View Poll Results: Do you want this game mode?

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  • Yep!

    23 88.46%
  • Nope!

    3 11.54%
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  1. #1
    Lieutenant bombspy's Avatar
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    Tug-Of-War / Frontlines MP gamemode suggestion.

    The multiplayer of most C&C games was always the same: "Just rush as fast as you can"

    This is why I don't like to play TW, RA2+3 etc. online and it's the only reason why I liked the MP of C&C4 in some way. The game allowed you to play the way you want.

    Please notice that I don't want to replace the normal Deathmatch mode. If you like it, keep play it!


    Bioware already announced that we get different MP game modes. I suggest this team-based one:

    Tug Of War or Frontlines



    Two teams (2-4 [5] players each) start at specific spawn locations of the map. These are the main bases (1). Between the main bases are the Frontlines (2) with the control points (3). The main bases are not vulnerable as long as the enemy has not taken the last frontline in front of the base. At the beginning of a round only the middle frontline is neutral and the target for both teams.
    To take a frontline a team must have units (on the ground) in all control points of a frontline at the same time and stay there for a specific amount of time. E.g. For the middle frontline 5 seconds, the second frontline 10 seconds and for the last frontline (which maybe even have some small defensive buildings) 25 seconds.
    Once the middle frontline is taken the next frontline gets attackable for the superior team while the defending team can retake the frontline the enemy has just taken. If all frontlines are taken by one team the main base becomes vulnerable and can be destroyed.
    In the main bases are just a little amount of resources while across the map resources and tech buildings are spread (4). All bases that are build outside the main bases are vulnerable.
    Additionally I would suggest that the host can set a maximum game time (e.g. 20 minutes) and the team which advanced farthermost wins.

    This game mode would request a lot of teamwork while making rush tactics less effective and lets you focus on tactical battles without worrying about your base might be taken by an engineer rush.


    So say your opinion, especially if you like this concept. If enough people support it we actually might get some fresh air in the RTS gameplay. There should be still enough time to implement such things.



    Thanks for reading!
    Last edited by bombspy; 08-02-2012 at 10:09 PM.

  2. #2
    I like your suggestion, but I do want to clarify something for you regarding this quote:

    "Just rush as fast as you can"
    "Rushing" is an inherent part of a real time strategy game. The objective is to do things faster than your opponent, not just better things. A good plan is irrelevant if you're too slow to execute it.

    What you consider rushing, is how the game is "supposed" to be played, if you want to win. You're more than welcome to play however you would like, but that doesn't mean it should be as effective as the "right way". It's to be expected that some strategies are worse than others. What's the point of strategy if all strategies and play styles are equal? Good strategies should be effective, and bad strategies should not.

    If you're not playing quickly, or you're playing how you want to play, and it's not compatible with the game's design, then that's invariably going to be a bad strategy. There's really no avoiding that to be honest.

    I could play C&C 4, and attempt to play by using nothing but a Tier 2 crawler, but that would fail. I shouldn't be successful by doing whatever I want.

  3. #3
    Your idea feels like CNC4 on the effort of taking over the control points part.
    http://i80.photobucket.com/albums/j185/Drawphase/CNC4/SGcobrasig02.png
    Hunters are OP, but the Cobras disagree
    visit gamereplays.org CNC4
    The Official C&C Merchandise Survey, click here!

  4. #4
    Lieutenant bombspy's Avatar
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    Quote Originally Posted by stormgear View Post
    Your idea feels like CNC4 on the effort of taking over the control points part.
    It was rather inspired by the best multiplayer RTS game of all times: World In Conflict

  5. #5
    Lieutenant Colonel Borreh's Avatar
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    I like the idea, but you should get some good reason for the bases to be invulnerable before getting the frontline points captured.

    For example, the points could control a high-tech defence system than pwnerises everything that comes close to the base, and you must take control over the points in order to turn if off.

  6. #6
    Lieutenant bombspy's Avatar
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    Quote Originally Posted by Borreh View Post
    I like the idea, but you should get some good reason for the bases to be invulnerable before getting the frontline points captured.

    For example, the points could control a high-tech defence system than pwnerises everything that comes close to the base, and you must take control over the points in order to turn if off.
    Sounds good for me.

    Or the bases could be protected by massive defensive units which will retreat if the frontline is closing in.

  7. #7
    Brigadier General Commander32's Avatar
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    Reminds me of DOTA for sum reason,,,

    My quote:
    'Meh, I don't really care anymore about the new games direction, with many loads of hours(make that years actually) on Tib Sun, YR, Generals, CnC3, and RA3, plus all the mods they come with, another game with the same old formula is rather redundant IMO. '

  8. #8
    So this would be like Dawn of War 1, fighting for control points.

  9. #9
    Lieutenant bombspy's Avatar
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    Quote Originally Posted by Commander32 View Post
    Reminds me of DOTA for sum reason,,,
    It's also similar to Star Wars: Empire At War (well if you take out the control points)

    The concept isn't new but it wasn't tried to mix it with the C&C gameplay mechanics yet.

  10. #10
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    Yes.

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