Info > Feedback and Suggestions

new game mode: Capture points

<< < (2/3) > >>

Crafeksterty:
It seems alot like a 3v3 or 4v4 mode, 2v2 in my mind doesnt look like it will be appealing because it may be too empty with defence and offence.

Lanliss:
It would make for some long games. I would love more of an endurance mode in goio, requiring sturdy crews to win. Also, midnight, I thought of it as one or the other. It would be a winner take all, last point ends the game, or a resources battle. Another option would be for both to be added, as separate game modes. Also, I think spawns would have to move with the points. Maybe they can be placed next to second points to begin with. Once mid is captured, the team that got it moves to middle spawn, while the enemy team is moved to their first point.

Also, I think maps should be asymmetrical, and arranged so that the defending team has the advantage. Both teams have equal distance to mid, albeit through separate, different paths.

Indreams:
All of the tf2 game modes allow for players moving in and out of the game. We don't (can't) do that in GOIO. the CP game mode from tf2 would need a lot of tweaks before it will work well for GOIO.

That said, a simpler, attack and defense mode would work for GOIO. Maybe a Team Objective mode from Chivalry would work for GOIO.

MidnightWonko:
I remembered the version of CP used in Star Wars: Battlefront 2 (I never played 1).  CPs are not normally placed linearly but rather in a pattern (sometimes radially-shaped or circular shaped or whatever).  Capturing CPs only gets your team new spawn points.  Holding more CPs than the enemy team, though, gradually reduced the number of reinforcements they can field until it reaches critical levels (and dying also reduces reinforcements, but by a far slower rate).  A team achieves victory either by completely depleting the enemy's reinforcements or by capturing all the CPs and holding them for 15 seconds (as a team with no CPs cannot respawn).

I don't think I've ever seen a stalemate in that game, and it gives both teams clear objectives that push the match towards its conclusion, rather than stalling its progression.

Richard LeMoon:
Perhaps put in a standard kill limit? Once that is reached, your team can no longer spawn ships. The match should end pretty quickly after that.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version