Team vs Team 2!
by Mikey Busch · in Game Design and Creative Issues · 10/29/2011 (2:20 pm) · 3 replies
So i finished out the design and we have a bunch of the models done for the teams (if you didnt see my first thread on here for team vs team) so now im onto my second issue.
so i was trying to come up with gameplay options and game modes that are multiplayer based (were only doing single player for training purposes). here are the two types, pleace give me some positive criticism.
1. Firefight, two teams fight over random maps (like cod of modern warfare).
2. Campaign, players pitch battle over multiple maps that go back and forth. Ie: our first battlespace is the jungle islands, so you start in a the center of the map system (5 in total) if team one loses it goes in the opposite direction, etc. if you stay in for all 5 maps of battle you get a campaigne ribbon (which will probly take 3-4 hours of playing.)
Need some input on if this is a good system or flawed, not fun to play etc. in your opinion.
so i was trying to come up with gameplay options and game modes that are multiplayer based (were only doing single player for training purposes). here are the two types, pleace give me some positive criticism.
1. Firefight, two teams fight over random maps (like cod of modern warfare).
2. Campaign, players pitch battle over multiple maps that go back and forth. Ie: our first battlespace is the jungle islands, so you start in a the center of the map system (5 in total) if team one loses it goes in the opposite direction, etc. if you stay in for all 5 maps of battle you get a campaigne ribbon (which will probly take 3-4 hours of playing.)
Need some input on if this is a good system or flawed, not fun to play etc. in your opinion.
About the author
#2
campaign would unlock the ribbon obviously, say if it was the jungle campaign you would unlock a certain visable unlock your character can wear like say skulls on your belt, ears, etc. basic angry warfare stuff... but droppin in and out of the campaign i havnt really thought through what a player could get if he doesnt participate in the whole campaign, and i could see how that could be irritiating to players. i havnt played tf2 but the original. so i guess would be how could you balance out so that players dont get frustrated if they dont participate in the entire campaign they still get rewarded?
the goal of both types of battle is to destroy the enemy base, and the maps are pretty big around 5x5 km. that seems like a large area but the were doing 16 players per team with AI units attached to each player as class members (kinda hard to explain, an infantry player gets 3 infantry Ai units with him and he can customize what kit he wants them to use, ie: assault, line, support, etc.) and you have to capture certain objective on each map, that more the info you were needing?
10/30/2011 (4:39 pm)
well the game system itself saves stats, unlocks, etc. the campaign itself was meant as more of a if you commit this much time this is what you would get in a reward.campaign would unlock the ribbon obviously, say if it was the jungle campaign you would unlock a certain visable unlock your character can wear like say skulls on your belt, ears, etc. basic angry warfare stuff... but droppin in and out of the campaign i havnt really thought through what a player could get if he doesnt participate in the whole campaign, and i could see how that could be irritiating to players. i havnt played tf2 but the original. so i guess would be how could you balance out so that players dont get frustrated if they dont participate in the entire campaign they still get rewarded?
the goal of both types of battle is to destroy the enemy base, and the maps are pretty big around 5x5 km. that seems like a large area but the were doing 16 players per team with AI units attached to each player as class members (kinda hard to explain, an infantry player gets 3 infantry Ai units with him and he can customize what kit he wants them to use, ie: assault, line, support, etc.) and you have to capture certain objective on each map, that more the info you were needing?
#3
I definitely think you'll have to come up with some kind of reward system to make sure that players who only stay in a campaign match for a small amount of time still get rewarded somehow. This isn't to say that people won't play it for the full 3-4 hours, but I suspect at the very least a portion of your player base won't.
Also with the map size. I understand that your going to give each player AI units to control during play, but make sure that the size of the map doesn't belittle your combat. Many games such as battlefield have wide open maps and as such there can be a lot of downtime in actually getting to the battles, making play sessions feel empty. Bigger isn't always better!
Other than that I'm very interested to see how it goes, keep us posted!
10/31/2011 (9:46 pm)
Yeah that plenty =].I definitely think you'll have to come up with some kind of reward system to make sure that players who only stay in a campaign match for a small amount of time still get rewarded somehow. This isn't to say that people won't play it for the full 3-4 hours, but I suspect at the very least a portion of your player base won't.
Also with the map size. I understand that your going to give each player AI units to control during play, but make sure that the size of the map doesn't belittle your combat. Many games such as battlefield have wide open maps and as such there can be a lot of downtime in actually getting to the battles, making play sessions feel empty. Bigger isn't always better!
Other than that I'm very interested to see how it goes, keep us posted!
Benjamin Wallis
I'm also going to make the assumption that Campaign is going to be similar to the Hydro game type in Team Fortress 2? If that is the case then I don't see a problem with that either going off the information you've given on the game type, except for one.
You say it will take about 3-4 hours of play which is quite a huge time commitment, which means for players who simply want a quick fix they probably won't go with that game type (that is unless there is still some tangible reward for players who only play for a portion of that match time).
If you could perhaps give a bit more information into the finer details of the game types I could give you more of a critique. Please correct me if I have misinterpreted the game types your proposing.