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Erebthoron

Some new game modes are tested

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From the FB DevBlog

ST. New game modes.

Several prototypes of new modes are coming to the test.

Alternate mode 1

Special control areas spawn across the map. Once they're capped, they produce particular effects. If there's a same number of ships from the different teams in the area, they're not activated until the number becomes uneven.

Possible control area effects:

Bonus points for the capping team and same amount of points lost for the rivals
Repair of allied ships in an area
Damage to enemy ships in an area

Alternate mode 2

From the beginning of the battle a zone that becomes progressively smaller spawns on the map. Inside this zone ships are constantly repaired, outside of it - constantly damaged. By the end of the battle the radius of repair zone is no more than 3 kilometers.

Alternate mode 3

Each team has a fort. Players need to cap the areas, which spawn ships equipped with explosives. Those ships move towards the enemy forts where they are supposed to detonate. These ships have a countdown timer, and they can only continue moving when there is an ally next to them. Once the ship explodes it damages every ship and fort caught within the blast radius. Amount of damage depends on the distance to the target. Direct damage to the fort does decrease the amount of points for the rival team but is less advantageous.

Alternate mode 4

This mode is close to Domination, but the control areas activate only after several minutes have passed.

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Interesting but I miss the old Fort mode. That was fun. For random battle stuff it is nice to have some AI to fight against too. 

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6 minutes ago, Erebthoron said:

Alternate mode 2

From the beginning of the battle a zone that becomes progressively smaller spawns on the map. Inside this zone ships are constantly repaired, outside of it - constantly damaged. By the end of the battle the radius of repair zone is no more than 3 kilometers.

Oooo. Notorious campers are going to hate that one. Habitually aggressive players are barely going to notice a difference.

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3 minutes ago, Lert said:

Oooo. Notorious campers are going to hate that one. Habitually aggressive players are barely going to notice a difference.

And the message for the last ships standing? Winner, winner, chicken dinner :Smile_hiding:

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15 minutes ago, Erebthoron said:

From the FB DevBlog

Thanks for the post echo.  I hate FB, and it hates me.

 

One big question:  How are these modes to be accessed?  Random at drop time, or selected like Ops?  Random surprise could be a lot of fun - at least for a while.

I like how they're thinking outside the box.

 

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28 minutes ago, Erebthoron said:

Alternate mode 2

From the beginning of the battle a zone that becomes progressively smaller spawns on the map. Inside this zone ships are constantly repaired, outside of it - constantly damaged. By the end of the battle the radius of repair zone is no more than 3 kilometers.

 

20 minutes ago, Lert said:

Oooo. Notorious campers are going to hate that one. Habitually aggressive players are barely going to notice a difference.

I have issue with the constant damage, being healed should be more than enough incentive to get in the circle.

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9 minutes ago, BrushWolf said:

I have issue with the constant damage, being healed should be more than enough incentive to get in the circle.

Move up then and you won't be taking constant damage.

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32 minutes ago, Lert said:

Oooo. Notorious campers are going to hate that one. Habitually aggressive players are barely going to notice a difference.

It's the taint on steroids....:Smile_teethhappy:

Honestly, none of those modes really sounds all that appealing, guess we'll have to see what they spit out.

Edited by awiggin

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42 minutes ago, Erebthoron said:

From the FB DevBlog

ST. New game modes.

Several prototypes of new modes are coming to the test.

Alternate mode 1

Special control areas spawn across the map. Once they're capped, they produce particular effects. If there's a same number of ships from the different teams in the area, they're not activated until the number becomes uneven.

Possible control area effects:

Bonus points for the capping team and same amount of points lost for the rivals
Repair of allied ships in an area
Damage to enemy ships in an area

Alternate mode 2

From the beginning of the battle a zone that becomes progressively smaller spawns on the map. Inside this zone ships are constantly repaired, outside of it - constantly damaged. By the end of the battle the radius of repair zone is no more than 3 kilometers.

Alternate mode 3

Each team has a fort. Players need to cap the areas, which spawn ships equipped with explosives. Those ships move towards the enemy forts where they are supposed to detonate. These ships have a countdown timer, and they can only continue moving when there is an ally next to them. Once the ship explodes it damages every ship and fort caught within the blast radius. Amount of damage depends on the distance to the target. Direct damage to the fort does decrease the amount of points for the rival team but is less advantageous.

Alternate mode 4

This mode is close to Domination, but the control areas activate only after several minutes have passed.

I'm all for these. It's high time we had new game modes.  I have been advocating for something like Mode 2 . I like the idea of something forcing people to move forward. I would like it to be something more in tune with the game though. Put a repair ship or a floating dock in the center like in the operations and have adversary ships like a submarine or bombers spawn to the edges and start attacking if people don't move in. I think that would be more fun. 

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5 minutes ago, Lert said:

Move up then and you won't be taking constant damage.

This could put people in the catch 22 of staying out and taking damage or going in and taking damage which would hurt DD's the most as none of them have the ability to repair on their own.

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5 minutes ago, Tzarevitch said:

I'm all for these. It's high time we had new game modes.  I have been advocating for something like Mode 2 . I like the idea of something forcing people to move forward. I would like it to be something more in tune with the game though. Put a repair ship or a floating dock in the center like in the operations and have adversary ships like a submarine or bombers spawn to the edges and start attacking if people don't move in. I think that would be more fun. 

But people would just bring an Atlanta and pimp out their AA just to see how many plane mills they could get. It would become a new scoreboard challenge, and would make doing the plane kill missions simple. 

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15 minutes ago, awiggin said:

It's the taint on steroids....:Smile_teethhappy:

Honestly, none of those modes really sounds all that appealing, guess we'll have to see what they spit out.

Although I think it is time for new game modes, I do agree with your sentiment. 

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15 minutes ago, Lert said:

Move up then and you won't be taking constant damage.

Not everybody camps; this simply looks to make everybody adopt rhe yolo zerg rush, [edited] play style of the RU server

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46 minutes ago, Erebthoron said:

And the message for the last ships standing? Winner, winner, chicken dinner :Smile_hiding:

Was thinking the same thing.

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27 minutes ago, Lert said:

Move up then and you won't be taking constant damage.

 

Get ready for all of the Henri IV players as well as every other kiting/flanking ship players to rage. There are whole swaths of ships that are simply horrible up close. A contracting heal circle is great. Work with incentives before resorting to punishments. This particular punishment causes more problems than it solves.

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1 hour ago, Erebthoron said:

Alternate mode 3

Each team has a fort. Players need to cap the areas, which spawn ships equipped with explosives. Those ships move towards the enemy forts where they are supposed to detonate. These ships have a countdown timer, and they can only continue moving when there is an ally next to them. Once the ship explodes it damages every ship and fort caught within the blast radius. Amount of damage depends on the distance to the target. Direct damage to the fort does decrease the amount of points for the rival team but is less advantageous.

Cambeltown?

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41 minutes ago, UltimateNewbie said:

But people would just bring an Atlanta and pimp out their AA just to see how many plane mills they could get. It would become a new scoreboard challenge, and would make doing the plane kill missions simple. 

Is this an argument for or against? Cuz now I want to see those scorecards. I see matches with a 3 man Atlanta div on each side grouped up to see who can make the better AA bubble. 

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1 hour ago, Erebthoron said:

From the FB DevBlog

Alternate mode 2

From the beginning of the battle a zone that becomes progressively smaller spawns on the map. Inside this zone ships are constantly repaired, outside of it - constantly damaged. By the end of the battle the radius of repair zone is no more than 3 kilometers.

This mode would be CV exclusive?  Or will CV players have to stay in the shrinking bunghole and brawl it out with the rest of us?

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Ummmm hello? We don't neeed new game modes. Nice, but not necessary.

WE. NEED. NEW. MAPS. About 20 new maps.

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2 minutes ago, Taichunger said:

Ummmm hello? We don't neeed new game modes. Nice, but not necessary.

WE. NEED. NEW. MAPS. About 20 new maps.

Yep, they should be focused on new maps and making high tier maps more fun to play. Not these terrible modes.

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Sounds like campfest will be far less profitable in these game modes.

Just me, but high time WG tried something about the campfest problem.

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Yeah, this does not sound fun and engaging. Not even slightly.

I think I'd rather you upped the base chance of detonation by 5% per lost hit point than actually play any of these.

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2 hours ago, UltimateNewbie said:

Although I think it is time for new game modes, I do agree with your sentiment. 

Yes, some new modes would be great, but the modes they are testing really don't seem all that different, simply designs intended to force players to play in a certain way.

I wonder if they intend to run them separately, or as part of the current random rotation....That could really get some people worked up.

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4 minutes ago, awiggin said:

Yes, some new modes would be great, but the modes they are testing really don't seem all that different, simply designs intended to force players to play in a certain way.

I wonder if they intend to run them separately, or as part of the current random rotation....That could really get some people worked up.

I don't mind modes that make the player find new ways to play like Epicenter but not modes that limit the new ways to what the designer of the mode had in mind.

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