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Game Modes This is the key to every game, Born of War is no different. We have been working on the concept of our game modes for quite some time now, and luckily enough for us, we're all experienced in competitive online gaming. That's our target audience, although we want to have a game that

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Game Modes

This is the key to every game, Born of War is no different. We have been working on the concept of our game modes for quite
some time now, and luckily enough for us, we're all experienced in competitive online gaming. That's our target audience, although
we want to have a game that can be played anytime, anywhere, we feel Born of War has the potential of being a great league game. The
first two working game types will be explained below.

Objective

The goal with Objective play is to allow the level designer have as much freedom as they wish. What does this mean exactly? We
want the level designer to be able to design a dynamic game type. For this to happen, we're going to have static map entities that have
"scores" based around what needs to be done to them. For example, an allied capture node might represent 5 points towards the overall
score, while rather, a neutral capture point would represent 2 (because it can be recaptured). Entities will be created as they are needed,
capture objects (bringing one object to an area to win), capture the flag, assault (defending objects for points), and destroy the object
are all types of game modes that will be capable with the objective system.

Push

This game mode was designed from ground up for competetive gaming. We've taken a long, hard, look at the games and modifications avaiable
and we've designed this game mode around points of all of them. Push can be played with either 3 capture nodes or 5 capture nodes. These work
as capture points for either team, a certian static time limit (player or players not moving) is needed to capture each node. The middle node,
or the "neutral node" is a spawn point for the controlling team. This allows for quicker (and closer) deployment.

Throughout the maps will be placed entities that award other points. Such sub-objectives would affect the path of the other team to a node,
the spawning of the other team's reinforcements, or just there for easier access to an area of the map. Points would be awarded by the type of
entity, who destroyed it, and how much effectiveness it proves.

This mode is suggested to have a "time limit" because even once a team is pushed back to their red zone (inital spawn) with all the nodes controlled
by the other team, the game is not over. Once this happens, the losing team's reinforcements spawn instantly in an attempt to drive the other
team back. Scoring happens on a timer basis which can be set by the server variable. The central node is worth 2 capture points per "tick", all nodes
behind this (into the enemies' red zone) are worth 3 points per tick. Nodes in the team's own red zone are only worth 1 point per tick. If a defending
team successfully drives a team back out of their red zone, they are rewarded 10 points. Sub map entities worth are determined by effectiveness, and
by what entity they are.

Movement

The fluid movement of players is something that is often overlooked in games; we're not going to make this mistake. Born of War will
offer movement only rivalled by Jet Li. The standard movement of players will be: Jogging (normal), Sprinting, Crouching, Proning. Advanced
movements will include: Diving (Sprinting + Prone), Kneeling (Holding Crouch), Knee bashing (Sprinting + Crouch). What will these movements
play in actual game play? Areas of the map (such as buildings, back allys, etc) might be blocked by certian obstacles, you may be required to bash
open a fence, door, or anything else. If a grenade is near you, you have a better chance of dodging it by sprinting and diving away.

Accuracy

This depends on two things; what type of movement the player is attempting to use, and if the player is looking down the iron sights or shooting
from the hip. Even though weapons can be fired accurately from the hip at close encounters, it's not suggested for distance shooting. The list of accuracy
goes as follows (high to low): Prone, Kneeling, Crouching, Jogging, Sprinting, Diving. Not all weapons can be fired while sprinting, and very few can
be fired while diving.

Melee Combat

All weapons will have a form of melee combat; grenades will be 'cooked' (the pin taken out) when activated. Some rifles have the attachment of bayonets
which will affect their accuracy somewhat but will serve more damage in CQC. For rifles with bayonets, there will be two melee options, smashing with the rifle
and stabbing with the bayonet (when the bayonet is removed).

Iron Sights

For the best weapon accuracy, shooting down the iron sights (weapon against shoulder) is best suited. Using this key for grenades will roll the grenade
instead of throw it. There will be no crosshair with iron sights enabled, with iron sights disabled, crosshair will most likely be optional (user menus). This
mode cannot be used while diving or sprinting.

Picking Up, Dropping Weapons

Players can pick up and drop their weapons for better quality ones. Ammunition is not picked up when a weapon is, if the weapon uses the same ammunition then
the player will be okay, if not, then the player must pick up the a pack with the proper ammunition.

Packs

All soldiers carry packs which contain ammunition, an extra grenade, and their melee combat weapon. Packs can be dropped and picked up. If a pack is dropped, a
player will sprint (and jog) faster than normal. Packs will remain on players when they die with the ammunition of the gun that they were
using.

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