Would Domination work?

Post » Wed May 18, 2011 6:18 pm

Just wondering as i personally think it is a great objective game mode.

Oh and incase you never played it basically you have 3 bases/flags and you have to capture them in order to reach the target score. It imo requires a lot of teamwork.

What do you guys think?
User avatar
Cameron Garrod
 
Posts: 3427
Joined: Sat Jun 30, 2007 7:46 am

Post » Thu May 19, 2011 5:54 am

There would have to be a greater purpose for this GM to fit into the Brink format. Maybe three separate terminals that need to be hacked simultaneously to lower a gate or open a door or shomething. Can't just cut and paste gamemodes from COD into Brink, won't work.
User avatar
Louise
 
Posts: 3407
Joined: Wed Nov 01, 2006 1:06 pm

Post » Wed May 18, 2011 11:30 pm

This is actually the game mode that I would like to see added. But Brotox is right, there would have to be a Brink twist on it.
User avatar
Jade
 
Posts: 3520
Joined: Mon Jul 10, 2006 6:42 am

Post » Wed May 18, 2011 7:25 pm

yip i'm up for any mode apart from dm. i dont know if you could keep the brink vibe in the existing maps if you reversed the order in which you play the objectives on the maps. like the last objective would be the first one and the first objective would be the last one. a bit like how driving games sometimes reverse the track so you get 2 different experiences. other than that just new maps and more of the same.
User avatar
casey macmillan
 
Posts: 3474
Joined: Fri Feb 09, 2007 7:37 pm

Post » Thu May 19, 2011 5:37 am

There would have to be a greater purpose for this GM to fit into the Brink format. Maybe three separate terminals that need to be hacked simultaneously to lower a gate or open a door or shomething. Can't just cut and paste gamemodes from COD into Brink, won't work.

Thanks for the input this would be a good idea I just hope the devs see this suggestion and take notes. Sorry I didn't put more into it.
User avatar
Robyn Lena
 
Posts: 3338
Joined: Mon Jan 01, 2007 6:17 am

Post » Thu May 19, 2011 12:26 am

I had an idea about this, instead of it being it's own game mode, it would be added to the game as is, and it would be part of the meta-game on the stat site.

Basically, there would be three control points on every map, if at the end of the round all three are held by one team then that team would control that map in the meta-game. And in the next game cycle that team would be the defending team. If that team also wins the round everyone on the team would get a xp bonus. That would allow them to change the objectives weekly depending on who controlled the map and would add another huge dynamic to the game. It would also be more engaging for people and be truly revolutionary as the game claims it is.
User avatar
Sierra Ritsuka
 
Posts: 3506
Joined: Mon Dec 11, 2006 7:56 am

Post » Thu May 19, 2011 8:29 am

CPs are effectively a Domination mode already for anyone focusing on them.
I had an idea about this, instead of it being it's own game mode, it would be added to the game as is, and it would be part of the meta-game on the stat site.

Basically, there would be three control points on every map, if at the end of the round all three are held by one team then that team would control that map in the meta-game. And in the next game cycle that team would be the defending team. If that team also wins the round everyone on the team would get a xp bonus. That would allow them to change the objectives weekly depending on who controlled the map and would add another huge dynamic to the game. It would also be more engaging for people and be truly revolutionary as the game claims it is.

Taking Wyatt's idea one step further and saying that the team who have the longest average time controlling both CPs through their matches for the week takes control of the area would be nice though. So if your team's attacking, you might see players focusing on capturing and holding the CPs so next week they're on Defense...

Would make for some epic metagame right there.

I'm 100% certain this won't be implemented in Brink, but keep it visible for SD to potentially use in a sequel?
User avatar
Jade Muggeridge
 
Posts: 3439
Joined: Mon Nov 20, 2006 6:51 pm

Post » Thu May 19, 2011 12:06 am

Can't just cut and paste gamemodes from COD into Brink, won't work.


This, and for any other game. BRINK is BRINK, not anything else.
User avatar
Anthony Diaz
 
Posts: 3474
Joined: Thu Aug 09, 2007 11:24 pm

Post » Thu May 19, 2011 3:55 am

The devs designed this game around the class roles and the teamwork that comes with them so implementing
a new game mode is going to be a tricky situation.

It my opinion it is one of the flaws with the game. It is designed in such a way that there really isn't much flexibility
when it comes to different game modes. This might be why the devs didn't include any other game modes. There
just aren't that many that can go with the type of class-based game play SD created.
User avatar
Milad Hajipour
 
Posts: 3482
Joined: Tue May 29, 2007 3:01 am

Post » Thu May 19, 2011 6:56 am

The way Brink works is that there is a game, not a game type or mode. If you like team death match take a soldier (or any class really) and kill as many of the enemy as possible. If you like hill defense then defend the engineer repairing the crane. If you like capture the flag then get the passcode to the infirmary, or break into the safe and get the datakey.

As I see it, it's not a case of adding game modes, but adding new maps and objectives. Better yet, people could change the way they view FPS games and FPS gaming. To say that Brink is lacking in content because of a lack of game modes is inaccurate, unless you make that complaint about every FPS. In the end they're all about shooting people, hopefully in the face. I would say that Brink is lacking in maps and varied objectives.
User avatar
Nikki Hype
 
Posts: 3429
Joined: Mon Jan 01, 2007 12:38 pm

Post » Thu May 19, 2011 4:26 am

I think modes like this could work in Brink if, as other people have said, you put a little Brink twist on things so that it feels like it fits the game. However, the poster above me does have a point as well, but I wouldn't be close minded to new game modes added in, as long as they make still make it feel like Brink and not like something they put in just to please the masses.
User avatar
Chavala
 
Posts: 3355
Joined: Sun Jun 25, 2006 5:28 am

Post » Thu May 19, 2011 12:06 am

CTF would work with this way... each flag has a different objected and location one flag is hack another you blow up a wall to get the other you repair something but can be only done in a cernet order making the game move around the map
User avatar
xemmybx
 
Posts: 3372
Joined: Thu Jun 22, 2006 2:01 pm

Post » Thu May 19, 2011 5:52 am

CPs are effectively a Domination mode already for anyone focusing on them.

Taking Wyatt's idea one step further and saying that the team who have the longest average time controlling both CPs through their matches for the week takes control of the area would be nice though. So if your team's attacking, you might see players focusing on capturing and holding the CPs so next week they're on Defense...

Would make for some epic metagame right there.

I'm 100% certain this won't be implemented in Brink, but keep it visible for SD to potentially use in a sequel?


I like the certainty. But i do agree that a domination game type in brink would defiantly work, and that "brink twist" of domination did seem like it would have a good place in the existing game.
User avatar
Steph
 
Posts: 3469
Joined: Sun Nov 19, 2006 7:44 am

Post » Thu May 19, 2011 8:45 am

In a word, OP.....yes,it would!
User avatar
Erika Ellsworth
 
Posts: 3333
Joined: Sat Jan 06, 2007 5:52 am

Post » Thu May 19, 2011 4:03 am

CPs are effectively a Domination mode already for anyone focusing on them.

That's what I thought, but it's not really. The CPs don't do anything. I hardly ever use them and on most maps don't even know where they are. I haven't found them to provide a real tactical advantage yet.

I think domination mode is possible to introduce within Brink, without changing the game's character too much. Personally it's my favorite game mode because it allows players to flank and capture objectives behind enemy lines. That's something I think Brink is missing. It's a bit too much head on, aimed at a single objective.
User avatar
LijLuva
 
Posts: 3347
Joined: Wed Sep 20, 2006 1:59 am

Post » Wed May 18, 2011 7:24 pm

If one map was just nothing but these 3 hack posts (which I assume is the lastest adaptation of this idea) there would be too much for Operatives to do.
Would need either a lot of secondary objectives or would need to be in series with some other objectives before and after.

As far as the command posts go, yes I suppose you could argue those are like DOM, but they need to be more important.

There is a noticeable advantage in that they add more health or allow you to use more supplies in quick succession (which is the difference between death and winning a 3on1) but nothing crucial. CP should make the primary objective faster/slower to complete in some cases so that classes that aren't useful in the primary and aren't needed to help defend it while being completed can be making an impact.
User avatar
victoria johnstone
 
Posts: 3424
Joined: Sat Oct 14, 2006 9:56 am

Post » Wed May 18, 2011 6:48 pm

I tend to spend a good deal of time fighting for command posts. that extra bit of health has made the difference more than a few times, even more so knowing that the other team no longer has it, and especially once the engineers do their thing. The supply post not so much unless I'm a medic, in which case I need all the supplies I can get. I think they do a pretty good job including the domination feel, but judging by some of the other posts here they could a bit of tweaking to make people want to try a bit harder for them.

I really like the idea that a few people have mentioned of simultaneous primary goals. Like in resort or container city where you need to blow stuff up and escort the bot at the same time, but you do it for such a short period of time that it ends up being kind of moot. Of course maybe all the maps were designed this way and people either don't know or don't care enough. It was only a few days ago that I even learned about the bridge in shipyard, but since most of the fighting stays right at the hack terminal, no one is going to run all that way just to stop or cause a minor inconvenience.

Ack, that was long and rambly. Short answer is I'd like to see the domination idea explored some more.
User avatar
Mizz.Jayy
 
Posts: 3483
Joined: Sat Mar 03, 2007 5:56 pm

Post » Thu May 19, 2011 5:53 am

That's what I thought, but it's not really. The CPs don't do anything. I hardly ever use them and on most maps don't even know where they are. I haven't found them to provide a real tactical advantage yet.

Up to 8 extra buffs/grenades isn't a tactical advantage? Supply CP gives EVERY team member an extra supply pip to work with. That's a pretty big deal, if you take advantage.

Your entire team taking an extra bullet or 2 while reducing the amount it takes to down your enemies isn't a tactical advantage? If my team's getting hammered and nothing else is working, I'll go for the health CP. It's often been the edge we need to turn things around.

You also can't forget that controlling the CPs not only gives you an edge, it also denies that same edge to your opponents.
User avatar
ZANEY82
 
Posts: 3314
Joined: Mon Dec 18, 2006 3:10 am


Return to Othor Games