MP Game Mode Suggestion: Noble Breakout

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Noble Breakout would be a new game mode that combines Captain with the common multiplayer game modes of Man with the Golden Gun (and its many successors), and Escape modes. Noble Breakout would have two types of player: The noble and the attackers. At the start of each match one player is randomly selected as the noble, while all others become attackers.

The attackers would be solo players of any (infantry) class (possibly limited to lower tiers). The objective of an attacker player is to kill the noble player before he or she escapes the map. If an attacker kills the noble, that player becomes the noble next round. All attackers are technically in a free for all, and can kill other attackers, though this is primarily to deny victory to other players and carries no reward. When killed, attackers respawn.

The noble is what makes this game mode unique. The noble would be a special class that wears only fancy clothing and carries a short sword that is used with only moderate one-handed skill. Their objective is to reach and escape point (there would be multiple ones) without dying, which scores them a point. When the noble dies, the round ends and their killer (random if suicide/environmental) becomes the next noble. While unarmored and barely armed, nobles would be protected by a team of AI controlled bodyguards. These would be a set of high tier foot troops (ranged or melee as desired) that function as troops in Captain mode. Once killed, these bodyguards would remain dead, but their survival is not required for victory. The number of bodyguards scales with the number of attackers.

Either shuffle the noble every time the noble gets a point, or do not. Either way, the match ends when either a player reaches a particular score count or when a certain overall total of points is reach, or just after a particular amount of time has passed (could let current round finish).

Difficulty of implementation: Noble Breakout would need dedicated spawn points (noble+bodyguards spawn near center, attackers spawn elsewhere) and sometimes escape points (though the out of map red wall could double as escape points for more open maps, making dedicated escape points only needed for maps that are otherwise enclosed). The mode would prefer urban and village maps. Otherwise the mechanics are shared with other game modes. I'd estimate the difficulty of implementing this game mode as easy side of moderate.
 
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