Crazy kinds of Modes

Realism is fun, but arcade modes can also be enjoyable.  There may come a point in the Star Conflict development where devs want to look into adding a few ridiculous elements to the gameplay.  Players might get tired of the standard matches and seek newer and exciting modes.  What kind of crazy could possibly be added to spice up the game? 

Think of modes as global effects that apply to all players for the entirety of the game.  Even better (or worse!) some modes can be combined so that multiple effects are in play at the same time.  

 

Short shot - all player weapon ranges (and projectile velocities) are reduced by 50%, close encounters required!

Long shot - all player weapon ranges (and projectile velocities) are increased by 50%, find cover!

 

Slippy - players’ speed and rotation is maintained but ships have little traction in space and change course slowly

 

Tiny ships - ships appear physically miniscule

 

Big ships  - all ships appear gargantuan 

 

Fueled up -  Players have a very large fuel tank about 50-100x their energy that essentially cannot regenerate.  This should be balanced for several good minutes of flying and module usage.  It will drain faster If they fly fast or boost.  If a players run out of fuel completely, they will be dead in the water unable to move, but can re-orient their ship on an emergency supply.   

 

Cool it -  all weapons overheat very, very quickly. Twice as fast, but they also cool down fast

 

Hot Stuff -  weapons take a long time to overheat, but also a longer time to cool off. 

 

Dracula -  Shields slowly drain and cannot be buffed to regen.  Killing an enemy or assisting in the kill of an enemy will replenish shields.  Failing to do either will leave your ship exposed.

 

Black hole -  There is an escapeable, but noticeable gravity pull that draws all ships towards the center of the map.  Making contact with the black hole launches a ship straight north or south like a warp gate. 

 

Medic! -  After a ship is “exploded” the hull rests disabled and floating in space.  The player can spawn back in if a friendly ship bumps into it (after a certain time period).  If the last remaining team member is disabled in this way, the team loses.  

 

Paintball - all weapon fire litters space with bright rainbow colors. Alternatively, ship engine trails could leave rainbow colors.  

Butterfly -  The ship speed is reduced to the strafe speed, and the strafe speed is increased to the ship speed.  

 

Cheetah -  Using the speed boost adds twice as much speed as usual, but drains the energy twice as fast, and all energy recovers half as fast.  

 

Opposite day -  Shields are hulls and hulls are shields

 

Antsy -  Beacons cannot sit still and drift around in space, they can also be “bumped” 

 

It’s called Strafing -  No player ship can shoot in a circular 30 degree arc in front of their ship (roughly the size of the Hud

 

Fog of War -  random patches of fog appear (and disappear) around the map that make targeting and seeing more difficult

 

Relax -  all weapons and modules fire twice as slow.  (there is no twice as fast mode because such rapid fire rates would essentially turn into “i saw you first, you’re dead” matches)

Repulsion -  All players carry a debuff that will decrease ship speed and accuracy by 30% when they are within 2000m of an ally.  (The effect does not stack)

 

Attractive -  All players carry a buff that will increase ship speed and accuracy by 30% when they are within 2000m of an ally. (The effect does not stack)

 

Champion - Similar to recon mode, 1 captain is randomly assigned on each team.  A captain cannot be damaged or affected by any enemy or ally other than the other team’s captain.  Additionally, they cannot damage or affect any enemy or ally other than the other team’s captain.  After one of the captains has fallen, they may be damaged by and damage other players as normal.  If no captain falls during the game, the team with the most kills wins.  

 

Jousting -  Ramming does three times as much damage as normal.  So do collisions. 

 

Thud Doctor - Ramming does no damage at all, neither does warping into an obstacle.

 

Pop in -  There is a 3 second time delay to respawn in.  

 

Pandemonium -  Players begin the game and respawn in completely random locations on the periphery of the map. 

 

Spread the love -  Getting hit with friendly fire heals damage proportional to the amount that would have normally been dealt.  

 

Panic -  Shields and hull will slowly regenerate, but only if the player is moving at or above their top speed (before boosting).

 

Turret mode -  half of the team is randomly partnered up with another player.  One person can only fly, the other can only aim and shoot.  

 

Rear-ended -  ships orientation is reversed so they fly backwards.  Turrets now require extra care to use properly

 

Drone War -  Every ship is surrounded with drones.  Ships that would normally have drones have double the number of drones.  

 

Sharks and minnows - One of the two teams will find their weapons and modules completely ineffective.  This alternates back and forth between teams every 30 seconds for the rest of the game. 

 

Meteorball -  Teams are tasked with colliding with and nudging an enormous meteor through their opponents’ warp gate at the other end of the map.  There is only one meteor, ships may still destroy each other as normal.  At the end of the game, whichever team has scored the most goals wins.  

 

Glitch - The horizon background is completely solid white (or black) 

 

Insanity -  All ship weapons make incredibly annoying sounds “pew pew pew!”

 

Lock it up -  Player secondary weapons (missiles, mines, etc) have double the usual quantity but reload twice as slow.  

 

I see you -  An enormous green line appears in space (visible to everyone) that indicates when one ship has locked another.  

 

Sneaky -  If a player’s ship speed is zero, they cannot be locked, although they will show up on radar and HUD.

 

Jammed -  The radar does not appear on the HUD

 

Duel -  If a ship kills another player, they are out and done for the game.  If a player is killed they respawn in as normal, with unlimited respawns.  As this continues, near the end of the game there will only be one player from each team remaining, whoever manages to kill their opponent in this final 1 on 1 matchup wins the game for their team.  This kind of mode would allow for some very unique strategy.  Good players would want to do alot of damage without actually killing their opponents. Sometimes the worst players would be left standing last.  (my worst vs your worst) But for obvious reasons this mode should not count towards the pilot’s rating. 

Some of these ideas are hopefully interesting to you.  Some are of course completely unworkable, but I think it’s always fun to brainstorm and maybe you guys out there have a few crazy modes of your own!  I’m interested in what you think

 

 

 

Provided that this is 100% separated from the rest of the game so we don’t have to endure it if we don’t want to: sure, why not.

 

Personally, I’d like to see more variations of realistic mode / combat recon and other “consequence to death” game modes.

Provided that this is 100% separated from the rest of the game so we don’t have to endure it if we don’t want to: sure, why not.

 

Personally, I’d like to see more variations of realistic mode / combat recon and other “consequence to death” game modes.

Exactly, any one of these could be its own separate thing for the players who want that kind of experience.  

Although I seem to have just mixed in a whole bunch of ideas, some could just be fun little modifiers and some could be standalone game modes in their own right.  Duel, Champion, and Medic seem like they could be fun to play.

You forgot insta-gib deathmatch where everyone would have Singularity Cannons with 99999 dmg and instant respawn.

You forgot insta-gib deathmatch where everyone would have Singularity Cannons with 99999 dmg and instant respawn.

Haha that would be akin to the 'ol Goldeneye Man with the Golden Gun scenario’s. While cool, it might be unbalanced because whoever has the fastest ship has a clear advantage. 

 

Coastermonger, a lot of the things you said up there are arcade modifiers, and some of them look like they can be stand alone game modes that are not arcade modifiers.  These are the ones that specifically look like potential game modes to me. 

 

 

Medic! -  After a ship is “exploded” the hull rests disabled and floating in space.  The player can spawn back in if a friendly ship bumps into it (after a certain time period).  If the last remaining team member is disabled in this way, the team loses.  

 

Antsy -  Beacons cannot sit still and drift around in space, they can also be “bumped” 

 

Champion -  Similar to recon mode, 1 captain is randomly assigned on each team.  A captain cannot be damaged or affected by any enemy or ally other than the other team’s captain.  Additionally, they cannot damage or affect any enemy or ally other than the other team’s captain.  After one of the captains has fallen, they may be damaged by and damage other players as normal.  If no captain falls during the game, the team with the most kills wins.

 

Sharks and minnows -  One of the two teams will find their weapons and modules completely ineffective.  This alternates back and forth between teams every 30 seconds for the rest of the game

 

Meteorball -  Teams are tasked with colliding with and nudging an enormous meteor through their opponents’ warp gate at the other end of the map.  There is only one meteor, ships may still destroy each other as normal.  At the end of the game, whichever team has scored the most goals wins.  

 

Duel -  If a ship kills another player, they are out and done for the game.  If a player is killed they respawn in as normal, with unlimited respawns.  Near the end of the game there will only be one player from each team remaining, whoever manages to kill their opponent wins the game for their team.  This kind of mode would allow for some very unique strategy, but for obvious reasons it should not count towards the pilot’s rating. 

 

Meteorball doesn’t sound fun to me.  It would play out more like a soccer match, but then again I would probably give it a shot just to see.  Turret mode sounds awesome, but it would only be fair if the two partners could switch which was the pilot and gunner when they respawned.  As for the arcade modifiers, how would these even work?  Do some of them just randomly appear in certain kinds of arcade matches?

Meteorball reminds of a gamemode in UT2k4 where you have to carry a ball(the char carrying becomes the ball) through their gate. Also going through the gate results in your death -there are exceptions in some maps but generally one has to sacrifice himself for scoring- alternatively you can toss it through but that results in minimum score. Hmm the ball can be EMP-Bomb with gate being the one in Rig mission. Just have to implement a method for tossing it :stuck_out_tongue:

 

Another came to mind:

 

  • The players start without weapons(with that default kinetic gun actually). Those spawn at random points throughout the map, you can pick them up but they exist for limited time only on your ship. Played similar to a Deathmatch. Also there are not weapons for everyone at a time, Small amount of weapons coupled with slow respawn.

Another came to mind:

 

  • The players start without weapons(with that default kinetic gun actually). Those spawn at random points throughout the map, you can pick them up but they exist for limited time only on your ship. Played similar to a Deathmatch. Also there are not weapons for everyone at a time, Small amount of weapons coupled with slow respawn.

 

That. Is. LEGIT.  I think it would work too because the new weapon system makes certain ones specific to fighters/frigs/interceptors.  Then it’s not just interceptors running around grabbing weapons, it’s anybody’s game.

Seeing Insanity made me think of an alternate idea…

 

-Both teams have color-coded projectiles, regardless of weapon type. One team will fire blue ‘lasers’, the other team will fire red ‘lasers.’ Guess who the good guys are?

Some of these would be like options that are customizable for certain arcade pvp matches, or you could just have a “crazy arcade” mode that randomly assigns 1-3 of these kinds of modifiers in a match, for the players that want them of course. 

A few of those things up there like duel or champion might make good stand alone modes.  I like the idea of color coding projectiles too

Implement it.

 

This is an absolutely brilliant idea.

 

EDIT: Duel is a little confusing.

 

So, if you kill a ship, you effectively self destruct and cannot join the game. Your opponent, however, gets to respawn again. Is that how it works?

 

Meteorball

Players shouldn’t take damage when hitting it. That would be difficult.

 

Fuelled Up

That would make energy-emitting engies very useful.

Kamikaze - 3 players are set to 1 team, and everyone else on another.

 

Team Kamikaze has Self Destruct.

Team Defenders has Combat Reboot.

 

Team defenders role is to survive as long as possible, while the kamikaze’s role is to destroy them.

If you die to a kamikaze, you become a kamikaze.

 

If everyone on defenders dies, Kamikaze’s win. If the Defenders survive for 10 minutes Defenders win.

Last man standing on Defenders gets a survival bonus of 500. And an extra 20 every 5 seconds. (This makes people want to survive.)

Kamikaze - 3 players are set to 1 team, and everyone else on another.

 

Team Kamikaze has Self Destruct.

Team Defenders has Combat Reboot.

 

Team defenders role is to survive as long as possible, while the kamikaze’s role is to destroy them.

If you die to a kamikaze, you become a kamikaze.

 

If everyone on defenders dies, Kamikaze’s win. If the Defenders survive for 10 minutes Defenders win.

Last man standing on Defenders gets a survival bonus of 500. And an extra 20 every 5 seconds. (This makes people want to survive.)

Dying in this gamemode makes no impact on your DSR?

Dying in this gamemode makes no impact on your DSR?

 

Only if you’re a defender. NOW YOU MUST SURVIVE.

 

*Maliciously rubs hands together.* MWAHAHAHAHA!

Only if you’re a defender. NOW YOU MUST SURVIVE.

 

*Maliciously rubs hands together.* MWAHAHAHAHA!

Self destructing and not killing anyone negatively impacts on your DSR, right?

Self destructing and not killing anyone negatively impacts on your DSR, right?

 

I honestly hate the DSR. So sure, if you can’t get a kill when you activate it, you can take a hit to the ego… I mean rating.

That’s kind of unfair…

 

DSR also determines your place in MM a little.

That’s kind of unfair…

 

DSR also determines your place in MM a little.

 

Yet people still use self destruct anyways.

You’ll be in a preset ship anyway, so…

EDIT: Duel is a little confusing.

 

So, if you kill a ship, you effectively self destruct and cannot join the game. Your opponent, however, gets to respawn again. Is that how it works?

 

Duel would be one of those rare game modes that focuses on how good the worst players of your team are.  Now granted, your best players can still try to help, but basically it works like this:

Imagine a duel match starts with 16 vs 16 players.  In the beginning most of the good players would score their kill, but soon after the start of the match the better players would effectively be done with their kills and out of the game.  If you were destroyed you would respawn in, unable to leave until you got your kill.  If one team is particularly good and scores kills quickly, they would find their numbers dwindling.  The other team would have an easy time ganging up on them, but would soon find themselves outnumber again if they score too many kills.  The game goes on in this fashion until only 1 member of each team remains.  These are the people that haven’t scored a kill the entire match for one reason or another, and their job is to kill the other person.  So the whole team basically watches a duel and whoever wins that duel wins the game for that team.  Makes it harder for the 4 man crews to dominate.  Now, if time expires first then the team with more kills wins, so there is always the incentive to get kills and get them quickly.  

 

Champion is a variation of captain recon that forces the captains to fight each other first.  Too often I’ve played captain matches where the poor guy just has to hide in a corner as interceptors come and rush him.  It’s frustrating being the captain in this way.  Champion changes that to make captain immune to damage from everyone else.  They also can’t kill anyone else.  The two captains are essentially forced to go at each other as the team champion, and as soon as the other team captain is dead, the champion is then allowed to shoot and be shot at by other players.  As long as your team captain lives your team can respawn in, but once eliminated your respawns are over.  

 

Meteorball would be a collision-damage free experience, I’m interested to see how it would play out. 

 

I really like the idea of Kamikaze.  I was hoping to think up a good sharks and minnows experience but honestly kamikaze sounds better. Giving defenders the impetus to survive and attackers instant respawn is a terrific idea. 

Betrayer mode: every team has two betrayers who are randomly assigned before the match begins. All usual rules apply, but the main aim of a betrayer is to ensure that his team loses. There are a few special rules: the team can see who the betrayers on the other side are, as well as the betrayers’ chat messages and pings. That is to say, both betrayers know who each other are. Lastly, a betrayer can, at any point during the game, choose to defect to the other side and becoming a regular player on the enemy team.