Protect the Mascot Objective The goal of the game mode would be for one team to protect Bullseye until he can destroy himself, as the other team tries to destroy him. How it would work is one player will take control of Bullseye, and it is his team's job to protect him for as long as possible until he can make it to the opposing team's moneyball. The game ends when either Bullseye is able to destroy the moneyball, or whichever team can make it closer to the moneyball. Rules Both teams will get one chance to lead Bullseye to the moneyball, and the team will have to use teamwork and strategy to secure a running lane for Bullseye, and for Bullseye to be able to use cunning and wit to evade the opposing team. Once the escort team leads Bullseye to the moneyball, he waits five seconds in the designated area under the moneyball, and explodes, taking out the moneyball with him. The Mascot The mascot is randomly chosen for both teams during their round, and can not be overhealed. The mascot has a five times the health of a gunner or tank, but moves at least 10% than a Gunner or Tank and his health does not regenerate. He can not be grappled from the front but can be backstabbed by Assassins. For every five seconds the mascot stays stationary he begins to take periodical damage. For every thirty seconds the mascot does not move from a certain area (let's say his base) he takes periodical damage. Just to not make it boring for the player that happens to be the mascot, he can grapple as well and launch the unfortunate attacker that tried to shoot him point blank into orbit. Bots The bots work like they do in Crossfire, but with a few changes. First off the enemy bots focus is on the mascot. If the mascot is not in reach, the bots will then try to reach the moneyball for the escort team. Once the escort team's moneyball shields drop Bullseye explodes into coins and dies. The escort team also gets bots, but they always spawn 50 percent weaker than the attacking team's bots. Both teams can utilize the custom bots, and would be encouraged to do so, as they can be incredibly useful for both sides. This game mode I believe will be able to work with the original Monday Night Combat maps, as well as any new ones that come out because it works on the same concept as Crossfire, but with a twist in its mechanics. I will add when I can think of some more about the game mode, but that is the idea around it, and that is really the important part. More details to come soon.
And interesting enough idea, but I think you tried to make it a bit too much like Crossfire. The escorting party shouldnt have to also defend their money ball from robots if they have to focus EVERYTHING on defending the mascot from other players, who won't care in the slightest about the money ball. Bot, if included in this gametype at all, should just go after whomever seems to walk past them, as usual.
I like it but I wouldn't include the moneyball. This could be an important feature for a team-deathmatch type map. "Money Grab" There are two mascots on the map, who run around their own team's side of the map randomly. They never die and are worth the same amount as usual. The first team to get x dollars wins (including non-mascot money, so kills, bot kills, turret kills, etc. count towards your win. There are either no basic bot spawns or bots randomly spawn and hunt players. Bots can still be purchased. Turrets can be built to protect sections of the map that the mascot spawns in.