DIFFERENT GAME MODES

Discussion in 'Monday Night Combat 360 Wishlist' started by imaG Crumpet, October 26, 2010.

  1. imaG Crumpet

    imaG Crumpet New Member

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    I would reaaaaaaally like some new game modes- team teathmatch? king of the hill? hell even something along the lines of demolition. I understand its hard, because the aim of MNC is to be a sporting arena, but new game modes would make it more interesting.

    [​IMG]
  2. DeadStretch

    DeadStretch Post Master General

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    What sets MNC apart from all the other shooters is it's Tower Defense aspects. So if it excludes that they said they will not add it to their game. I am kinda lazy right now and don't feel like searching for it.

    Also if you read the Unmasking news they somewhat hint at a new game mode. Although that could be just me reading too much into it.

    "New Features and Additions"
  3. Wandrian Wvlf

    Wandrian Wvlf New Member

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    It's certainly possible to add more gametypes to MNC without losing the tower defense vibe. Some examples of what I think would and wouldn't work:


    Campaign/Story: Hahaha. Seriously, anyone that suggests this other than as a joke needs a check up from the neck up.

    Attack/Defend: Only one team has a moneyball and they win the round if they can successfully defend it for a set period of time, at which point the teams switch. Winning team is determined by who holds out the longest. For balance purposes, the attacking team could have a faster respawn and only the attacking team gets bots while only the defending team gets turrents. Maybe a 5:00 time limit would work? Dunno.

    VIP Escort: Probably wouldn't work. The Pros/bots/turrents balance would be extremely difficult to apply to such a gametype without making things broken.

    Deathmatch: Uh, no.

    two-team Blitz: Separate two teams by an impassable barrier that prevents them from directly attacking, but allow them to send an extra wave of bots or use the Annihilator that oh-so-perfectly is accessible from either side of the barrier.

    musical chairs: A more-chaotic Crossfire with a random effect applied to the entire field of play every 30 seconds. Maybe the entire play area will come under the effects of shave ice turrents, all bot spawn waves(excluding purchased bot spawn waves) will be Jackbots, the Annihilator gets extremely shortened cooldown, juice is disabled, all players get full juice, and so on.
  4. bgolus

    bgolus Uber Alumni

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    We have no plans to add a straight death match or team death match game type. Our classes simply aren't balanced with this kind of game type in mind. There are a number of other games on the market that do this far better.

    Fodder and turrets are a big part of our game and go in to how the classes are balanced.
  5. Wandrian Wvlf

    Wandrian Wvlf New Member

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    I thought "nope" was a more concise response to the idea...
  6. Cardboardwarior

    Cardboardwarior New Member

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    I GOT IT

    Bouncerball. Each team's bot spawners only spawn bouncers that are used as balls in this gamemode. The bouncers rush for a pinball machine at one end of the map, which is then activated by a player. The player plays pinball with the bouncer until they lose the bouncer or are killed. Teams need to co-ordinate to defend the pinball player until he loses the ball or dies.

    In the middle of every map is where the two blackjack lanes intersect. The bots shoot one another until a team of bots is victorious, then they run into the pinball machine as extra bumpers that can be hit for points by the pinball player. Before they can run into the pinball machine, they need to run through a stretch of land on the opponent's side of the map that can be lined with turrets and firebases. These are exposed and can be shot by enemies.

    Closer to the pinball machine, near the middle, is a series of neutral turret nubs. These are more for map control. They have less health but are much cheaper.

    Two balconies overlook the intersecting area of the bot lanes. They are also the locations of ejectors.

    The areas surrounding the spawn base are defended by invincible laserblaser turrets to deter spawncamping.

    On top of the pinball machine is the anhilator. The anhilator strips all of the bumpers out of the pinball machine, kills the bouncerball, and wounds jackbots.

    EDIT: BONUS ROUNDS should be targets for the pinball player. If hit, a randomly chosen bot will spawn for the next series of waves. It could be buzzer waves, scrambler waves, gremlin waves, whatever.
    When a bouncerball is in the pinball machine, either team can play. You get bonus points for playing with an opponent's bouncerball.
  7. Shammas

    Shammas New Member

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    You're ******* crazy.
  8. BroTranquilty

    BroTranquilty New Member

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    makes perfect sense :)

    the you're **** crazy part, not your crazy **** idea for a game mode, lmao.

    but a crossfire where the map is split so pros cant attack other pros so its set up like blitz, thats a okay idea. i also like one-sided crossfire where one attacks and one defends.

    and a career mode isnt a bad idea if uber makes a sequel and adds more turrets and bots and maybe a class or 2. just not for this game :mrgreen:
  9. Cardboardwarior

    Cardboardwarior New Member

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    Hey, I like pinball.
  10. Enigma5081

    Enigma5081 New Member

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    Four words... capture the money ball
  11. BroTranquilty

    BroTranquilty New Member

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    assassins would be able to get a flag much too easily. cloak, when you grab it smokebomb away, remain ellusive and take random paths until you make it back, kill teh fark outta anyone who tries their luck stopping you...
  12. Snappyguy

    Snappyguy New Member

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    Well apparently cloaked people picking up the flag isn't a huge deal at all in Tf2. No wait, I'm meant to tell Valve that :|

    Would no abilites with flag carrier be pushing it?
  13. BroTranquilty

    BroTranquilty New Member

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    you have a slow character on tf2. the flag is in a room with a roof and everything, down a long corridor. he picks up a flag with a firebase nearby, slaughtered so fast that the firebase would go back in time and kill him as soon as hes born.

    outside where the moneyball is, smokebomb and gold armor. end of story, there goes your flag into the wild blue yonder...
  14. Enigma5081

    Enigma5081 New Member

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    No capture the money ball aka capture the hill style
  15. Xx Tikki xX

    Xx Tikki xX New Member

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    capture the moneyball/pitgirl/bullseye would be really fun......but make it that everyone is limited to a certain speed and can't use certain skills while carrying it, of course being third person we could actually see them carrying it, think about seeing the assassin struggle to carry a big money ball, the tank would do it with ease so would the gunner, the support would need to bring his jet ski of course.
  16. mnmacd

    mnmacd New Member

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    :idea: :idea: Capture the flag could work...

    It'd be the same as it is now just take the moneyball away and add a flag... :idea: :idea:
  17. Richy Woo

    Richy Woo New Member

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    To keep the spirit of the game surely any CTF flag would have to be carried by the bots.

    To make it really interesting how about only Slim Bots can carry the flag, making the aim of the game then it to get a slim bot to the oppositions Moneyball area, then back.
  18. Aleks55

    Aleks55 New Member

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    Alright call me crazy....playable bots

    Everyone else: Can't wait to see 12 Jackbots running around everywhere.
  19. StormedCorpse

    StormedCorpse New Member

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    I'd like that, but I'd even more like to be Pitgirl and Bullseye.

    Small team games would also be good like 3v3v3v3, 2v2v2v2v2 etc...
    Or only one class games like Supports only. (That would be mental...)
  20. Richy Woo

    Richy Woo New Member

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    I have been trying to dream up a new game mode that would not require much in the way of additional coding and i came up with the idea of a Bullseye Spanking Mode.

    Played on Crossfire maps, Bullseye's appears at random intervals either at his usual spawn point in the middle of the Arena or from one of the Bot entry portals. This game tilts the focus more towards Pro Vs Pro slaughter by making the aim of the game to focus the battle on the location of the Bullseye's, every credit earned from your team from damaging Bullseye earns your team one point, the Moneyball scoring bars starts at zero and then increase with each point until one team fills the bar and wins the game.

    Bots would still be in play, should they reach the location where they are able to leap up onto a grounded moneyball, the enemy teams would lose points relative to the size of the bot. Pro moneyball damage would not count in this mode.

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