Future Warzone Gametype Possibilities

Over the years through innovation, game developers gave us a plethora of fun and unique gametypes. A few even stood the test of time to become mainstays in the industry in not only first person shooter games but also transcended genres. Though Star Wars: The Old Republic is still a young game compared to other massively multiplayer games, Gabe Amatangelo and the developers at BioWare promise that more is to come in the realm of Warzones. With that being the case, I decided it is as good a time as any to look back at past gametypes in the hope that future content might employ the best of them.

Oddball

We start with one of the most recent gametypes made popular in the last ten years with its inclusion in Halo: Combat Evolved in 2001. Oddball primarily centers on a man in love with a ball. Whether that ball is skull or squirrel is not the important bit. Players must seek out the neutral ball, pick it up, and carry it around for as long as you can to rack up more time with the ball. The player or team with the most time held at the end of the match wins the game. Traditionally, the person with the ball is unable to shoot or use abilities while carrying the ball and if developed in that same way could end being relatively balanced as well for the cover classes as you would not need to use cover when running with the ball.

With Huttball being setup the way it is, you could certainly see its inclusion as part of the Huttball games. That solves the issue with the lore and meets BioWare’s goal of expanding the Huttball sphere. Due to Oddball’s ability for play in FFA or teams, it could also help on the faction imbalance/population issue that has plagued servers since launch. Oddball has additionally made its way into other gametypes mixing it with elements of King of the Hill among others. In that case, a single person on a team picks up a neutral ball on the map and uses it to capture points or areas on the map as his/her team defends them.

At the minimum, it would be interesting to see an FFA variety in the game.

Payload

Newly interpreted by Team Fortress 2 and Global Agenda, Payload is a gametype that involves escorting an object that has a set speed of progression down a path to the enemy’s base or goal. Two teams take turns attacking and defending with the winner chosen by the least amount of time taken to escort the object to the goal. The opposing side can also “push back” or cause the Payload to move back to the start if no defenders are present. It is a twist on what was a popular gametype in Return to Castle Wolfenstein and has potentially great uses for all of the classes. The lore in this one is easy to see as well, escorting a bomb to destroy another “something that could turn the tide in the war.” That may not be the most appealing way of setting the lore for this otherwise straightforward mode but I am sure BioWare could come up with something very easily to make this one fit.

It also happens to be one of the easiest modes among them to see working well in competitive ranked matches. Whenever the mode has made it into past games, it usually received universal acclaim due to the necessity it puts on teamwork. The biggest potential hurdle for Payload is the players themselves unfortunately. If a team is not cooperating and communicating correctly, it can be one of the most frustrating modes to play. However, its potential as a competitive gametype could still offer a lot to the game.

King of the Hill

Whether it is paintball, air-soft, or games as the first iteration of King of the Hill is not significant. What is? King of the Hill is and has been a staple of games for over a decade. This type pits typically two teams against each other in a race for neutral areas on the map. Both teams must make their way and stay in the area for a period until they capture the area or based on a total time that the team can gain from the area. Once that area’s allotted time expires, the teams must race to the next point and continue until a set number of points are seized for the win.

Many will bring up the point that King of the Hill can similarly be an FFA gametype but I am not of the opinion that it works out well when active for this gametype. The gametype could enforce the cover mechanics well and offer a unique gameplay style for knockbacks, snares, roots, and environmental effects. In addition, King of the Hill is one of those modes that could suit the Hutt games theme well. It also has the ability of fitting the lore in terms of a battlefield setting where you are looking to capture and hold the high ground that could mix well with other types. Either way, King of the Hill is a tried and true gametype that would find itself easily engaged should BioWare decide to use it.

Single Flag Assault CTF

Now you might be thinking, “Huttball is neutral flag Capture the Flag without the flag being a flag and Voidstar is technically Assault so why do you need Single Flag Assault CTF?” Well that is somewhat true but it is definitely not the same thing. Single Flag Assault CTF is a mainstay of competitive First Person Shooters and MMORPGs alike and it is quite different from the way its counterparts are in the game currently. In traditional Single Flag Assault CTF, teams take turns attacking and defending for a quarter or period. After the time allowed for the quarter is up, the teams switch sides to either offense or defense for another quarter. The team with the most scores in their set wins.

Typically, a player on the offensive team will take the flag or object, escort it to the enemy base and take it to the capture area while the defenders try to stop him/her. While BioWare did say they would never do a strict “person carrying a flag to a base,” they have left the door wide open for this type of mode being incorporated into the Hutt games. Whether it is the Hutt games or escorting bombs to generators, it has the possibility to work in this game while sticking to the lore. This type also has a sister variant that involves escorting a VIP which has likewise been a prevalent mode over the years. Single Flag Assault CTF is a gametype that I have played competitively since Quake, Tribes, and Unreal Tournament promoted it in the late 90s. To me, it is a classic. So BioWare…please?

Wave Based Survival

This is an odd one and I considered pulling it from the list because it does not involve fighting other players and does not really fit in a PVP sense but I decided to keep it in here just to hear what the community thinks of it.

Wave based survival mode is the new kid on the block with its popularization coming to a head only in the last couple of years. It requires a team to work together to fight a horde of enemies that come in increasingly difficult waves as the match progresses. Over the last few years, it made its way into games such as the Gears of War series, Modern Warfare, and most recently Mass Effect 3. Its addition in SWTOR could offer players a change of pace from the normal PVE and PVP matches while not requiring as much investment in one or the other. I am not even entirely sure how they would go about gearing for it but I think it could offer something entirely different from the two types of play that dominate the game.

As far as the lore is concerned, Rakghouls and Rakata come to mind. The possibilities though for the setting are really rather endless. If BioWare is looking to incorporate something new, I would not be opposed to them attempting a wave based survival mode and would probably look forward to it.

Closing

With as many options as there are for gametypes, I certainly could not get to them all. Instead, I chose to highlight ones that not only have stood the test of time but also ones I have thoroughly enjoyed in the time that I have played games. My opinion is only part of the chorus though and all of us here at Darth Hater would love to hear what you think about gametypes for future Warzones. Sound off in the comments and let us know what gametypes you would love to see make their way into Star Wars: The Old Republic.

 

Sources
Oddball Image
Payload Image
King of the Hill Image
Single Flag Assault CTF Image

Comments

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  • #36 captaintowers

    A Space PVP Matchup is truely Star Wars and would certainly be epic.  X-Wing vs TIE Fighter comes to mind for ideas.  One easy idea - do a capture 2 of 3 space bouys or points in either an asteroid field and/or a ship graveyard with 12v12 or 18v18, team that holds those 2 control points for a certain period of time win.  Use current ships people have, just take it off the space rail from the space missions and add a thrust button if you wanted to keep it simple.

     

  • #35 Seyenne93

    How about a Space Combat Warzone? That would remind of Space Combat in SW BF2. I think they could implement an improvement like that for Space Combat in game.

    Imperial Agent: Check, Trooper: Check, Bounty Hunter: Check, Smuggler: Check!!

    Who needs force powers when you got a Blaster at your side. Cool

  • #34 deadselly

    I'd be super excited if they put in a Payload type warzone.  Super, super excited.  It's my favorite gamemode in TF2!

    Are you having A Lovely Starwar?

  • #33 d00bler

    Couldn't Voidstar be considered continuous wave? The attackers dont have a spawn timer the defenders do and you are trying do defend bases retreating. The only difference is the attackers don't get strong as they do in coop/sp games.

    I would like to see a payload type wz in the future.

    60% of the time it works, every time

  • #32 TheCocaColaNinja

    The Survival would be so BOSS

     

  • #31 bigdeadbug

    Don't they already have wave based survival implemented in some flashpoints? Its ok but it certainly doesn't match up to any of the PvP aspects of the game. 

    Also FFA games in a class based MMORPG are an awful idea. That sort of gameplay puts too much focus on 1v1 combat and in a game like SWTOR, which is all about class synergy and teamwork, that is never a good thing. I would put money on oddball becoming a game of Sorcs (due to their wide range of abilities) and (maybe) Juggs (chain defence CDs and high mobility). 

    Last edited by bigdeadbug on 2/22/2012 6:23:27 PM
  • #30 emlaeh

    I love CTF because it got me hooked on competitive gaming.

    That said, I absolutely loathe any form of single flag CTF. I really want old school 2 flag CTF, though I highly doubt I'd get it.

    With grapple hooks! *wink*

    (yes, item involved in +10 stats datacron)

    Last edited by emlaeh on 2/22/2012 1:36:11 PM
  • #28 wilcofan99

    alderaan is essentially king of the hill, so there isn't really a need to mention it, but everything else is cool, and if implemented properly, could be awesome

  • #26 Siros

    I like several of these... now what is with these PvE Operations which turn into a PvP battle? Surely you remember that video they showed with two teams cleaning the same?! Area and were running towards each other. I didn't do all flashpoints yet but never heard of it being in the game.

    Another idea is... progressive capturing.

    Take Ilum and make it a planet which is getting reset every 2,3,4 months or so. 

    - 2 start points for each faction

    - 11 or more camps (uneven number) all over the map with speeder points

    - each camp contains PvE npc's which are coming in waves with a raid encounter at the end

    - after you defeat every enemy, the speeder point will become available for the time being

    - as soon as you captured this camp, faction mobs will spawn and your crafter companion can enhance the camp enviroment with additional turrets, they can upgrade turrets etc. with special missions available only if you hold at least one camp, furthermore while your companions are crafting (maybe also repairing) they can find schematics which are tradable but can only be found in the current period

    - per camp your faction gets 1 point

    - a camp can be re-captured by the other faction, also the other faction can attack you during your attempt to capture a camp

    - faction with most points after a time period will be rewarded with [include special custom items which are slightly better (speaking in single points 1-9) than what you get through pvp/pve], per period you are allowed to choose 1 item. 

     

    ------------------------------------------------------------------------------------------------------------------------------

     

    opening the box of dreams

    - Bioware leaves Illum Illum

    - Bioware will give each period a new planet, after the period is over Bioware will take the planet back to their design department, add cities PvE content/ class quests etc. and implement the planet back into the game. 

    Therefore Veteran Player can be part of a progressive world in a way that NPC's might refer to them if they got special achievements (most kills etc). The planets don't need to be lvl 50 planets but can be a second starter planet choice for each class (I hear the yawning of some high lvl chars but it is always refreshing to have something new). Others can be used for new lvl 50/60 etc. content. 

    In general... yes, I do enjoy the warzones but for open world pvp I would wish to see something more "impressive" than what we have now. 

     

     

     

    Last edited by Siros on 2/22/2012 6:49:06 AM
  • #25 mmopilot

    This is Star Wars, some PvP that pays homage to the best Star Wars PvP games ever (Battlefront 2 and X-Wing vs TIE Fighter) would not only be appropriate but truly epic.

  • #24 Hobocrunch

    Consular Ball: Plays exactly like Huttball but instead of having useless classes you just have consulars.

  • #27 Convertible

    Quote from Hobocrunch »

    Consular Ball: Plays exactly like Huttball but instead of having useless classes you just have consulars.

    :'DDD

  • #20 bradb007a

    Mixed PvP PvE.  Ilum should drop in PvE defenders when a point is captured... thus to flip the point the other side would need to defeat both PvP players in the area AND PvE mobs.

    Or you could roll this in a warzone which is an actual war-zone.  Leading a platoon of grunts is the "hero" most SWTOR players are looking for and would give the game a far more epic feel (think clone war footage from SW) as you battle through "trash mobs" to finally line-up 1v1 with a player leading a squad on the other side.  Battle is raging all around you, troops are falling like crazy, but you forge on into the thick of it to take out that key objective.

  • #19 SuperEthical

    Survival waves is a great idea imo.. another idea to make it pvp is maybe some form of survivors vs infected mode? I know its a bit cliche now but damn was it fun in games like TF2.. Don't see any reason why it couldnt work in SWTOR.

  • #17 Sinroth

    One popular idea i had was to use a gametype similar to Onslaught from Unreal Tournament, for SWTOR with the use of vehicles, star wars vehicles :)

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