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Post by suavevillain on Jan 16, 2015 15:43:55 GMT
Capture the flag is a must and would be so perfect i'm hoping for some more game modes.
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Post by philmaster227 on Jan 16, 2015 15:56:59 GMT
I'm sure we will get capture the flag in some fashion. I hope we see some more really creative modes in splatoon as well.
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Post by JP4464 on Jan 16, 2015 17:20:37 GMT
I think it'd be awesome to have some type of game mode where squids have like a survival/ control point type against a hoard of octopi cpu
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Post by philmaster227 on Jan 16, 2015 19:19:17 GMT
I think it'd be awesome to have some type of game mode where squids have like a survival/ control point type against a hoard of octopi cpu That would be so awesome to have a survival mode in splatoon, especially with co-op! I would love to see this happen.
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Post by TheSplature on Jan 16, 2015 22:14:40 GMT
A horde/zombies mode would be awesome! Could have slow-walking zombies that move at normal or faster speeds when a squid, so they could burst on you in a moments notice lol
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Post by JP4464 on Jan 16, 2015 22:56:29 GMT
A horde/zombies mode would be awesome! Could have slow-walking zombies that move at normal or faster speeds when a squid, so they could burst on you in a moments notice lol Yeah, It'd also be really cool if some of the enemies from the Single Player Campaign show up in this mode (if it were a thing)
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Xeiros
Inkling Admiral
Posts: 253
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Post by Xeiros on Jan 18, 2015 12:41:33 GMT
The last thing this game needs is to try and cash in on the overdone zombie cliche. I'm sick of it. An admittedly small part of this game's appeal to me is that it's as far from that as you could possibly get while still being a shooter. It's easy to simply reuses the same tired game modes from other games, but I'd be thrilled to see something new or if we do just get rehashes they're done in a way that fit this game style and aesthetic rather than a lazy cut and paste. A lot of factors go into making certain modes work well in a balanced engaging manner.
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Post by TheSplature on Jan 19, 2015 19:27:36 GMT
The last thing this game needs is to try and cash in on the overdone zombie cliche. I'm sick of it. An admittedly small part of this game's appeal to me is that it's as far from that as you could possibly get while still being a shooter. It's easy to simply reuses the same tired game modes from other games, but I'd be thrilled to see something new or if we do just get rehashes they're done in a way that fit this game style and aesthetic rather than a lazy cut and paste. A lot of factors go into making certain modes work well in a balanced engaging manner. Well, zombies, horde, whatever you want to call it. 1/team vs. waves of AI, regardless of how you do it, would be fun. And modes like Capture the Flag, those are shooter mainstays. Sure we want new modes like Turf War, but there's a reason modes like CTF and others show up in games time and time again. They are tried and true modes that people enjoy to play. A healthy mix of new and familiar modes is what the game needs to appeal to the broadest audience possible.
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Xeiros
Inkling Admiral
Posts: 253
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Post by Xeiros on Jan 19, 2015 20:00:37 GMT
It's all in how they're implemented. Say for example they included your standard FFA Splattermatch with the winner going to the most splatters. Imagine the build at E3, but with that as the objective. With no effort behind the mechanics certain modes fall flat. Turf Wars works so well because the game mechanics support the primary objective. Spreading ink feels satisfying. Swimming through the ink you and your teammates cover the ground and walls with is thrilling and offers direct positive feedback for spaying it. The super weapon mechanic is another example of positive reinforcement for spreading ink. That's what I mean by the mechanics enhancing the game mode.
Essentially Turf Wars from the aesthetics to the gameplay mechanics all go toward making the primary goal fun and engaging. Everything went into making spreading your ink feel good. It encourages and actively awards you for working toward the objective. On the flip side you gain little positive feedback simply for splattering another inkling. It's just not the same.
All I mean is that I want more than just a rehash of old shooter game modes with little to no thought into implementing what makes Splatoon unique in its gameplay mechanics. Ask yourself as I'm sure the developers had to do this as well. Why would I want to play CTF or KotH in this game? What would make it special or different when I could just play the same modes in a number of other games? What is it about Splatton's gimmicks that might make for a new twist on some old tricks? That's what I'm hoping for.
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Post by Shield Slam on Jan 20, 2015 0:21:14 GMT
Why would I want to play CTF or KotH in this game? What would make it special or different when I could just play the same modes in a number of other games? Because I want to play Splatoon, but I also want to play CTF. Because I don't have those other games to play CTF. Because my friends don't have those other games to play CTF with me, even if I do have them. And every other reason those modes are in a number of other games.
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drsteele04
Inkster Jr.
SPLATOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOON!
Posts: 24
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Post by drsteele04 on Jan 21, 2015 23:59:38 GMT
We better get something besides turf war. If not I'd be disappointed. Still would by game of the year 2015 tho.
Also capture the battery catfish would be awesome!
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Xeiros
Inkling Admiral
Posts: 253
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Post by Xeiros on Jan 22, 2015 0:27:20 GMT
We honestly don't know what we want. I mean all we can come up with are 30+ year old modes from other games. The main mode of this game Turf War is so unlike any of those. They are a pretty safe bet though to be honest. It's fun to imagine how Splatoon's mechanics could be used to add some new twists. Imagine if the only way your team could move the "flag" in a CTF game was by pushing it across a path of your own teams Ink as opposed to just having one inkling carry it while the others protected him/her. Perhaps the one carrying the "flag" isn't able to turn into a squid. The team would need to balance movement, the ink path itself, and just plain staying alive.
Certain sub weapons with the ink Shield being the best currently known example would be key in quite literally blocking or at the very least impeding a team's progress across the map with the "flag". Where in Turf War its use is somewhat limited, in CTF it becomes a key weapon to have. One that could potentially turn the tide by actively limiting the other teams movement options. It's interesting to think about how the various sub weapons can be used depending on the game mode from a functionality standpoint.
No matter what the mode is, spreading your ink even if it's not the primary objective will still likely be highly encouraged. It's the only way to reach certain locations on the map, the only way to move quickly as a squid, and the only way to gain access to your special weapon. In a mode where splattering is the objective for example, the team (or player if it's FFA) with the most ink (especially in key locations) will have the largest advantage. Control the map with your ink, and you control the game.
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Post by TrojanSquid711 on Jan 22, 2015 0:46:37 GMT
Here's a couple of game mode ideas.
Tank Fill You have an empty tankard in the middle of the map that you need to fill up with ink. You do so by spraying the tankard with ink, and once it's filled up 100%, the team with the most ink in the tankard will win the match.
Capture the Catfish If you're familiar with the catfish in Singleplayer, you'll know it acts as the "Star" for each level. What would happen here is that a squid kid would capture a "Catfish" for a team, would not be able to transform without dropping it, and would have to hold it for a set time (2-3 minutes?). If you drop it, the catfish would swim around in ink and bounce around, making it hectic to try and recapture it (similar to how dropping a Power Star or Silver Star worked in Super Mario 64 DS).
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Post by philmaster227 on Jan 22, 2015 1:13:28 GMT
Here's a couple of game mode ideas. Tank FillYou have an empty tankard in the middle of the map that you need to fill up with ink. You do so by spraying the tankard with ink, and once it's filled up 100%, the team with the most ink in the tankard will win the match. Capture the CatfishIf you're familiar with the catfish in Singleplayer, you'll know it acts as the "Star" for each level. What would happen here is that a squid kid would capture a "Catfish" for a team, would not be able to transform without dropping it, and would have to hold it for a set time (2-3 minutes?). If you drop it, the catfish would swim around in ink and bounce around, making it hectic to try and recapture it (similar to how dropping a Power Star or Silver Star worked in Super Mario 64 DS). Tank fill sounds like a fantastic idea! It would be a really fun mix of movement based shooting and choke points galore! capture the catfish sounds like it could be fun, but I would need to see it in action.
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Post by DaKid on Jan 22, 2015 1:20:18 GMT
Here's a couple of game mode ideas. Tank FillYou have an empty tankard in the middle of the map that you need to fill up with ink. You do so by spraying the tankard with ink, and once it's filled up 100%, the team with the most ink in the tankard will win the match. WOAH... THAT SOUNDS AWESOME!!! Very cool. I can see there being some conflict with what you do. Do you splat enemies and stop them while wasting time yourself? Or do you ignore them and gun for the tankard? Only problem I see with this is that Melee weapons would be useless unless the tankard has an area on it just for them.
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