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PUBG meets BF meets Planetside? | |
WIP, Very base line idea. | |
A squad consists of four players, and is assigned to one of the two major teams. | |
Possibly allow for modes with two player squads, but I'm not sure i want a solo | |
version yet or not. | |
Each Squad spawns into a private lobby that only has them and a "Planning Room". | |
In this Planning Room, they can look at a map and choose where to spawn. | |
At this time, they cannot see where any of the obejtives are. This is just in | |
place of the parachuting mechanic in most games like pubg, and eliminates squads | |
not starting in the same place. It encourages squads to stick together. If a | |
player in the squad won't agree on a spot, the most voted spot is where they | |
will spawn. If it's an even split, it will be randomly chosen between the two | |
selected spots. | |
When you select a starting point, you only select the city, farm, or group of | |
houses itself, you're then spawned at one of the random points within that | |
selection. | |
In order to spawn, all members of the Squad must agree on the same point. Once | |
the squad has locked in the point they want to spawn in, and the game begins all | |
squads are teleported to their spawn locations. They are given 3 minutes to loot | |
before the objectives are revealed. | |
Once the objectives are revealed two squads (one from each team), will be | |
assigned to each objective as their "Primary Objective". They can either choose | |
to attack this, or help their team attack another objective. However, if you | |
attack and take your squads primary objective, you are awarded twice the | |
reward points for it when it has been captured. | |
Along the way to the objective, you might run into either friendly or enemy | |
squads, in which case an out-of-objective battle may occure. | |
An objective is considered captured when the one of the two squads assigned | |
to the objective are killed, in which case, the objective is now controlled | |
by the squad that was not killed. Once an objective is captured, it can not | |
be re-captured. | |
If a squad decided to attack another objective instead of their primary | |
objective, or got held up in fire fights along the way the other squad can | |
potentially capture the objective by remaining on it uncontested for 3 minutes. | |
If this happens, the objective will be considered "re-capturable", in which case | |
any squad from the team that does not currently control it can re-capture it | |
until one of the squads that had been assigned to it has been killed or all | |
other objectives have been captured. | |
Objectives are placed on small populated areas of the map. Small towns, farms, | |
clusters of buildings, etc. | |
Once all of the objectives are won by one of the two teams, the new objectives | |
will be revealed. If an uneven number of squads survived the first round, two | |
squads from one team might be assigned to a single objective. If this is the | |
case a larger objective will be used for the three squads attacking it. | |
After each round, during the travel to the new objectives, a blue circle zone | |
mechanic will force players into the new area containing the current objectives. | |
This circle will move much slower, and more incentive will be pulled from the | |
objective capture itself instead of just remaining in zone. This makes the | |
circle a less important factor in the game. | |
The game concludes with only one objective in the final round, that the | |
remaining squads must fight for. | |
Each round will have a time limit, if an objective is not captured within this | |
time limit, the two squads attacking it receive an end game penalty during | |
point calculation. | |
The winner is the team with the most capture points by the end of the game. | |
(I'm not sure if this is a bad idea, or if it should just be the last squad(s) | |
standing on a specific that wins the full game. This is up in the air.) |
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