*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
November 27, 2024, 07:23:08 am

Login with username, password and session length

Resources

Recent posts

[November 01, 2024, 12:46:37 pm]

[October 05, 2024, 07:29:20 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]
Pages: [1] 2   Go Down
  Print  
Author Topic: New game mode----------[POCKET]  (Read 6650 times)
0 Members and 3 Guests are viewing this topic.
rifle87654 Offline
EIR Veteran
Posts: 1107


« on: March 30, 2010, 07:27:53 am »

The idea is from the last mission "Chambois" from the vCoH campaign of "Invasion of Normandy"
So the idea is below:
Two sides:
1.The "pocket closer"
2.The "escaper"
Objective:
1.Close the pocket(By linking up the two seperate areas by the own team) or destroy 60% of the convoy.
2.Escape the pocket or escort 40% of the convoy to the another side of the map, and also escape ALL of your own troops in your battalion(So everyone's getting busy).
The map settings:
1, 2 and 3, 4 are the closer, two of them will be on the one side, the other two are on the another.
5, 6, 7, 8 are the escaper, all on the same side.
The convoy info:
They are been called out with a button near the company commander button(the place with recon run and smoke),
5 at a time cost no pop cap.They can be any units, so if you're lucky, you'll got a tiger at a disposal, and if you're unlucky, you'll got a pak(but you can still decrew them and let them run using the retreat button, risky cause you can't control them and they'll run to the other side).
Did I forget any aspects?

 
Logged

hahahahahahahahahahahahahahahhahahahaha hahahahahahahahahahhahahahahahahahahaha hahahahah
hahahahahahahahahahahahahahahhahahahaha hahahahahahahahahahhahahahahahahahahaha hahahahah
Does he have a problem?
Anyway he's hilarious.
LeoPhone Offline
Honoured Member
*
Posts: 0


« Reply #1 on: March 30, 2010, 07:40:33 am »

someone has to code all of that, then we need to get a second version of every single map, and then we need to balance it.

omgmod has some extra gamemode where you need to cap random buildings on the map that give you extra pop. was that a success?
Logged
NightRain Offline
EIR Veteran
Posts: 3908



« Reply #2 on: March 30, 2010, 07:56:07 am »

I'd like to achive something during game. If it is just cap, destroy spam, repeat it kinda gets boring. Having a funny new way of playing would be awsome. Cap that building it gives pop is a great idea. Too bad OMG has it so it would be copying to put it in EIRR
Logged

Because a forum post should be like a woman's skirt. Long enough to cover the subject material, but short enough to keep things interesting.
LeoPhone Offline
Honoured Member
*
Posts: 0


« Reply #3 on: March 30, 2010, 07:58:19 am »

OMG basically stole EiR, now we just need some spy that infiltrates into their developer team and steals the code for the new gamemode Shocked

and the game isnt just about capping, if someone brings a KT on the field the game is about KILL KT!!!
Logged
rifle87654 Offline
EIR Veteran
Posts: 1107


« Reply #4 on: March 30, 2010, 08:12:09 am »

I don't know much about omg except seeing their fourms and on moddb, not interested because i got eir already
and you have a map already done:
"Chambois" map
just make a conversion and it's done
remember they have a Canadian forces to the north and the US at the south (the campaign settings)
Logged
CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #5 on: March 30, 2010, 02:32:00 pm »

someone has to code all of that, then we need to get a second version of every single map, and then we need to balance it.

omgmod has some extra gamemode where you need to cap random buildings on the map that give you extra pop. was that a success?

its not bad, but it doesnt give you extra pop.  The point is to capture the area around the building for VP's, which add up to give your team a win.  It certainly focuses the fight on that one area, to the decrement of other action, which I'm not sure I like.  However, since pop is still controlled by sectors capped, the backcapping continues.  But it tends to decrease the amount of flanking in favor of a more WWI type action
Logged

1. New tactics? it's like JAWS, first one in the water dies

RCA-land where shells fall like raindrops and the Captain is an invincible god
Tymathee Offline
Donator
*
Posts: 9741



« Reply #6 on: March 30, 2010, 02:55:45 pm »

It's still possible in EIR. Just enable victory points back in but you have the VP's centered around towns and such. I think it could be fun.

We also need atk/def back, i miss it, no one plays it enuff.
Logged

"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
Lai Offline
Propaganda Minister
*
Posts: 3060


« Reply #7 on: March 30, 2010, 02:57:59 pm »

The term 'closer' already exists when vet units are about to die.
Logged

deadbolt Offline
Probably Banned
EIR Veteran
Posts: 4410



« Reply #8 on: March 30, 2010, 03:05:14 pm »

riflespam/piospam cap all points gg
Logged

DERDBERT
Like Jesus, Keeps died for us

He made a funny thread for bear, and got banned.

Now bear makes his own funny thread. It's unsurprisingly not funny.

Keeps died for our funny threads.
CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #9 on: March 30, 2010, 04:40:35 pm »

riflespam/piospam cap all points gg

no not rly...
Logged
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #10 on: March 30, 2010, 05:38:25 pm »

New gamemodes are very welcome, but keep in mind that they should be gamemodes that don't require the user to really alter his company before hand as that makes it needlessly complex.
Logged
Tymathee Offline
Donator
*
Posts: 9741



« Reply #11 on: March 30, 2010, 05:55:27 pm »

How about an annihilation game mode. the pop meter is turned off, no capping isn't needed and turned off if possible and the whole point is to make the other player exhaust his whole company.

You could even start off at full 40 pop so the game doesn't take as long. You wont have to really altar your company, you still have the 25 pop and you just call in something else.

Another idea would be a small company game-mode where the pop meter stays at 25 the whole game so everything is relegated to small unit tactics.

Or maybe a "fast battle" game mode that's kinda like my annihilation idea, you start at 40 and it stays at 40 and the pop counter goes quicker so games last maybe 20-30 minutes instead of the normal 40+.

then there's another idea i'm having where you start at 40 and the pop counter goes down instead of going up, so the longer the game goes, the smaller the call ins are. It'd be kind of a long range tactics type mode where instead of a lot of untis on the field, there's a need for smaller tactics as the game goes on.

I'd also love to see infantry only and tank only modes but that'd require altering companies and u said you dont want that so there are my 4 (5?)
Logged
LeoPhone Offline
Honoured Member
*
Posts: 0


« Reply #12 on: March 30, 2010, 06:00:11 pm »

and then what will stop people from camping their spawn if you dont have to cap territory?

also, popmeter should go up. you get more and more units, which is fun, rewarding but also harder for you to control.

the real micro pr0s can show their skill lategame.
Logged
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #13 on: March 30, 2010, 06:01:09 pm »

We used to have annihilation gamemode back in the very first version of EIR, there's a reason we moved away from it.
Logged
Tymathee Offline
Donator
*
Posts: 9741



« Reply #14 on: March 30, 2010, 06:09:49 pm »

We used to have annihilation gamemode back in the very first version of EIR, there's a reason we moved away from it.

what was that? spawn camping? it was the least of my favorites tbh.

My favorite is the reverse game mode and the fast game mode idea. although the small tactics sounds good too. I come up with these things on the fly btw and throw them out there as my mind goes, so i may not even like an idea i come p with in the long run lol

but i do think we need a good fast battle mode tbh, maybe the pop timer goes faster or something. Someties you just want a quick game of EIR and to have to sit there for 45+ minutes in a game could kinda suck. Plus, you can get in more games in a day that way for those who like to play lots of games.

then the reverse game mode introduces new tactics. No longer do you hold out to spam later, but maybe you spam early and then  you do your 2 rifles + tank later. heck, you can even save a 25 pop call in for late game. I think that could be interesting.

Maybe the faster you cap, the faster your opponent loses pop rather than the other way around, the more territory you hold, the faster you gain pop, so you can end up with after 30 minutes, a 32 vs 25 pop game cuz you hold a lot of ground. It would reward players more IMO to cap rather than kill and play better tactics.
Logged
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #15 on: March 30, 2010, 06:13:06 pm »

A blitzkrieg gamemode does sound sexy, near instant call-in timers, faster capping and speed bonus at start.
(Not convinced personally it should go over 40 pop or even start at 40 pop though)
Logged
Tymathee Offline
Donator
*
Posts: 9741



« Reply #16 on: March 30, 2010, 06:19:15 pm »

Yea, that sounds good. I dont want things to go over 40 pop, i like the 40 pop threshold and tactics start to degrade the more pop you have, it just becomes a spam fest.

the only problem i see with near isntant call in timers/ faster capping and speed bonus would be it would make certain doc abilities useless.
Logged
LeoPhone Offline
Honoured Member
*
Posts: 0


« Reply #17 on: March 30, 2010, 06:25:24 pm »

cant the attacking team in attack/defend gamemode get these abilities to give them some sort of extra help at the first minutes of the match?
Logged
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #18 on: March 30, 2010, 06:26:55 pm »

they already get extra pop
Logged
LeoPhone Offline
Honoured Member
*
Posts: 0


« Reply #19 on: March 30, 2010, 06:31:20 pm »

yah, 3 pop extra, what is basically always useless at the begin becouse you start with 25 pop starting callin, and all other callins are 6 pop+

also, once the attacking team has breaken trough the defenses, they keep their extra pop till the end of the game. thats just unbalanced.

if they get some cappin buff or some extra long spawnbuff (just faster movement or less supression) just for the first few minutes of the game seems much better, no more imbalance lategame.
Logged
Pages: [1] 2   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.084 seconds with 36 queries.