I am presenting a new idea, which could become a famous game mode.
This is just an idea, which needs to be improved as well, as it lacks many details, but it’s good enough to start.
It still needs some work.
It’s called Technological Supremacy or Technology Hunt
Description of the game mode:
You got two teams, allied and enemy team. 8-12 vs. 8-12 players only, if possible.
The team - Defenders - Mercenaries , tries to prevent the Capture of your specialists or scientists and use their knowledge to ensure technological supremacy in the sector.
The other team - Attackers - Infected Mercenaries , tries to steal enemy specialists or scientists, deliver them to their home base and activate the Alien technology to ensure victory.
There are 3 stages that you must complete. Timer for this game mode is 12 minutes. Numbers of deployments is unlimited.
There could be an alternative mode (realistic), when you only have 4 lives.
Dreadnought will arrive 1 minute, before the end of the match (Model can be random), very close to the Alien technology. At that time, any further deaths are permanent for the enemy team, but not for allies!
More details:
The purpose of this mode is to defend yours VIP personnel, or capture enemy VIP personnel (only 2 active max, at the same time), depends on which side you’re on, defenders or attackers.
Defenders only defend and ensure that Alien technology is not used, until their Dreadnought arrives to secure the package.
Attackers try to activate their Super-weapon, until timer expires (enemy reinforcements arrive).
There can be only 2 scientists or specialists “VIP” present at the same time. Only enemy scientist can start the defensive and offensive operations on the Alien tech, lying in the sector.
Such device is usually on the middle of the map, so both teams must act accordingly.
How this mode works?
If you get a technician icon or so something similar, you’re a the VIP person - an important source of information or intel on alien technology. Do not fall into enemy hands!
If your ship gets destroyed, you won’t be killed, but you will be in the Escape pod . Any ships can pick up your Escape pod. If the ship enemy ship survives with the prisoner on board, that prisoner is then forced
to activate certain defensive and offensive measures on the map. It will be delivered to enemy Headquarters or Base (same station model can be used). Once it’s planted or delivered, defensive measures will be activated.
Attackers’ goals:
Stage 1: Knowledge is Power: Enemy can see any opposite ship on the map, using cloak is ineffective. Any sort of Decoys are instantly suppressed. (1st VIP person delivered to enemy HQ)
Stage 2: Defenses online: 4 Alien Defense Towers (with 8 ‘Dag’tnith’ Launchers each) around the Alien object (Inactive Matter-Inverter) are activated, 2500 meters away from the object. (2nd VIP person -II-)
Enemy also gains +50% damage bonus for the remainder of the match
Stage 3: Matter Inverter is armed, activation time is commencing. Activation time takes 60 seconds. (3rd VIP person delivered to enemy HQ)
Enemy ship respawn time is 50% faster.
Stage 3b: Matter Inverter cannot be destroyed, but it can be disabled. Number of hit-points will have to be determined, to disable it. Matter Inverter should have 50% immunity from all damage sources.
If Defenders fail to disable the device in time, by damaging it enough, to power it down - (Matter Inverter), then, as it gets active, it becomes immune to all damage.
Defenders’ goals:
Stall and ensure that enemy does not improve any of the inactive structures or Alien technology, including with the Super-weapon - Matter Inverter.
If the enemy manages to activate it, there is 60 second window, when defeat is inevitable. Once it powers up, it’s over.
Once the Dreadnought arrives close to the objective, sudden death stage occurs. If Defenders kill or Suppress Attackers, it’s a win for them.
In sudden death stage, enemy loses all of their previous abilities and advantages from stage 1 and 2.
General information:
- if the time runs out, without completing the desired goals, Attackers lose.
- if the Defenders manage to withstand, until their Dreadnought arrives and kill any remaining targets, they win.
There is no Draw in this scenario.