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Pillager_Serj

Game Type / Scenario Idea.

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I think we need to introduce a sort of Scenario or Type of play that's a sort of MMO set of maps where the location is persistent. give it something like double the size of the large T10 maps; 6 "port" spawns (3 per team) and you literally pick a ship in your personal port and spawn in. you play until you sink, then you can chose another ship in your port. you basically play and accumulate damage/XP until you either exit the game, get disconnected, or run out of ships. A passive player could literally wonder around exploring the map and maybe not encounter anyone, It would be attractive for some as an opportunity to use divisions more resourcefully, and perhaps More loosely tiered vessels in each map. You could then select mission trees like convoy escorts or hunter killer missions or even port/fort capture that directly translate to in-game achievements/rewards. the point would be is that instead of co-op or random; you can pick an open map(unless it's full, of course) and just like in real life/history, there's a chance of running into ships you may be vastly inferior/superior to. you can adopt flexibility of your play style, pre-plan for specific ships based on the current map climate or mission segment, etc which is sometimes difficult or disappointing in a random match (speccing AA then getting thrown into a match with no carriers; getting out your cruiser and finding out MM paired you against 4 uptier BBs, etc)

 

This also could be fun for waypoint exploration in a small division along the Philippines islands or other historical world map segments. you could also potentially repair damage at a friendly port without actually leaving the game world/map. It would certainly add depth outside of the current match-based system. If nothing else, it would allow passive players or tacticians a more cat and mouse scenario and get some of the potatoes out of the randoms, at least.

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Sure! By double the size do you mean double the area or double the dimensions?

 

Also, a limited number of respawns might be beneficial in warding off potatoes.

 

Just curious, how would you deal with spawn-killing? My idea is to have 2 spawn areas on opposite sides of an island and other land blocking LoS.

 

EDIT: More ideas arrive!

 

Would there be cap zones? If so, would there be forts, etc?

 

What would win conditions be?

Edited by pewpewpew42

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I was thinking a D&D format with one permanent, friendly port/spawn that's basically an uberfort; maybe not immune but something VERY difficult to take down being equipped with coastal batteries; then a number of capture-enabled forts that reset to neutral after an hour or so. The point wouldn't be to 'win' the map; it would be more or less a constant engagement that doesn't end; or has a very limited win threshold; AKA the entire enemy team managed to coordinate an all-out attack on the uberfort/ main base. 

 

this could also open up the idea of a DMZ/neutral trade zone, but for the time being I'm thinking of just limiting the 'economy' of such a battle type to repair/resupply/captain specs 

 

As far as map sizing I'm thinking of doubling or even tripling the area. something in the threshold of supporting 60+ ships without crowding. More islands, straights; Waypoints could be little coastal villages that are currently just eyecandy where you could dynamically pick up convoy/supply/escort missions as have been tested with the Halloween events. A game type like this could really make ships like the Graf Spee shine. Admittedly this will be biased towards fast cruisers or high-tier BBs that can run +35knots but with capped forts opening up spawn options and waypoints that have missions; it may be possible to rejoin your division after an attack with a slower ship thanks to a nearby port that's under friendly occupation, or have mission scenarios where port defenses are being done by slower ships that get put on guard duty for XX minutes.

Edited by Pillager_Serj

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Man that would be cool. Maybe do a little bit of everything and add an epicenter in the middle, just for salt :trollface:

 

If this were a mode, I would definitely play it very often.

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I personally am digging on an idea where instead you maybe run into a guy once or twice every few nights is one where you can be in a more persisting world that can reveal a player's skill and knowledge versus general data points that can be debated outside the game environment. when i played other games; running and teaming with certain people repeatedly can reveal things about how someone inside a team can support the division in ways stats don't tell you or tend to reflect negatively on personal performance. I mean how many times have you come into a map where you have this awesome DD captain sees you getting focused on; lays out a smoke trail to get the heat off your back but winds up getting pommeled by a cruiser who just edges into the DD's concealment range? I rarely see them but i want to literally salute that man for their sacrifice. you never see their XP reflect such exemplary game play. I think this can strengthen the community as a whole as you would also get more than 20minutes to communicate and form cohesive play with teammates. 

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