FireMage
Member
Team Deatmatch
Team Deathmatch could be a game mode that is used for lower player numbers or as a general spacer between long siege maps. The general premise of such a gamemode is that it takes place in a relatively small map and will only be a fraction the length of current maps. This could be used to add variety to the map pool, provide a gamemode more suitable for when player numbers are low, and give a use for the smaller EQ maps being produced - without requiring a lot of new maps to be made. The biggest challenge for implementing this would be rewriting the plugins to fit the specific gamemode, however, once the code is in place, adding new maps should be fairly trivial.
Variants
Last Team Standing (LTS)
Pretty self-explanatory. Everyone spawns in once the game begins, and all players only have one life - once they're out, they can't respawn until the end of the map/round. It is important to test maps so it is hard for players to run or hide so that the matches don't last forever.
LTS Single Round
The game ends once either of the teams is completely wiped out - this would probably end up with very short matches, something like 5 minute tops.
LTS Best of #
Same gameplay mechanics as the single-round variant, however, once a team is victorious a new round is started (this could be on the same map or on a different closed-off segment of the map). This can be played in best of three, best of five etc, and ends up with longer, more full matches.
Team Deathmatch With Score Limit
The first team to reach a certain number of kills wins. A variable that needs to be considered is whether deaths affect the score, and if they do, limiting classes that are good at maintaining killstreaks is important.
More Than Two Teams
This is a gamemode that could fit more than two teams very well, and this could be a good long-term goal (since it would be somewhat difficult to implement with the current system)
Domination
This is a gamemode that is somewhere between deathmatch and capture the flag/siege. If it is chosen, the choices need to be carefully balanced, so that it isn't too similar to siege as the primary goal of these gamemodes is to break the monotony.
Variants
Gain Score From Control Point
The only way to gain score is by contesting the point/points. I don't think that this is the best option since it's pretty much mini siege.
Control Point Supplements Score
In this variant, a normal deathmatch map also has a control point which gives a small amount of score on top of the kills. This would encourage players to get close to each other and finish fights quickly.
Control Point as Finale
A control point could also only become available after a certain amount of time, forcing all the remaining players to move towards it or lose the game. This would be somewhat of a soft-border, as players don't have to go there to win, but if the enemies get there first then your odds of winning are slim.
Messages from discord users:
it would be a lot of work, but new maps new classes new game mode
that work with low player count which we have
[/quote]
Team Deathmatch could be a game mode that is used for lower player numbers or as a general spacer between long siege maps. The general premise of such a gamemode is that it takes place in a relatively small map and will only be a fraction the length of current maps. This could be used to add variety to the map pool, provide a gamemode more suitable for when player numbers are low, and give a use for the smaller EQ maps being produced - without requiring a lot of new maps to be made. The biggest challenge for implementing this would be rewriting the plugins to fit the specific gamemode, however, once the code is in place, adding new maps should be fairly trivial.
Variants
Last Team Standing (LTS)
Pretty self-explanatory. Everyone spawns in once the game begins, and all players only have one life - once they're out, they can't respawn until the end of the map/round. It is important to test maps so it is hard for players to run or hide so that the matches don't last forever.
LTS Single Round
The game ends once either of the teams is completely wiped out - this would probably end up with very short matches, something like 5 minute tops.
LTS Best of #
Same gameplay mechanics as the single-round variant, however, once a team is victorious a new round is started (this could be on the same map or on a different closed-off segment of the map). This can be played in best of three, best of five etc, and ends up with longer, more full matches.
Team Deathmatch With Score Limit
The first team to reach a certain number of kills wins. A variable that needs to be considered is whether deaths affect the score, and if they do, limiting classes that are good at maintaining killstreaks is important.
More Than Two Teams
This is a gamemode that could fit more than two teams very well, and this could be a good long-term goal (since it would be somewhat difficult to implement with the current system)
Domination
This is a gamemode that is somewhere between deathmatch and capture the flag/siege. If it is chosen, the choices need to be carefully balanced, so that it isn't too similar to siege as the primary goal of these gamemodes is to break the monotony.
Variants
Gain Score From Control Point
The only way to gain score is by contesting the point/points. I don't think that this is the best option since it's pretty much mini siege.
Control Point Supplements Score
In this variant, a normal deathmatch map also has a control point which gives a small amount of score on top of the kills. This would encourage players to get close to each other and finish fights quickly.
Control Point as Finale
A control point could also only become available after a certain amount of time, forcing all the remaining players to move towards it or lose the game. This would be somewhat of a soft-border, as players don't have to go there to win, but if the enemies get there first then your odds of winning are slim.
Messages from discord users:
[quote name="m4rine_semperfi"]team death match is the best thing that could happen to EW. imagine Morgul orcs vs uruks on cirith ungol or having pelennor fields back as rohan vs mordor and a rohan village battle, warg vs rohan rider map in the plains, etc. Maps get auto skipped when more than 10v10 maybe? or more than 15v15Tbh I think Deathmatch/domination would only solve the "variation" problem, for people who find EW "too repetitive". Otherwise, it would be just as boring with few players as siege maps. You know where to expect (players) and can prepare for their personal fighting styles quickly. When there are alot of players on, there are usually too many players to analyse how you're going to kick their ass, and just kick their ass without thinking
So imo the real fun is rather depending on player number.
Maps can be shit, but a person has fun with players
it would be a lot of work, but new maps new classes new game mode
that work with low player count which we have
[/quote]