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