New Brink Game Mode Idea: Deadpool

Post » Wed Jul 27, 2011 10:11 pm

Deadpool or (Leverage)

(Stopwatch Variant) 8v8

Rules:

Defending Team* starts with a pool of lives that they share in order to respawn, say 24 lives. 6 lives for each class. So 6 Engineer, 6 Medics, and so on to use.
    *Only the Defending Team has a Life Pool they must use to respawn from. Just to clarify!
  • Each time you die, you must use a life from the pool and choose a class to respawn as (you can choose any class): Class is locked once you've selected your class before the spawn timer counts down to respawn (if you do not choose, you respawn as your default class) until you die.

  • No switching Class at command post. (You can switch guns and upgrade command posts etc).
  • Once the (Class Life Pool) respawn hits 0 for a class you can not respawn as that class. You can choose another class as long as it is not 0. Once the respawn meter goes to 0 for all classes, then the defending team can not respawn until the next objective.
  • Each time the defending team survives an objective without depleting all of their lives, they get a bonus of 1 life added to the pool(Survival Bonus).
  • The Defense Life Pool is reset after each completed obj by the Attacking Team but reduced by 2.
  • Example for Defense Life Pool: Container City. HE Charge Obj (24) Escort (22) Crane Repair (20) Escort (18) Delivery (16)

  • Defense has a Death Tracker in their Hud for each class. With a number at the center of the class icon.

  • Defensive Team must remain vigilant over their lives and each team member must plan their classes wisely.


Attacking Team spawns indefinitely (without any limitations) but must complete objectives within 10 minute intervals. (Exp: you must blow the gate on CC within 10 minutes).
  • Attacking team is given a Kill Counter that tracks Defensive Class Deaths in the Hud. This gives them the edge in knowing where the defensive force is weakest or strongest.


Like Stopwatch the overall best time for the match wins. So both teams take turns at attacking, just as it is in Stopwatch currently.


Just an idea I had. What do ya think? :)
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Mari martnez Martinez
 
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Post » Wed Jul 27, 2011 8:25 pm

Ohhhh no! Not sharing lives with scrubs!
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Farrah Barry
 
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Post » Wed Jul 27, 2011 10:53 am

I like the fact that it gets harder and harder to defend as the game goes on. Its a good idea to make defending require more strategy. I would only play this mode with all humans though, if you had even 2 bots the attacking team would just burn right through your spawn pool even without you dying once.
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darnell waddington
 
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Post » Wed Jul 27, 2011 3:49 pm

I like the fact that it gets harder and harder to defend as the game goes on. Its a good idea to make defending require more strategy. I would only play this mode with all humans though, if you had even 2 bots the attacking team would just burn right through your spawn pool even without you dying once.

I did consider what if there's bots, but it'd be seriously fun with all humans! Could there be a way so that the game adjusts for bots or locks their class? Not sure. Maybe the bots don't steal from the pool or count against it, or the game only tracks human deaths or is a no bots allowed game mode.
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Killer McCracken
 
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Post » Wed Jul 27, 2011 8:45 pm

Problem is getting all humans. Oh and theirs always that one bad kid.... I learned to hate randoms from call of duty lol.
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Darian Ennels
 
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Post » Thu Jul 28, 2011 1:44 am

NUMBERS OH GOD THE NUMBERS!!!!

I joke, the only thing I can really see a problem with this is that once the defensive team loses all its Engineers, they might as well lay back and wait for that objective to be won since continuing to defend from there would result in more lifes being lost for the next objective.

I think the lifes system works but tieing them to Classes would make the already difficult task of defending even harder than it needs to be. I think the attacking team needs the lifes as well, when they run out, they have a 30 second penalty before they refill or something.

Needs tweaking, but nice idea =)
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Laura Shipley
 
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Post » Wed Jul 27, 2011 1:16 pm

make the mode like competitive. a minimum number of human players! no bots. :)
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Catherine Harte
 
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Post » Thu Jul 28, 2011 12:10 am

NUMBERS OH GOD THE NUMBERS!!!!

I joke, the only thing I can really see a problem with this is that once the defensive team loses all its Engineers, they might as well lay back and wait for that objective to be won since continuing to defend from there would result in more lifes being lost for the next objective. You can wait on spawning as an Engineer as a strategy until necessary. Also, the mode is Stopwatch, so even if the Engineers are all dead on the defending team, the other classes can still fight to keep the Attacking Team from advancing since best time wins! Falling back is still a viable strategy, but you'd better know you can beat their time to win the match! :)

I think the lifes system works but tieing them to Classes would make the already difficult task of defending even harder than it needs to be.
Balances out the advantage that defending teams have on many maps by capping their respawn, potentially! Maybe?
I think the attacking team needs the lifes as well, when they run out, they have a 30 second penalty before they refill or something.
Only the defending team has a Deadpool!
Needs tweaking, but nice idea =)
Thanks!:)

I figured I'd just throw my two cents in red! Thanks for commenting. Just brainstorming. The number for the Deadpool could be adjusted, as well as the class limits.

Whatever would make it the most potential fun, I'd be game. :)
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Michelle davies
 
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Post » Thu Jul 28, 2011 1:24 am

My point about the Engineer loss is valid in my mind. No matter how good a defending team is without them, that Charge is still going off in <30 seconds, Hacking becomes "Over 9000" times easier when theres no engineers running about and even side objectives gets harder because you've run out of guys to rebuild that barrier (CCity and Shipyard for example). Even the best team in the known universe can't protect a Friendly Engineer from being downed forever.

Even if my other suggestions are ignored or worked around, only having a limited number of lives for a certain class would hurt the Aim for strategy. If you had 20 lives for example, but only 5 of those lifes can be used for Engies, rather than simply having freedom of having any class you wanted with limited lifes, A bad team would quickly find themselves without any means of massively slowing down an attacking team and a GOOD team would have to consist mainly of Medics because lives are such a valuable commodity.

In fact, a game mode like this was MADE for Medics, I can easily imagine a 2/1 ratio of Medics to other classes, you would only need ONE good Operative to Comms Hack the dead, TWO soldiers on Flashbang and to resupply ammo and the rest being Medics and Engies. Bearing in mind that would have to be one hellova team to function like that.

I can see what your going for and I'm trying to maintain a sense of strategy, I personally think the strategy should come from what decisions to make on the battelfield rather than huddling in a bunker allocating when and who is taking class roles. so for example, a player who would normally just rush right to the objective would wait to regroup or try another path or weapon with my suggestion, rather than worrying that he's accidentally griefing his fellow teammates by having his points in his chosen class and that's all he knows how to use well.

It would also make the game more frantic with Limited lives if you WERE able to change classes at Command posts as normal, it would make protecting them all the more important as at any point, you might not need so many Engies and instead need more Medics, plus with the shortage of lives, Soldiers might not be a prioty or too far away and as such having nearby command posts to restock ammo would be essential.
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Honey Suckle
 
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Post » Thu Jul 28, 2011 1:51 am

Shameless bump. I wonder if it's worth experimenting in private match to see if this would be fun?
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Rudi Carter
 
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Post » Thu Jul 28, 2011 3:21 am

It could be pretty fun if half the brink community wasn't made up of 12 year olds who don't know what an objective is.
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Trish
 
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Post » Wed Jul 27, 2011 5:00 pm

It could be pretty fun if half the brink community wasn't made up of 12 year olds who don't know what an objective is.

U must have this community mixed up with COD 1, with Brink we lost almost all those players in the first couple of weeks post-launch.
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Tai Scott
 
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Post » Thu Jul 28, 2011 2:01 am

Id give it a go. Sounds intense man. Well done for thinking a bit differently.
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Ashley Tamen
 
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Post » Wed Jul 27, 2011 9:44 pm

My point about the Engineer loss is valid in my mind. No matter how good a defending team is without them, that Charge is still going off in <30 seconds, Hacking becomes "Over 9000" times easier when theres no engineers running about and even side objectives gets harder because you've run out of guys to rebuild that barrier (CCity and Shipyard for example). Even the best team in the known universe can't protect a Friendly Engineer from being downed forever.

Even if my other suggestions are ignored or worked around, only having a limited number of lives for a certain class would hurt the Aim for strategy. If you had 20 lives for example, but only 5 of those lifes can be used for Engies, rather than simply having freedom of having any class you wanted with limited lifes, A bad team would quickly find themselves without any means of massively slowing down an attacking team and a GOOD team would have to consist mainly of Medics because lives are such a valuable commodity.

In fact, a game mode like this was MADE for Medics, I can easily imagine a 2/1 ratio of Medics to other classes, you would only need ONE good Operative to Comms Hack the dead, TWO soldiers on Flashbang and to resupply ammo and the rest being Medics and Engies. Bearing in mind that would have to be one hellova team to function like that.

I can see what your going for and I'm trying to maintain a sense of strategy, I personally think the strategy should come from what decisions to make on the battelfield rather than huddling in a bunker allocating when and who is taking class roles. so for example, a player who would normally just rush right to the objective would wait to regroup or try another path or weapon with my suggestion, rather than worrying that he's accidentally griefing his fellow teammates by having his points in his chosen class and that's all he knows how to use well.

It would also make the game more frantic with Limited lives if you WERE able to change classes at Command posts as normal, it would make protecting them all the more important as at any point, you might not need so many Engies and instead need more Medics, plus with the shortage of lives, Soldiers might not be a prioty or too far away and as such having nearby command posts to restock ammo would be essential.
All excellent points!
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Veronica Martinez
 
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Post » Wed Jul 27, 2011 4:12 pm

It could be pretty fun if half the brink community wasn't made up of 12 year olds who don't know what an objective is.

A good team would be necessary for this mode. Not for the faint of heart.

Browncoat? Awesome Firefly reference by the way. Cool. ;)
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Angel Torres
 
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Post » Wed Jul 27, 2011 7:34 pm

Ha wolf youre the most positive voice on the forum, keep up the good work
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suzan
 
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Post » Wed Jul 27, 2011 11:30 am

Ha wolf youre the most positive voice on the forum, keep up the good work

Ha ha ha! I am the same way over at SD forum too. Nobody likes positivity though! :flamethrower:
I still like Brink. but want some DLC. :)
Thanks for reading my idea!
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Jack Bryan
 
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