So I’ve been playing a lot of Star Wars: Battlefront lately, and the gamemode “Supremacy” has gotten me thinking. What if we created a similar gamemode in Star Conflict? Many games have incorporated such a gamemode, so I figure it could be done in SC.
The Premise: 5 beacons will be placed on a map, going from one spawn to the other. Both teams start with 2 beacons each, with the middle beacon being neutral. Once the middle beacon is captured by one team, the other team’s first of 2 beacons opens for capture. Then it begins to be a game of attack/defend. It will be similar to domination, but only 2 beacons max will be available at one time. As you cap beacons, progressing beacons of the enemy team’s will open up. The idea behind this, is the more beacons you cap, the harder it becomes to cap the next beacon, as they will get closer and closer to the enemy spawn, thus making kills important, but since they won’t count towards score in any way, you can’t win the game by farming kills.
Objective: Capture all 5 beacons, or hold the most beacons at the end of the match.
Time Limit: 15 minutes.
Other Info: Unlimited respawns (max spawn time capped at 30 seconds). Kills will not count towards score in any way. Beacons will function the same as in Domination/Beacon Hunt, guard drones will respawn over time. The closest beacon to spawn should be 2-3k away, with 4-5k spacing between the rest of the beacons (dependent on the map).
It would concentrate fighting in one area, which is nice. But I would fear the unstoppable rolling frigball… Also it seems like the objective is to spawn camp!
Domination on certain maps (monolith etc) already happens like this! But I think 5 beacons instead of three would be nice, yes.
Here’s what I was thinking for beacon placement for this gamemode. With this sort of placement, the unstoppable frigball tactic wouldn’t always work. There would be enough space between active beacons that the other team could rush the other one while the enemy frigball is approaching the next one. (So if you can cap the previous one faster than they can cap the next, the one the enemy team is trying to cap would become uncappable, and they would have to move all the way back.
Also, with this style beacon placement, it will make the game take place on the entire map, which is something that I love about Capture the Beacons that most other gamemodes don’t allow.
So I’ve been playing a lot of Star Wars: Battlefront lately, and the gamemode “Supremacy” has gotten me thinking. What if we created a similar gamemode in Star Conflict? Many games have incorporated such a gamemode, so I figure it could be done in SC.
The Premise: 5 beacons will be placed on a map, going from one spawn to the other. Both teams start with 2 beacons each, with the middle beacon being neutral. Once the middle beacon is captured by one team, the other team’s first of 2 beacons opens for capture. Then it begins to be a game of attack/defend. It will be similar to domination, but only 2 beacons max will be available at one time. As you cap beacons, progressing beacons of the enemy team’s will open up. The idea behind this, is the more beacons you cap, the harder it becomes to cap the next beacon, as they will get closer and closer to the enemy spawn, thus making kills important, but since they won’t count towards score in any way, you can’t win the game by farming kills.
Objective: Capture all 5 beacons, or hold the most beacons at the end of the match.
Time Limit: 15 minutes.
Other Info: Unlimited respawns (max spawn time capped at 30 seconds). Kills will not count towards score in any way. Beacons will function the same as in Domination/Beacon Hunt, guard drones will respawn over time. The closest beacon to spawn should be 2-3k away, with 4-5k spacing between the rest of the beacons (dependent on the map).
Available in pvp from Rank 7 up
So, TF2’s control points, in space? Doesn’t seem quite right to me, since it’ll be near impossible to push last without moving spawns. On top of that, a 15 minute long game seems to be the opposite of what the devs want to implement right now, what with the vast majority of game modes lasting 5 minutes. Gonna have to say that I don’t think this is a wise addition at this point.
I think this is a perfect example of what Star Conflict should have less of - game modes revolving around single choke point, already have enough of those, and those are imho the least “tactical” ones, all they are are YOLO rush pew-pew.