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Jul 7th, 2015
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  1. Hiya Guys,
  2.  
  3. So before I get started on the concept and idea I want to introduce myself to people that have not seen me around. I am PixelTwitch and I run a YouTube channel that can be found here, I am one of the casters for the DirtyCups.gg events, I also admin the pugs, have been playing Dirty Bomb for well over a year and have been one of the more active members of the community when it comes to feedback. My goal with this post is to make a well constructed argument for a new game mode that I believe will increase player retention and entice a whole new demographic of players. Basically, the goal would be to introduce a mode that retains the competitiveness, changes the pacing, is fun to watch and easier to learn. So, let's get into the nitty gritty and attempt to explain how this would work.
  4.  
  5. The Basics...
  6. I suppose the best comparison would be the 5 point capture (CP) from Team Fortress 2. Both teams would start at opposite sides of a map and fight for 5 domination style capture points laid out at equal distances between both bases. Once a team captures all 5 points the map resets, teams swap sides and they play again. This continues until a team takes a 2 point lead with a minimum of 4 points, at which point the match ends, the team with the most points is declared the winner and you return to lobby.
  7.  
  8. The Dirty Bomb Twist...
  9. So in Team Fortress 2, each of the 5 capture points are just that, capture points. You simply stand in the vicinity and the capture progresses. However, using Dirty Bombs pseudo class/role based structure, it should be possible to include role dependencies into the capture process. This would be done by substituting the capture points with more traditional Dirty Bomb styled objectives. For instance the final point would be replaced with a C4 objective at the enemies base/spawn. The remaining 3 capture points would require hacking or "repairing" to capture. This would obviously mean there would be a desire to have either engineer or recon based Mercs on the field for much quicker captures, plants and defuses. You could even have it so each capture point includes a drop off point for data cores.
  10.  
  11. Round Structure and Win State...
  12. There are two options...
  13.  
  14. 1, Symmetrical maps, Time Based and With Knock-out Mechanic.
  15. 2, Asymmetrical maps, Round Based
  16.  
  17. Each option is equally viable if done right. Using the first option could result in slightly easier map design with perfect map balance. Down time is reduced, match time scale is fairly consistence and a knock-out would help minimise the frustration caused by team imbalance. Using the second option you could maybe convert some of the current maps, make more interesting maps, have a round based structure that helps pacing for videos and casting/eSports and is balanced via side swaps as opposed to map design.
  18.  
  19. Option 1 Win State...
  20. (A) - The team that has the most full 5 point captures after the time limit.
  21. (B) - Once a team has +3 knockouts.
  22.  
  23. Option 2 Win State...
  24. Rounds...
  25. (A) - The team that has the most progress after the rounds time limit.
  26. (B) - A team captures all 5 of their points within the time limit.
  27. Game...
  28. (A) - The first team to lead by +2 round wins after reaching 4 rounds.
  29.  
  30. When using Option 2 you should have the teams switch sides (Attackers -> Defenders / Defenders -> Attackers). This would ensure balanced matches and is great from a spectators point of view as it maintains hype / tension at a fairly high level and give teams a short time to regroup mentally. This is also vital for the win state to work.
  31.  
  32. Base Spawn Points...
  33. Two of the five capture points would be substituted for C4 objectives (The points in the teams bases). This means you do the normal capture points from the start of a round. Once you have pushed into the enemies base (their final point) you need to plant a C4 and defend it till it detonates.
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