#Defensive maps/gamemode(s)

1 messages · Page 1 of 1 (latest)

brittle heath
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Wow chill mods this isnt a defense bonus thread.

Defensive bonus is a nice feature to add but has already been mentioned before. I want to talk about maps and a potential gamemode.

Maps are currently very cyclical with who defends what, in my experience one or two center caps usually trade who holds it and not very often the caps towards each base is taken. Therefore there must be some fostering towards pushing a force back not just through incentives but also map design.

For a gamemode, it would have to work in conjunction with defense bonus. It would work through having two teams, 1 attacker team and one defensive team. The maps would arrange in such a way where there are multiple capture zones in a sort of line from the attacker team all the way to the defender team. At the start of the game, the defense team has 3-5 min to drive from their spawn base to any cap and construct some fortifications, once the time is up the attack team tries to take every single cap point. The attack team wins by taking every cap or draining all of the defense’s team tickets, the defense team wins by drain the attacker’s tickets or by holding a cap by the time the timer runs out. The defense team cannot recapture a point after it has been taken.

If we ever get an actual defense mechanic with defense bonus and defensive map design it must be in conjunction with defensive weapons/structures some of which are outlined in my previous thread of special buildable weapons and fortifications.

Some of these ideas take inspiration from Squad, now I understand that this game isn’t Squad and so on and so forth. But a really valuable thing to learn from Squad is that you can make map design and gamemodes around more slow paced action and teamwork and still make it work. I know this probably isn’t going to be very popular in the current landscape of BBR. For the people who want a change of pace or for people who want to have a more milsim experience I expect this to be a welcomed feature.

unkempt prawn
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"Maps are currently very cyclical with who defends what, in my experience one or two center caps usually trade who holds it and not very often the caps towards each base is taken."

You must have never played against me, then. Whenever I get squad leader, and I often do, I make it a point to tell my squad that our objective is deep flanks and back caps. There is nothing more effective at breaking up a stalemate at the center objectives than back capping your opponent and forcing them to send players away from the congested objectives.

"At the start of the game, the defense team has 3-5 min to drive from their spawn base to any cap and construct some fortifications, once the time is up the attack team tries to take every single cap point."

So if I'm reading this correctly, the attacking team just sits in their spawn for 3-5 minutes while the defending team does their thing? I don't know about anybody else, but I don't want to spend what limited time I have in the day set aside for gaming just sitting afk waiting for other players to do whatever it is they're doing.

I understand what you're trying to suggest, I just don't think that forcing half the lobby to sit idle is the right way to do it.

raw tinsel
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how about instead of offense defense but worse, we make it more like trenches. both sides get the same time to build(unlimited resources?) for 2 min maybe 3 max, and its a game of push and pull down a line map?

brittle heath
# unkempt prawn "Maps are currently very cyclical with who defends what, in my experience one or...

The 3-5 minutes for attackers can be used to organize ones squad, make sure everyone spawns in and gets themselves situated in vehicles or to map out a plan. The whole idea of the game is a slower paced gamemode in comparison to everything else, also making it a gamemode gives the player a choice in whether they want to play it or not. The idea isnt to take over the game and make it slow paced but to give that option to players who would like that. I understand the perspective of not wasting time or whatnot and thats why it is important to allow for choice.

The issue is also that not everyone is a squad leader like you, actually few are and thats why at least imo the games feel very cyclical in attack and defense

brittle heath