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Tired Of Whack-a-mole. After 65years, we need a change. Rate Topic: ***** 3 Votes

#1 User is offline   Sam Hoy Icon

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Posted 24 February 2007 - 07:11 AM

As the self proclaimed groupie of POE, I generally am submissive to any updates and modifications to game play as well as pick up lines from the developers.. However, there are certain elements to POE2 which are simply unbearable and make me want to torture small forest creatures. One of these factors is Conquest mode. I am sick and tired of the Whack-A-Mole style game play, and I wish we would remove the large rubber mallets from all the kits and revolutionize a new more immersible style of play. If I understand the lineage of Battlefield correctly Conquest has been our sole option since 1942. I think after six and a half decades we can find something a little more up to date. I suggest the following new game mode, I like to call it Captain Headed, Objective Driven, Engage and Retreat, or C.H.O.D.E.R for short.

The match would start out by each individual player joining two opposing sides, which would be called Opposition Groups. Before hostilities begin however there will be a certain amount of time, which a timer would count up to. This is in order to ensure everyone has a chance to join an Opposition Group and select a Role Related Load Out. A Role Related Load Out is basically an assortment of equipment which is designed to aide the player in a specific sector of game play. So a field doctor might carry hypodermic needles to inject his fellow players with various drugs to assist in their physical and mental wellness. Within each Opposition Group there are subdivisions of six players called a Unit. Each Unit can have at maximum six players, but can have as little as one and a unit at any time may be Inhibited to prevent other players from joining. Players who are annoying, like those who demand Assignments. Players can still join an Inhibited Unit, but the Unit Chair, the head of the Unit who is capable of giving Assignments, must first provide a Join Request. Also during this preliminary period any player can apply to be Captain of their Opposition Group, the Captain is responsible for allotting assignments to the Unit Chairs. Once the preround clock has cycled up to a prespecified time, set by the host, the match begins. The players now may enter the field of battle through a series of Portals. At the beginning of the round players may Originate at the Portal at their Opposition Group's central outpost. The central outpost is impervious to enemy assaults and is surrounded by a Field of Bodily Harm which prevents enemies from crossing into the central outpost by removing a percentage of Wellness (measure of the players physical condition). Because the central outpost cannot be obtained by the enemy it is called an Unobtainable Post. At any point in the game a player may also use their Unit Chair as a Portal, assuming the Unit Chair has a Wellness index greater than zero.

The objective of the game is to achieve the many outlined Goals. Goals are predesignated areas which your team should take charge of. Goals are marked by your Opposition Group's Sigma. Sigmas are essential to this game mode, and can be found everywhere. On the Battlefield Diagram and Miniature On Screen Chart, your, and your enemy's Sigma represent Goals which they have Forcefully Allocated. Sigmas are also mounted on large masts and placed in central locations within the Goals. If your team has Forcefully Allocated a Goal then your teams Sigma will hang high on the mast, if your enemy has Forcefully Allocated a Goal then their Sigma is atop the mast. If neither team has attempted to Allocate a particular Goal then the Sigma over the area is cyan. As your enemy is capturing the Goal their Sigma will slowly rise on the Mast, if you are Forcefully Allocating the Goal than your Sigma will rise to the top. Goals are placed in strategic locations about the map. And may be Forcefully Allocated at any point in the round.
In order to Forcefully Allocate a Goal, you along with as many other allied players as can be mustered, must enter the Allocation Ellipse. The Allocation Ellipse is a defined oval around the mast which activates the rising of your Opposition Group's Sigma. In order to successfully Allocate the Goal the Allocation Ellipse must be free of enemy. If you are attacking and Allocating a Goal you are Engaging, if your Unit is losing a Goal you are said to be Retreating. However, there is definitely an ambiguous middle ground between Engaging and Retreating. This is when a Unit surrounds an enemy Allocated Goal and attempts to Disable all the Enemies in the Goal with no intention of Forcefully Allocating it for their Opposition Group. This method of play is called P.E.N.I.S. for Planned Engagement with No Intent on Securing. Some find this style of play illegitimate, while others hold the P.E.N.I.S. play style dear. Because these goals are essential to the game they will be hotly contested between the two Opposition Groups creating intense firefights unheard of in Conquest mode. The overbearing purpose of Goals is to quantify an Opposition Group's control of a Battlefield.

To better aid in this assessment at the beginning of the round each Opposition Group is alloted a certain number of Marks. As you control more Goals then your Marks remain unchanged. However, if your opponent controls more Goals than you undergo a progressive decrease in Marks called a Reduction (and visa versa). It is your task to avoid a Reduction at all costs. The number of Marks is a key determinant to the winner in each round, if an Opposition Group's Marks are Reduced to zero, they lose and their enemy is made the victor. Also, the rounds may be timed. If the host configures the game to have a time limit the Opposition Group with the most Marks at the end of the designated time is the winner. Marks can also be Reduced by Disabling players on the enemy Opposition Group. One Disabling translates into a certain ratio of Marks lost on the team that has the Disabled player. This ratio is set by the host.

Each individual player is also given a Tally based on there personal performance for the round. This Tally is made up of two portions, the player's Disabling Merit and the player's Opposition Group Utility Merit. The Disabling Merit is simple, for each Disable a player makes of an enemy they have two Tallies added to their Net Merit. Opposition Group Utility Merit on the other hand is more complex. This index tries to take into account the player's contribution to their Opposition Group and Unit, a player may have Tallies added for doing something like injecting their team mates with drugs to improve their play, or fragging an unresponsive Captain. A player might also have Tallies subtracted from their Opposition Group Utility Merit for harming their Opposition Group, by, for example, Disabling a player on your own Opposition Group. The Composite of these two Tallies forms the player's Net Merit.

It is extremely important to have a ridiculously high Net Merit, but even more important is to have an immense Disabling Merit. If a player is unable to achieve a significant Merit amount then they will be called the suxor by other players. To help obtain this high level of Merit players may choose to use Aides. Aides are third party programs which assist a player in any number of ways. One common Aide is the Targeting Aide, this assists the player in putting his iron sights on enemy flesh. Some call this cheating, but it is worth it if you are not called the suxor.

Obviously immense changes in game mode will require a significant amount of work, but in the end I think the transformation from boring Conquest to exciting and dynamic C.H.O.D.E.R. Is worth it. The differences in game play are immeasurable and this game mode will finally make POE2 a respectable modification.

This post has been edited by Sam Hoy: 24 February 2007 - 07:14 AM

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#2 User is offline   Hacksaww Icon

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Posted 24 February 2007 - 07:55 AM

I had to stop reading I was laughing so hard!

C.H.O.D.E.R. and P.E.N.I.S.? :lmao:
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#3 User is offline   Heartburn Icon

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Posted 24 February 2007 - 08:00 AM

LMFAO! Now all Sam needs to do is create a thread about CorporalTaco's PS3 spam threads! THAT would be hilarious!

~Heartburn
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#4 User is offline   KovertKila Icon

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Posted 24 February 2007 - 09:17 PM

Another hilarious post by Sam Hoy
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#5 User is offline   Raptor Icon

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Posted 24 February 2007 - 10:17 PM

I don't want to be "the suxor" :(

LOLOLOLOLOLOLOLOLOLOLOLOLO :omgwtf:

Great post!
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#6 User is offline   TheRingmaster Icon

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Posted 25 February 2007 - 01:58 AM

Have my children Sam Hoy, I beg you.
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#7 User is offline   X-Lax (TexLax) Icon

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Posted 25 February 2007 - 02:01 AM

thats to complicated for the general public, if we need a new game mode, lets grab AAS from PR
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#8 User is offline   Sam Hoy Icon

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Posted 25 February 2007 - 02:15 AM

Quote

thats to complicated for the general public, if we need a new game mode, lets grab AAS from PR


Zomg!
u r teh wrongorz!

Figuring out which Flag to attack next is like reading Soviet teletypes to the White House during the Cuban Missile crisis, with less visually impaired moles. Now if they could implement a way to display the next flag to attack on the top right or even left of the screen in some bright color, like orange. Then maybe A.A.S. is a good game mode, but until then players are tugging on the ends of a rope which PR has tied the knot of confusion, clashing like blind moles. But C.H.O.D.E.R. averts this dilemma entirely because there are no capturerable bases flags, only Goals and Sigmas! As you can see, yet again, I am definitively correct.
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#9 User is offline   X-Lax (TexLax) Icon

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Posted 25 February 2007 - 02:48 AM

View PostSam Hoy, on Feb 24 2007, 07:55 PM, said:

Figuring out which Flag to attack next is like reading Soviet teletypes to the White House during the Cuban Missile crisis, with less visually impaired moles. Now if they could implement a way to display the next flag to attack on the top right or even left of the screen in some bright color, like orange. Then maybe A.A.S. is a good game mode, but until then players are tugging on the ends of a rope which PR has tied the knot of confusion, clashing like blind moles


my good chap...

have you played the new version? it tells you which flags to attack next... so my good sir, your wrong on this one

P.S. C.H.O.D.E.R. is a horible name

This post has been edited by X-Lax (TexLax): 25 February 2007 - 05:56 AM

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#10 User is offline   betterdeadthanred Icon

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Posted 25 February 2007 - 04:22 AM

:lol:
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#11 User is offline   Sam Hoy Icon

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Posted 25 February 2007 - 06:51 AM

Quote

my good chap...

have you played the new version? it tells you which flags to attack next... so my good sir, your wrong on this one

P.S. C.H.O.D.E.R. is a horible name


I think once you realize the potential of this game mode, you will want to trade what you have now for the C.H.O.D.E.R. I don't even think you can explain to me how this is more complicated than Conquest or A.A.S.!
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#12 User is offline   X-Lax (TexLax) Icon

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Posted 25 February 2007 - 08:22 AM

ok, if this isn't more complicated, then can you put all of that into one paragraph and a picture? even then you'll need to get players who play as a team. i hope your joking on this one, a strat like P.E.N.I.S. and a name like C.H.O.D.E.R.

i wouldn't play it, to complicated for me, A.A.S. is very very staight forward if you just read the stuff in the left hand corner.


(still hope your joking)
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#13 User is offline   KovertKila Icon

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Posted 25 February 2007 - 02:32 PM

Of course he is joking, it's Sam Hoy check out some of his previous suggestions like the inclusion of The Republic of Botswana
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#14 User is offline   Velvet_Revolver Icon

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Posted 25 February 2007 - 05:32 PM

Posted Image

This post has been edited by Velvet_Revolver: 25 February 2007 - 05:32 PM

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#15 User is offline   Jonathan_Archer_nx01 Icon

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Posted 26 February 2007 - 12:25 PM

View PostSam Hoy, on Feb 24 2007, 07:51 AM, said:



You have never let me down. :laugh:
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#16 User is offline   Delta Icon

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Posted 26 February 2007 - 05:47 PM

LMFAO! hilarious! lol whats bad is im reading this at school and laughing, and people are looking at me weird now... lol
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#17 User is offline   DrunkenPirate Icon

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Posted 28 April 2007 - 10:25 AM

This is the best thread ever, don't say "omg oldzorz" because I've been away.
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#18 User is offline   chew6acca Icon

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Posted 28 April 2007 - 08:50 PM

"At any point in the game a player may also use their Unit Chair as a Portal, assuming the Unit Chair has a Wellness index greater than zero. "

I believe that this is the real reason for whack-a-mole phenomena - the Unit Chair teleport system is faster and safer than the upward lifting whirlygig or the fasty turning wheeleded foible.

If there was a benefit to Forcefully Allocating a Goal then people would not use the Planned Engagement with No Intent on Securing strategy.

May your Sigma will hang high on the mast Sam Hoy!

This post has been edited by chew6acca: 28 April 2007 - 08:51 PM

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#19 User is offline   Serj The Zerg(rush) Icon

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Posted 29 April 2007 - 06:09 AM

GD my how do i shot web shop wont load D:
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#20 User is offline   Living Ghost Icon

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Posted 29 April 2007 - 10:55 AM

Oh my god...Sam is the best person on these forums.
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