@James Ok great thanks for clearing that up. In that case we need to remove anything in the GDD that states that this game will be in a third person perspective as that is not correct. I'll make the changes myself if need be.
@Team Here's what I have so far for some game ideas. I'll still be working on these ideas but I'd love to hear your thoughts.
The Last Stand is a top down/isometric mech combat game with elements of MOBA’s and a unique commander mechanic. To make this game truly stand out however, we need to design game modes that will be able to push the boundaries of what people expect from this kind of multiplayer experience and create something that has enough of a departure from classic game types to warrant its existence.
I believe the best way we can do this is to create organic game modes that evolve as the game continues over time. What I mean by that is that the game modes objectives will shift based on team actions/inactions as well as time itself. I have a few examples below:
In this game mode, teams will be searching for an artefact hidden somewhere within the map. This can either be one of a selection of predefined points (if map is constructed) or random but with an algorithm to ensure no team has a particular upper hand. The game works in two phases.
Both teams are searching for the relic. This phase requires teams to most likely split up and search different areas of the map so that they can find the relic faster. This will result in many small 1v1 or 2v2 skirmishes occurring across the map as players from both teams run into each other whilst searching for the relic. Winning these skirmishes will mean that players will be able to more thoroughly search an area and will most likely find the relic first. Some teams may roam the entire map as a group in order to eliminate enemy player’s one by one however this limits their search and could result in the enemy team finding the relic first. Once the relic is found, the game will move into phase 2.
PHASE TWO (1st iteration)
Once the relic has been discovered by a player, both teams will be alerted to its position on the map. The game then moves into a “king of the hill” style mode where a team must hold the relic and its position from the enemy team as long as possible. As a particular team holds the relic, it will grant points towards that team every (5 seconds? Number subject to change through balancing). If the attacking team manages to kill the defending team and take the relic position for their own, they will start taking the points for themselves. The team with the most points at the end of the game wins.
PHASE TWO (2nd iteration)
Another version of this phase could be that instead of the relic granting points towards the team that is currently holding its position, perhaps the win condition of this mode could be time based. This could be either through a team holding the relic for a certain amount of time (e.g. 2 – 3 minutes) to win, or that the winning team must be the team that is in control of the relic once the game timer runs out (which could create an interesting mad rush scenario in the final 30 seconds). This might be a better win condition as it means that the game can still be winnable by either team even down to the last few seconds.
Last Mech Standing
This game mode is fairly self-explanatory. Each team only has a small pool of lives. When a team member dies, they will respawn (after the respawn timer finishes) and a life will be taken from their teams pool. Once all lives in the pool are depleted it will become a last man standing match. This game mode will need a twist however to make it uniquely our own. My suggestions are:
For this game mode we could make commander abilities much more important to team success. Commanders will be able to activate special abilities every 30 seconds or so designed to support their team. These special abilities include:
- Damage Boost – Commander can drop supplies that boost the damage of his team. Supplies can be stolen by the enemy team.
- Armour Boost – Commander can drop supplies that boost the armour of his team. Supplies can be stolen by the enemy team.
- Recon – Commander can activate a recon drone which will display enhanced information enemy movements to the commander which he can communicate to his team through pings.
- Artillery – Commander can call an artillery strike as an AOE damage ability on an area of his choice. He must be careful though as this can damage his own team.
Commanders will only be able to activate one of these abilities at a time every 30 seconds so he must choose carefully. These abilities could also be the Commander’s tool set in general for other classic game types.
This game type is a mix between two modes that I think will create an interesting marriage for PvP. Essentially the idea is a capture the flag type match, however the “flag” will be in the center of the map and both team will be fighting over control of it when it spawns.
In this game the “flag” in an experimental power mech suit, capable of granting incredible armour and strength to its wearer. A team can only activate this power if they successfully obtain the suit from the middle of the map and activate it using the opposing team’s power core.
The lore I created behind this is that the suit can only target a team by using that team’s power core like a police dog can only hunt a victim once it has the victim’s scent. As an experimental weapon, it’s highly dangerous and volatile and as such much be dealt with with extreme caution.
So let’s break this game mode down into its phases and what those phases mean to each team:
Both teams move toward the centre of the map and start the game of with skirmishes and early control. After approximately one minute of this, the mech suit will begin to spawn. This is where player’s will be desperately trying to destroy the enemy team to get the upper hand or use area denial tactics to make acquiring the suit more difficult for the opposing team. Once one team takes the suit core, phase two begins.
The team in control of the super mech suit core will be looking to push through the defending team’s defences and running the core into their base and eventually their main power core. The defending team will be doing all they can to try and stop this from happening, creating a tug of war type struggle between both teams until the core is reached or the player carrying the suit is destroyed. If the suit is destroyed the game moves back to phase one. If the suit is matched with the opposing team’s power core, the game moves into phase three.
Originally I envisioned this phase as becoming a 5v1 asymmetrical phase. Essentially the player that managed to fuse the suit with the opposing team’s power core would spawn as a SUPER MECH with a large amount of health and damage power. The game would then play out as something akin to Evolve with the SUPER MECH gunning to try and destroy the opposing team as much as possible and said team would be trying to work together with their commander to take down the SUPER MECH.
In this situation the SUPER MECH’s team would not be present in order to create more of a balanced situation, however this may result in player’s becoming frustrated with their lack of control over the match. As such the SUPER MECH’s abilities could be nerfed in order to make him become similar to a killstreak in games like Call of Duty. I believe this would be the best option.
I have however figured out a way to balance scoring for this game. Obviously as the team in control of the SUPER MECH will be objectively earning more score due to easier kills and increased map presence, the opposing team will still be able to earn plenty of score and still be within a competitive space by destroying the SUPER MECH. Destroying the opposing SUPER MECH will grant the defending team a huge score boon and keep them in the running to win the game. The SUPER MECH will a timed super ability for the team that scores it, therefore the opposing team will only have a certain amount of time to destroy the enemy SUPER MECH and earn the points before it is disabled and play returns to phase one until a team reaches the victory point total or until time runs out.