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Coop Game Mode Ideas


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#1
JBlum

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If we implemented a new coop game mode into the game, what kind of mode would you like to see the most and why? We are curious what your thoughts on this are.


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Jeremy Blum

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#2
Gruta

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I would like to see some rescue, bomb defude, robbery...

I knows its not coop but If I could play it alone in singleplayer, that would be great :P

I want to see maps for coop only. LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOONG maps. And some close quarters with tactical gameplay. Like rainbow six where we breach into the rooms and clear the whole building.

And I would like to start a coop game with a friend. That would make me fall inlove. Even if we can make the map.


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#3
ZenPhire

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I would love to see a coop mode that is objective based rather than kill based. Where bots respawn and players don't, to emphasize that you get nowhere by simply killing; to win you have to play the objective.

One possibility is where all players have to get to a location with a certain percentage alive, bots respawn but players don't. Variations could be:
Rescue- players fight to a location where a captive is held, then lead that captive (bot) back to the extraction location (spawn).
VIP - one player at random is selected to be the VIP and the others must keep them alive while moving to an extraction point. Players can not be more than X feet from the VIP.
Infiltration - Players use silenced weapons and coordinated fire to take out enemies quietly. They have to get to a location without raising the alarm. (players can not be X distance from a randomly selected--or voted--team leader, bots need to be less aware, and maybe only see what's right in front of them. This would be great for night maps!)
Assault -> Defend - Players push to a (lightly) defended objective, and once in place (captured) waves of enemies assault the location trying to retake it. Players lose if any bot set's foot on objective, making it crucial to coordinate defense and block the multiple approaches. (number of waves can be a cvar)
Withdrawal - Players are assaulted by waves of enemies and have to withdraw through the map, sections of the map open to continue the withdrawal based on timers (so that you can't win just by blitzing straight back and not engaging). Players lose if a certain percentage of players die.
Defend -> Assault - Players have to survive a certain number of enemy waves (fast and hectic) for a certain time period waiting for reinforcements, after which players get reinforcements while the enemy reinforcements stop, and players assault an objective and must capture it within a certain time frame. (time waves can be cvar, as well as time to defend)

Rescue is all about being creative in planning the advance and extraction. (maybe all stick together, or have a sniper cover your retreat, etc.)
VIP is all about sticking together (super cooperative)
Infiltration is all about care, and is slower paced.
Assault -> Defend is all about team communication (being able to communicate to cover multiple paths so the enemy doesn't get close).
Withdrawal is just to be fun and practice moving backwards (which is rarely done in games, tactical retreat can be challenging and fun).
Defend -> Assault is all about crazy intensity (first trying to stay alive against a veritable onslaught, and again in pushing to a location FAST... from super static, to super mobile... from camp/defend, to charge/blitz).
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#4
Jarek Blood Dragon

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I'm actually okay with just plain terrorist hunt. How ever, I do wish you'd take off the weapon restrictions for teams for the coop game mades. I kind of want to use any weapon at any time when doing coop.



#5
Razel

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I like to see Co-op maps playing as Insurgency :)


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#6
McBride

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I think it would be cool if there was a mode called convoy where the basic situation is there are IED's along the road so you are the dismounted team and you have got to push infront of the convoy and clear IED's at the same to watch out for insurgent ambushes from roof tops or in buildings, also maybe a new map idea too, so possibly make a map like a Afghanistan village or a town like Marjah, Afghanistan. An the map will be more of like a one long expansive road with small dirt roads running through the rest of the village and maybe some irrigation ditches for the dismounted to take cover in when ambushed. An if there are to much casualties from IED's or to many IED's explode they fail the mission. This was a pretty brief explanation but if any more questions are needed about my post let me know.


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#7
korefuji

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I agree with objective based tasks.


Maybe take a look at something like Unreal Touneys Assault mode, whereby you have to break in to a base to complete objectives, and thus eradicate the enemy. Maybe the insurgents are planning to detonate a nuclear device, and its your job to break down their barriers, enter their base of ops, take out the insurgents, find the civs and deactivate the bomb.


Something like that where you are not standing still for a moment to breathe, but are being forced to push on and upwards, leaving no room for camping. Also forcing players to work together to complete the objectives in order, and by that order, they can access the next section of their tasks, rather than split up and do their own thing and save the day like rambo.


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#8
Argyll

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I have an idea for a level based in the Afghan countryside (Panjwai District) where the SEC begin in a combat outpost (COP Boyes - homage to a fallen comrade), with their side of the map more open with fields, grape huts, and walled compounds. Roads, pathways, and irrigation canal, lead towards a built up village on the other side of the map, where the insurgents take refuge. 

 

I hope this sort of level can act as both co-op and PvP.

 

In co-op, scenarios could play out from both perspectives and be quite prolonged gameplay, as you go through each phase. For example, the description McBride outlined would work well as an aspect of this.

 

For SEC, the map could begin in the COP, where they repel an insurgent attack. Once that is done, the mission is to send out a patrol to hunt them down. While in the village, you must hunt for a weapons cache hidden in a well-defended compound (this should vary in several places to keep gameplay fresh over time). Destroy the cache and return to base... perhaps an ambush will be waiting.

 

For INS, the reverse could happen. Ambush a foot patrol and withdraw to your compound, where you then defend it from a counter-attack. After that, attempt to overrun the SEC outpost. It may be a futile effort.


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#9
wavefunction

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I want to play with really smart AI in a relatively large map. I know that the only way to truly have "smart AI" is to make them player controlled so I purpose just that.

It would be hard to come up with something like Natural Selection with an overhead view and that kind of thing, so maybe just a mode where each player on the enemy team played alongside/issued orders to a squad of AI (around 5).

The AI could more or less shadow the player while taking appropriate cover and so forth, and the player could order the individual AI to take position within the player's visual range or possibly on a map. When the player dies, they should be able to become another member of their squad until their squad is depleted.

I'm no programmer but I don't think this is impossible in Source or anything.
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#10
Hoak

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I'd also very much like to see a coop objective game modes. A VIP escort mission mode where one Player is also the VIP, and asymmetrically weapon constrained would be my first choice.  All sorts of realistic scenarios can be incorporated from a Civilian Mission Specialist, to Extraction missions for wounded or HVA's could be incorporated easily on any/all the existing maps.

 

Intermediate mission targets with objective map triggers can also force game-play to less used and popular areas on maps that are none the less very well developed and require pick-up, or defense/extraction of your HVA or specific action by your Mission Specialist etc....


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#11
ZenPhire

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I want to play with really smart AI in a relatively large map. I know that the only way to truly have "smart AI" is to make them player controlled so I purpose just that.

It would be hard to come up with something like Natural Selection with an overhead view and that kind of thing, so maybe just a mode where each player on the enemy team played alongside/issued orders to a squad of AI (around 5).

The AI could more or less shadow the player while taking appropriate cover and so forth, and the player could order the individual AI to take position within the player's visual range or possibly on a map. When the player dies, they should be able to become another member of their squad until their squad is depleted.

I'm no programmer but I don't think this is impossible in Source or anything.

Very doable. IronGrip:Oppression did just that and it was crazy fun. I just imagine it would be TONS of work. =P



#12
ctr2020

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 IronGrip:Oppression's system and hostage rescue ala cs:source ;)

 


 


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#13
Jihad

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I actually had fun loading up Ministry for the hell of it and adding bots in Occupy and watching them fight over the objectives.


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#14
Mezzokoko

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It would be fun to see dedicated maps with unique objectives and elements which wouldn't work well in PvP. You could create a simple "get from A to B" Map or something like "Destroy all generators" etc. You could also play around a lot with stealth on this.


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#15
eXnihilo

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SURROUNDED!  I'd like to see a map where a small team of security is surrounded and have to fight their way out to an extraction point. INS Every Where!

 

Flexibility - If there could be a system in place for mappers to do things we haven't thought of yet. to create scenarios and be flexible. Of course this would not just affect coop, but pvp as well.

 

Standard pvp modes??

 

Target practice mode -  Where you can spawn them and place them in either stand, crouch, iron sights... what ever, but they don't shoot. This is so on a target practice type map, you can place the enemies and have REAL targets to hit. This would be done on the bot's spawn point entity, might have to make a specific new entity just for spawning coop bots. If you could also have their deaths be able to trigger things, I think this is already possible, but it would be on a per unique entity level, rather than just random team death. Anyway... I'd use this! 

 

-- edit: Having the separate entity for coop_bot spawns could eliminate the need for having a separate map_coop as well as other benefits. Possibly spawning them in specific areas by triggers.

 

Zombie Hoard Mode - Yeah, I know... I would probably never play this, it isn't INS at all... but if they just kept coming and coming! I'm sure people would enjoy that.


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