Guns Of Icarus Online

Info => Feedback and Suggestions => Topic started by: Richard LeMoon on April 07, 2016, 06:16:04 pm

Title: King of the Wandering Hill: game mode
Post by: Richard LeMoon on April 07, 2016, 06:16:04 pm
I saw a review for the new Doom game, and it had something that might be pretty cool in Guns. The hill moved, but not instantly to a new place. Rather, the hill wandered on a set path (at least I think it was set).

So, the setup is this: Grab an escape balloon from Alliance, and set it on a path on whatever maps. Give it a 'capture' radius like the current point balloons. Let it go. It would then follow the path with players having to stick with it to capture/keep the enemy from capturing. Like the current KotH, you would have to remove collision on the balloon or give it a zillion weight so it could not be knocked off course.

This would add the interesting aspect of constantly having to reposition while tracking the blimp, or setting up ambushes and letting the enemy come to you.

Title: Re: King of the Wandering Hill: game mode
Post by: Lady Veronica on April 07, 2016, 06:55:04 pm
This is a really great idea. It's like the bomb cart from TF2 without pushing it. This game really does need some new gamemodes to keep people playing, and this would add a whole new set of skills to it, like with crazy king but maybe not as annoying.

Perhaps you could add in a destination so that towards the end it would be better to go to the place where it came from than stick with the current balloon. It might be a little annoying and crazy king like, but I'm just thinking here.
Title: Re: King of the Wandering Hill: game mode
Post by: Arturo Sanchez on April 07, 2016, 07:37:42 pm
If this is added I demand old crazy king.
Title: Re: King of the Wandering Hill: game mode
Post by: Kamoba on April 08, 2016, 01:41:34 am
This would be very fun.
Title: Re: King of the Wandering Hill: game mode
Post by: Solidusbucket on April 08, 2016, 02:53:52 am
http://us.battle.net/wow/en/game/pvp/battlegrounds/silvershard-mines

i wonder of something like this would work?
Title: Re: King of the Wandering Hill: game mode
Post by: Daft Loon on April 08, 2016, 06:28:32 am
The ways to use each ship for this game mode would be rather interesting as would the choice between killing the opposition or simply disabling them so the fall behind the 'point', popping someones balloon just as the point passes over a ridge-line would be a great laugh.
There's some risk of a boring meta developing ex - quad hwacha, aft mine galleons - but without actually trying it I would guess an at least equal chance of some truly novel and fun strategies prevailing.
A scenic tour of canyon ambush without the need to blame a clueless pilot or poor spotting would be great.

Another variant idea - Capture a standard point to generate an alliance mode style cargo balloon which gives points to whoever currently has it hooked and can be moved freely (aside from its moderate weight and drag). After a certain amount of points have been generated off the balloon it disappears and the same/ another point can be captured to get another balloon. Alternatively the disappearance of the balloon and/or the ability to capture for a new one could be done based on a timer that ignores whether the balloon is generating points for anyone. Only the team that captured the point would be able to hook the balloon for 5-10s to prevent it becoming a matter of key spamming who got the balloon but still leaving space for a steal by the non-capturing team.
Title: Re: King of the Wandering Hill: game mode
Post by: GurasOguras on April 08, 2016, 07:55:02 am
I'd love to finally see escort mode for Canyon Ambush
Title: Re: King of the Wandering Hill: game mode
Post by: Arturo Sanchez on April 08, 2016, 08:47:43 am
I do see a possible issue with spawn points.

Unless you put in a means to have ally ships be mobile spawns. Like a flag ship.
Title: Re: King of the Wandering Hill: game mode
Post by: MightyKeb on April 08, 2016, 09:49:18 am
I do see a possible issue with spawn points.

Unless you put in a means to have ally ships be mobile spawns. Like a flag ship.

Whoever captures the point, or gets on it first when group capturing, becomes the "flag ship"?

whether or not they would stop being a flagship until they get off the point or until the point is de capped is up to debate.
Title: Re: King of the Wandering Hill: game mode
Post by: Arturo Sanchez on April 08, 2016, 06:57:15 pm
I do see a possible issue with spawn points.

Unless you put in a means to have ally ships be mobile spawns. Like a flag ship.

Whoever captures the point, or gets on it first when group capturing, becomes the "flag ship"?

whether or not they would stop being a flagship until they get off the point or until the point is de capped is up to debate.

What I suggested to muse was highest mmr ship.
Title: Re: King of the Wandering Hill: game mode
Post by: MightyKeb on April 08, 2016, 07:30:36 pm
I do see a possible issue with spawn points.

Unless you put in a means to have ally ships be mobile spawns. Like a flag ship.

Whoever captures the point, or gets on it first when group capturing, becomes the "flag ship"?

whether or not they would stop being a flagship until they get off the point or until the point is de capped is up to debate.

What I suggested to muse was highest mmr ship.

Makes sense but MMR was never intended to impact anything further than who you get matched with. A batch of level 16 4 packers who have no idea what they're doing stomping novice matches might have a higher MMR than veterans who play in competitive events or against decent opponents. It pressures you to keep your rank up just like how starcraft and CS GO incentivize "keeping" rank by not losing. But guess why you can't see MMRs, because they don't want to go that route.
Title: Re: King of the Wandering Hill: game mode
Post by: Richard LeMoon on April 08, 2016, 08:34:19 pm
There would be no issue with spawn points. There would be shared spawn points all over the map along the Hill route. Making a flagship would over complicate a simple concept. Making things more complicated means there is less of a chance of it happening.

KISS.
Title: Re: King of the Wandering Hill: game mode
Post by: Arturo Sanchez on April 09, 2016, 05:27:16 am
There would be no issue with spawn points. There would be shared spawn points all over the map along the Hill route. Making a flagship would over complicate a simple concept. Making things more complicated means there is less of a chance of it happening.

KISS.

Oh. You mean like stamina?
Title: Re: King of the Wandering Hill: game mode
Post by: Helios. on April 25, 2016, 12:30:43 pm
can i just say a capture balloon game mode would be SO easy and super fun. just put the capture the hill rules and a balloon on ANY of the skirmish maps, let the community figure out which ones are broken and which are fun
Title: Re: King of the Wandering Hill: game mode
Post by: Richard LeMoon on September 29, 2016, 05:28:17 pm
Now that Skyball is out and being balanced, perchance it is time to consider Wandering King again.
Title: Re: King of the Wandering Hill: game mode
Post by: Naoura on September 29, 2016, 10:30:19 pm
This is a grand idea! An actual Cargo vessel being escorted through the maps. It'd be lore friendly and pretty fun, and require a lot of tactical sense for the ambushing and counter attacks. Scouting would be extremely important, so Squid's would have that role, while the Galleon would likely be a major escort on the target.

Problem for it: How do the defender's win? Is there a life limit to the Escort's, or is it a time limit? Maybe that would encourage Muse to have the Game Timer included in the overlay.

Also, I like that idea of having the spawn point move with the Cargo vessel. It makes sense, but only if your team "owned" the vessel, or that you had captured it. Overwatch style, as it were, where the enemy can slowly push the Cargo backwards if your team doesn't control it for long enough. Spawn points would vary depending on where you were on the route, maybe three stages of spawns, each progressively closer to the "Goal" without them being directly on the cargo.

Might be able to finagle some more maps out of them with that kind of mode.
Title: Re: King of the Wandering Hill: game mode
Post by: Richard LeMoon on September 29, 2016, 11:05:12 pm
There would be no defender. This would function exactly like King of the Hill, only the 'hill' balloon drifts around the map.
Title: Re: King of the Wandering Hill: game mode
Post by: Naoura on September 30, 2016, 08:35:58 am
Just generating points.... Eh, I suppose. It's still interesting, I've just been watching a looot of Overwatch gameplay. Immediately went to it.
Title: Re: King of the Wandering Hill: game mode
Post by: Solidusbucket on September 30, 2016, 01:32:04 pm
Just generating points.... Eh, I suppose. It's still interesting, I've just been watching a looot of Overwatch gameplay. Immediately went to it.

i like the idea of escort. alliance has that type of gamemode. sorta ish but different.
Title: Re: King of the Wandering Hill: game mode
Post by: Richard LeMoon on September 30, 2016, 04:27:27 pm
'Payload' is what you are talking about, and I have been thinking of a way to do that in Skirmish as well. So far, all the game modes in Skirmish have been symmetrical with both teams having the same goal. Capture X point. Kill X ships. Unlimited time. Payload, on the other hand, is an asymmetrical game mode where one team has a completely different goal, with win condition being timed. This is more similar to Alliance gameplay.


While I think a Payload type game would be pretty awesome, I have not suggested it due to the symmetrical nature of Skirmish. The resistance to timed match modes is an issue as well. I'll make another thread to discuss the Payload game type.