Posted 06 November 2015 - 09:53 PM

=Escort=One pilot will be dropped in a (random?) champion mech. His team has to escort him through a certain amount of waypoints in a certain amount of time. The entire path is visible (on the battlegrid and minimap) to the escort team, but the assassins only know the VIP's next waypoint. Waypoint locations will be chosen based on a random pool. For example, PGI says waypoint 1 can be here, here, or here. Waypoint 2 can be there, there, or there. And waypoint 3 can be here or here. The system randomly chooses which of the waypoints to use. Waypoint count can change depending on map size. I imagine this gamemode to take ~5 minutes to complete because it's more of a rushing&defend game dynamic.Reward is determined by damage sustained by the VIP, by time taken to complete the mission, and obviously the standard ones. The "assassins" will be paid by the same scale; how much damage is done to the VIP, how long they can delay, and a bigger payout if they succeed with the assassination.I imagine this gamemode will be played with 11 escorts, 1 VIP, and 8 assassins. The VIP should be immediately distinguishable WITH LINE OF SIGHT, meaning you can't have a scout spot for lurmageddon.The VIP will be chosen on the drop screen. Players will click something that nominates themselves to be VIP and there can either be a player vote or the system will randomly choose a pilot among those who want to be VIP. If no pilot chooses to be, the system randomly chooses a VIP. If the VIP disconnects for more than thirty seconds in game, the escort team gets a base of 25K c-bills+whatever they would have gotten and the assassins get 50K+whatever they earned.=CTF=This can be one or two flag CTF, push or pull. All four options might be interesting to have. The flag-bearer will have a distinguishing icon only visible to those in LoS. If respawning is allowed (with limited lives), I don't think passing the flag to a teammate should be allowed. If no respawning is allowed, the flag-bearer should be able to pass the flag to a teammate within 100m with a hotkey similar to the way arty and airstrikes are placed; target the recipient and pass them the flag. If the flag-bearer dies, the flag is dropped and remains there for ten seconds and then teleports back to its spawn point.1F-push: There is a center flag (where theta would be on conquest) and the teams have to bring the flag to the enemy's base.1F-pull: Bring the center flag to your base. This mode seems the most boring because you send a commando with max engine and boom you win.2F-push: Bring your flag to the enemy base.2F-pull: Take the enemy's flag to your base.=Zombie/Terminator/Juggernaut=I'd like to see a gamemode where there's one near-invincible mech but I can't see this flying as well in the context of MW:O; this feels more like a twitch-shoot FPS thing like COD and Battlefield.=Traitor=One pilot on each team is randomly designated as traitor and one is randomly designated as commander or VIP or whatever. The identity [name] of the commander is known to both teams and nobody knows who the traitors are except themselves obviously. The winning team is the one whose commander survives. The traitor's job is to kill their commander. There will be no FF penalty for hitting any of their "teammates" but doing so will be taking the chance that they're identified as the traitor. There is no FF penalty on anyone for hitting the traitor. The traitor earns on the same scale as the other team.This mode could be combined with Escort but that involves programming an entirely new gamemode (not that it matters if they decide to put half of my ideas in might as well go the whole hog).

Edited by Tylerchu, 07 November 2015 - 12:28 AM.