enemy kills the VIP. In this case the VIP team gets 1pt and the enemy team gets 2pts. It's also clear that the enemy won that engagement, the VIP got 0 kills, and although they lost a ship they still killed the VIP.
3v3
All six ships engage. Enemies focus fire on VIP, VIP team focuses on Enemy1. VIP kills E1, switch to E2, Ally1 kills E2, and then E3 kills VIP and escapes. In this case the score would be 3-2 in favor of the "ally team". The enemies did earn the VIP but also lost two of their ships and had to escape just to avoid giving up another 2pts by letting their freshly crowned VIP die.
Just trying to figure out how the points can accurately describe who won the brawl and reached their goals best.
Captain Phil:
Definitely a new twist on a VIP suggestion. Having points scored by the VIP will force strategic combat over a game of cat and mouse. With the VIP having to make kills themselves, I do not think having them be spotted 24/7 would be really needed. I know a few LJ snipers who can shoot you wherever you are on the map.
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