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King of the Hill game mode proposal


Zucadragon
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So I've been seriously thinking (Yes I know, it's painful for me) about how to inject a new game mode without making it either so hard to implement it would require a massive amount of changes to the game, or so unfair to a certain team, that it would break the balance that is there now.

And so I have come up with a king of the hill mode.

Basically, a central structure of some sort, for every minute(couple of minutes?) held, provides a 1-3% health increase for all units of that team, this increase is permanent.

Some changes would have to go through in order to make this feasible. First up, structures in the base would need to have more morale in general, currently, what's to stop an enemy team from just rushing your base and winning that way? Nothing, but if base health were doubled, maybe even thrown up higher than that, it would be hard to use that as a viable strategy in order to win the match.

Nukes and Ion cannon beacons would not be available, pushing this to be a war of attrition wherein the team that gets the most boost will just be much more capable of surviving and thus eventually end up pushing the other team back further and further until they lose their base.

 

 

A variation of this is that instead of the bonus a team gets, that a team needs to HOLD the structure in order for the enemies base to become vulnerable, so both bases start off invincible but when the capture point is captured, after one minute or some other time span, the enemy base becomes vulnerable to attack.

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Imagination: An intense battle as the lines of opposing sides move back and forth, wrestling over control of the hill, the structure changing hands frequenter than some hills did during the WWII Normandy.

Reality: Both sides zerg the hill at start, whoever side wins the first battle captures the hill and camps it until end of match.

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Yeah, but you can fight this by making the hill very hard to defend effectively.

In the second idea, you could put the hill further away from the base, meaning both teams have to weigh in options, if everyone just zergs and holds the hill, they can't attack the vulnerable base, if they go to attack the vulnerable base, they'll be less good at defending the hill. Both teams would be forced to split their forces.

Though it's generally easier to defend the base than to attack it, meaning the side that's on the defense because the hill has been taken, has more of an option to assault the hill. 

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Guest Gliven

You both are describing the map, CNC-Walls. If you control the top of the plateau, you win. It is as close to king of the hill as you can get.

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Nah, I disagree, in various instances, depending on the amount of players available, holding the plageau actually limits your capabilities. It was like 14 vs 14 match, and about 5 - 6 enemies were on the plateau, meaning we could drive around 7 - 8 people with rockets with APCs into the enemy base and ruin it because they couldn't defend quick enough.

It's close, but not quite there.

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1 hour ago, Zucadragon said:

14 vs 14 match, and about 5 - 6 enemies were on the plateau, meaning we could drive around 7 - 8 people with rockets with APCs into the enemy base and ruin it because they couldn't defend quick enough.

looks like the plateau squad did an awful job :P

in low - medium pop (40 players), even 3-4 people holding the plat can be devastating on Walls.

all you need is one good EMP to stop a tank rush. but it's not just about attacking / stopping enemy units, but also abbout scouting. whoever is on the plateau can call out ANY enemy unit, you can't hide a stank gathering (at least not when someone can see the drop off).

what some players - and the majority of all SBH players - don't grasp is... you can take out almost any GDI tank (except mammoth) with only two SBHs from plateau. if there's an LCG it's even easier. (same applies for GDI, just with a Gunner and two patches, patch gren on arty is amazing - just gren them, kill the repairs and finish the vehicles)

Edited by DarkSn4ke
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