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  1. #11
    I would love this. Even with the current limit of 4v4 it sounds amazing!

  2. #12

    Castle Mode 2nd

    Originally Posted by Monte.Hayes Go to original post
    Imagine a mode similar to dominion but had a much higher strategic learning curve. Dominion if fun but just not enough.

    Players: 8v8
    Time/rounds: 20 min/2 rounds.
    Objectives:
    Defender: Hold off the attacking forces for 30 min or crush their forces to defend the castle.
    Attacker: Push through the castle defenses taking objectives along the way until you've overrun the castle.
    General rules: attackers have a much smaller respawn time compared to the defenders but instead have a respawn limit where once the respawns are exhausted they lose(40 or so). Defenders don't have a respawn limit but have greater respawn times.
    Gameplay: The attackers start in front of the castle with enemy forces trying to keep them out. In the first area there are 2 objective points, the Forward post and the Portcullis. The attackers have to take and hold these positions While completing tasks and doing so will unlock the next area. Once you move to the next area the spawning zones will change on each side; the defenders being farther away and the attackers moving in closer. The next area would 3 capture zones; The courtyard, the Watch tower and the inner gate. After capturing this area the attackers move to the final area which would contain 3 last objectives; the neutral zone(like in dominion), the barracks and the throne room. The throne room being the final area where enemy defenders will no longer respawn. After taking the last areas the attackers will have taken the castle. Then the sides switch and the attackers defend and defenders attack.

    Capture zones explained:
    1. Forward Post: this is the area right outside of the castle gate. This area would be treated like the neutral zone in dominion except it would a lot larger. To capture this area the attackers need to force out all enemy minions AND player warriors.
    2. Portcullis: This area is right on top of the Castle gate and can be reached by a series ladders and fallen debris. One big difference between dominion and castle would be that there are defending and attacking minions at all of the capture areas. To secure the portcullis the attackers must raise the portcullis allowing other attackers to move into the castle. While lifting the portcullis if you are attacked you will stop lifting and it will fall down. Up to 2 attackers may lift making it faster.
    3. The courtyard: is directly after the gate and must be captured and held for 2 min to be considered captured. Enemy and friendly minions cannot capture but can make the point neutral.
    4. Watch tower: The watch tower is only accessible from the wall where the portcullis was and must be infiltrated and held. If the attackers can light all the powder barrels without them being unlit the tower will explode. Yes those trapped inside are blown up.
    5. Inner gate: In order to begin capturing the inner gate the courtyard must be secured. Once it is ladders will appear on the wall and attackers may climb over and start unlocking the gate through a series of unlocks.
    6. Inner courtyard: This area is treated like the forward post and must be captured.
    7. Barracks: The barracks can be captured by killing all enemies and holding it for 1 min. Once the barracks is captured enemy minions stop spawning.
    8. The final capture point Is the Throne room where the defenders have one last chance at winning. Here they do not respawn but can still be revived. No enemy or friendly minions are allowed inside.

    Let me know what everyone thinks about this game mode. I can clear up any other details and I love feedback.
    I think the idea would be excellent. Plus, it would require more team tactics and less on a "star" player.

  3. #13
    This sounds awesome. The game does need a bigger multiplayer game mode. I'd even go as far as wanting double figures on each side, with no minions, occupying and taking zones with a certain amount of people in a zone to activate and take it.

  4. #14
    N1GTHCR0W's Avatar Member
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    Originally Posted by Monte.Hayes Go to original post
    Imagine a mode similar to dominion but had a much higher strategic learning curve. Dominion if fun but just not enough.

    Players: 8v8
    Time/rounds: 20 min/2 rounds.
    Objectives:
    Defender: Hold off the attacking forces for 30 min or crush their forces to defend the castle.
    Attacker: Push through the castle defenses taking objectives along the way until you've overrun the castle.
    General rules: attackers have a much smaller respawn time compared to the defenders but instead have a respawn limit where once the respawns are exhausted they lose(40 or so). Defenders don't have a respawn limit but have greater respawn times.
    Gameplay: The attackers start in front of the castle with enemy forces trying to keep them out. In the first area there are 2 objective points, the Forward post and the Portcullis. The attackers have to take and hold these positions While completing tasks and doing so will unlock the next area. Once you move to the next area the spawning zones will change on each side; the defenders being farther away and the attackers moving in closer. The next area would 3 capture zones; The courtyard, the Watch tower and the inner gate. After capturing this area the attackers move to the final area which would contain 3 last objectives; the neutral zone(like in dominion), the barracks and the throne room. The throne room being the final area where enemy defenders will no longer respawn. After taking the last areas the attackers will have taken the castle. Then the sides switch and the attackers defend and defenders attack.

    Capture zones explained:
    1. Forward Post: this is the area right outside of the castle gate. This area would be treated like the neutral zone in dominion except it would a lot larger. To capture this area the attackers need to force out all enemy minions AND player warriors.
    2. Portcullis: This area is right on top of the Castle gate and can be reached by a series ladders and fallen debris. One big difference between dominion and castle would be that there are defending and attacking minions at all of the capture areas. To secure the portcullis the attackers must raise the portcullis allowing other attackers to move into the castle. While lifting the portcullis if you are attacked you will stop lifting and it will fall down. Up to 2 attackers may lift making it faster.
    3. The courtyard: is directly after the gate and must be captured and held for 2 min to be considered captured. Enemy and friendly minions cannot capture but can make the point neutral.
    4. Watch tower: The watch tower is only accessible from the wall where the portcullis was and must be infiltrated and held. If the attackers can light all the powder barrels without them being unlit the tower will explode. Yes those trapped inside are blown up.
    5. Inner gate: In order to begin capturing the inner gate the courtyard must be secured. Once it is ladders will appear on the wall and attackers may climb over and start unlocking the gate through a series of unlocks.
    6. Inner courtyard: This area is treated like the forward post and must be captured.
    7. Barracks: The barracks can be captured by killing all enemies and holding it for 1 min. Once the barracks is captured enemy minions stop spawning.
    8. The final capture point Is the Throne room where the defenders have one last chance at winning. Here they do not respawn but can still be revived. No enemy or friendly minions are allowed inside.

    Let me know what everyone thinks about this game mode. I can clear up any other details and I love feedback.
    i think your ideia is good ,much good ,and i want this too

  5. #15
    Thanks for the feedback y'all. Do you guys want some more modes? If so put a quick description and I will post it as a game mode and you guys can come in and help hammer it out.

  6. #16
    I would like to see a bigger game mode like this too. I know a lot of people seem to be against it, because they are worried about getting ganked, but hell man, just stick with your team rather than running off alone. Adding some more game modes with more players wouldn't mean you couldn't still play the other modes if that's not what your in to. I personally think it would be cool.

  7. #17
    Put a beefed up AI in the throne room to kill as well so the defenders have to fall back and im in.

  8. #18
    Originally Posted by Monte.Hayes Go to original post
    Imagine a mode similar to dominion but had a much higher strategic learning curve. Dominion if fun but just not enough.

    Players: 8v8
    Time/rounds: 20 min/2 rounds.
    Objectives:
    Defender: Hold off the attacking forces for 30 min or crush their forces to defend the castle.
    Attacker: Push through the castle defenses taking objectives along the way until you've overrun the castle.
    General rules: attackers have a much smaller respawn time compared to the defenders but instead have a respawn limit where once the respawns are exhausted they lose(40 or so). Defenders don't have a respawn limit but have greater respawn times.
    Gameplay: The attackers start in front of the castle with enemy forces trying to keep them out. In the first area there are 2 objective points, the Forward post and the Portcullis. The attackers have to take and hold these positions While completing tasks and doing so will unlock the next area. Once you move to the next area the spawning zones will change on each side; the defenders being farther away and the attackers moving in closer. The next area would 3 capture zones; The courtyard, the Watch tower and the inner gate. After capturing this area the attackers move to the final area which would contain 3 last objectives; the neutral zone(like in dominion), the barracks and the throne room. The throne room being the final area where enemy defenders will no longer respawn. After taking the last areas the attackers will have taken the castle. Then the sides switch and the attackers defend and defenders attack.

    Capture zones explained:
    1. Forward Post: this is the area right outside of the castle gate. This area would be treated like the neutral zone in dominion except it would a lot larger. To capture this area the attackers need to force out all enemy minions AND player warriors.
    2. Portcullis: This area is right on top of the Castle gate and can be reached by a series ladders and fallen debris. One big difference between dominion and castle would be that there are defending and attacking minions at all of the capture areas. To secure the portcullis the attackers must raise the portcullis allowing other attackers to move into the castle. While lifting the portcullis if you are attacked you will stop lifting and it will fall down. Up to 2 attackers may lift making it faster.
    3. The courtyard: is directly after the gate and must be captured and held for 2 min to be considered captured. Enemy and friendly minions cannot capture but can make the point neutral.
    4. Watch tower: The watch tower is only accessible from the wall where the portcullis was and must be infiltrated and held. If the attackers can light all the powder barrels without them being unlit the tower will explode. Yes those trapped inside are blown up.
    5. Inner gate: In order to begin capturing the inner gate the courtyard must be secured. Once it is ladders will appear on the wall and attackers may climb over and start unlocking the gate through a series of unlocks.
    6. Inner courtyard: This area is treated like the forward post and must be captured.
    7. Barracks: The barracks can be captured by killing all enemies and holding it for 1 min. Once the barracks is captured enemy minions stop spawning.
    8. The final capture point Is the Throne room where the defenders have one last chance at winning. Here they do not respawn but can still be revived. No enemy or friendly minions are allowed inside.

    Let me know what everyone thinks about this game mode. I can clear up any other details and I love feedback.
    Personally I like this idea except I would changes these thing:

    1- I would call it INVASION MODE instead of castle mode that way you can have other maps where its not a castle. This mode could included castle, villages, forest, big openfield , an outpost on top of a mountain etc.. you get the idea.

    2- I would increased the player count to at least 20vs20 or 16vs16 and no AI in this game mode.

    3- And they should make it so that not only you can defend/attack objective but also the defender can also push back the attacker so the game would last longer.
     1 people found this helpful

  9. #19

    Like the idea of the "Castle mode"

    Originally Posted by Monte.Hayes Go to original post
    Imagine a mode similar to dominion but had a much higher strategic learning curve. Dominion if fun but just not enough.

    Players: 8v8
    Time/rounds: 20 min/2 rounds.
    Objectives:
    Defender: Hold off the attacking forces for 30 min or crush their forces to defend the castle.
    Attacker: Push through the castle defenses taking objectives along the way until you've overrun the castle.
    General rules: attackers have a much smaller respawn time compared to the defenders but instead have a respawn limit where once the respawns are exhausted they lose(40 or so). Defenders don't have a respawn limit but have greater respawn times.
    Gameplay: The attackers start in front of the castle with enemy forces trying to keep them out. In the first area there are 2 objective points, the Forward post and the Portcullis. The attackers have to take and hold these positions While completing tasks and doing so will unlock the next area. Once you move to the next area the spawning zones will change on each side; the defenders being farther away and the attackers moving in closer. The next area would 3 capture zones; The courtyard, the Watch tower and the inner gate. After capturing this area the attackers move to the final area which would contain 3 last objectives; the neutral zone(like in dominion), the barracks and the throne room. The throne room being the final area where enemy defenders will no longer respawn. After taking the last areas the attackers will have taken the castle. Then the sides switch and the attackers defend and defenders attack.

    Capture zones explained:
    1. Forward Post: this is the area right outside of the castle gate. This area would be treated like the neutral zone in dominion except it would a lot larger. To capture this area the attackers need to force out all enemy minions AND player warriors.
    2. Portcullis: This area is right on top of the Castle gate and can be reached by a series ladders and fallen debris. One big difference between dominion and castle would be that there are defending and attacking minions at all of the capture areas. To secure the portcullis the attackers must raise the portcullis allowing other attackers to move into the castle. While lifting the portcullis if you are attacked you will stop lifting and it will fall down. Up to 2 attackers may lift making it faster.
    3. The courtyard: is directly after the gate and must be captured and held for 2 min to be considered captured. Enemy and friendly minions cannot capture but can make the point neutral.
    4. Watch tower: The watch tower is only accessible from the wall where the portcullis was and must be infiltrated and held. If the attackers can light all the powder barrels without them being unlit the tower will explode. Yes those trapped inside are blown up.
    5. Inner gate: In order to begin capturing the inner gate the courtyard must be secured. Once it is ladders will appear on the wall and attackers may climb over and start unlocking the gate through a series of unlocks.
    6. Inner courtyard: This area is treated like the forward post and must be captured.
    7. Barracks: The barracks can be captured by killing all enemies and holding it for 1 min. Once the barracks is captured enemy minions stop spawning.
    8. The final capture point Is the Throne room where the defenders have one last chance at winning. Here they do not respawn but can still be revived. No enemy or friendly minions are allowed inside.

    Let me know what everyone thinks about this game mode. I can clear up any other details and I love feedback.
    First of all I want to apologize for my following bad english. Nevertheless I hope you will understand, waht I want to say.

    @ Monte.Hayes: Cool idea so far. I really like it.

    I want to add some ideas to the Castle Mode:


    How to play the mode:
    It should be possible, to play this and all other modes in 3 ways:
    1. Playing alone with and against AI-characters (Offline Mode).
    2. Playing in private sessions with invited players. Players can decide which side (attackers/defenders) they want to play.
    3. Playing online, like you know it from the alpha (Player vs. Player).

    Scalable number of players, map size and amount of tickets:
    Furthermore, this mode should have a scalable number of players and the map size should depend on the number of players. That means in a 3vs3 / 4vs4 match the attackers team conquers a smaller castle with less areas than in a 6vs6 / 8vs8 match. The amount of attacker tickets also has to be adjusted, based on the amount of players (for example 4vs4 ==> max 20 tickets; 8vs8 ==> max 40 tickets...). Open player slots will be filled by AI-characters. They can be replaced by normal players who join the session during a running match.

    Reset tickets each area? Timelimit?
    My next question, whether the number of tickets will be reset completely, partially or not at all per area, should be clarified too. Based on this, i think the mode don't need a time limit. It could be very frustrating, if your attacking team reached the throne room and suddenly the time runs out. You would never know, if your team had won the match. It's hard enough to know, if your team tickets run out, that you can not respawn. In this situation the remaining attackers are still able to win the match as long as their characters stay alive.

    More objectives/targets:
    What kind of objects/targets need to be achieved to get access to the other areas of the castle? I mean, For Honor is a violent medieval game and there is nothing to destroy or to explode like gates or walls to get access to the next areas? It would be nice, if the Castle Mode combines dominion and rush mode.

    Destroying / avoiding gates and walls
    If there would excist gates in a few or all areas, which block the way to the next zone, I got some ideas how to destroy or avoid them.
    1st example
    In the first area, outside of the castle, the attackers have to destroy the castle's main gate by several hits from a trebuchet. The trebuchet is a zone point on the battlefield, which can be occupied by the attackers and defenders. As long as the trebuchet is under the control of the attackers, it keeps destroying the main gate until it is done. The defenders can stop the attacks of the trebuchet by conquering and holding it.
    2nd example
    The attackers escort and protect a battering ram, which can break the gates by force after a certain time. Maybe the battering ram can be stopped by killing enough minions around it.
    3rd example
    To your idea of the inner gate:
    An alternative route, if there are no ladders to climb over the wall, could be, that the attackers defeat a powerful AI warrior or a VIP of the defenders team, who has plans for a secret passage to the other side of the gate. A few attackers could try to use this to infiltrate the other side and open the gate for their team mates. However, the passage destroyes itself by entering it. The crumbling structure of the passage could be a trap for the attackers inside (for example, holes in the ground, you can fall in and rocks that fall from the ceiling and obstruct the direct way to the exit). The attackers have to get through the passage as quick as possible, to avoid being buried. On the other side, at least one of the attackers has to use a crank to open the gate. The infiltrators can still be stopped and killed by the defenders. With such a secret passage, the attackers will receive a unique opportunity to open a gate in a different way.

    4th example
    Either the attackers team escorts or carrys bombs to a target and blows it away. If an player wearing a bomb, he can reach the target faster than the AI-bomb-carriers, but cannot defend himself until he drops the bomb and uses his weapon.

    These are only a few examples. I think it is important, that there always should be at least two ways to reach the next castle area. This prevents, that all defenders stay at one objective, killing single attackers while the rest of the attackers team is respawning. Furthermore the defenders never know, which objective the attackers want to take. So they have to be divided into several groups.

    Throne Room / final area:
    In my opinion, I think the final area is a little bit unfair to the Defenders. If I have understood correctly, the defenders team no longer respawn after they have been killed, but the attackers are still able to do this.
    The attackers rather should try to kill a castle lord at first and the defender try to protect him until no more attackers are left. The castle lord must be able to defend himself and endure a few more hits than the player characters. But he should not be able to deal a lot of damage to the attackers. In my view, it doesn't makes sense, if the castle lord could crush each attacker with one or two hits alone.. (Maybe the best player of the defenders team could be the castle lord. Who knows?) After his death, the defenders cannot respawn anymore. The attackers team wins, if the castle lord and all enemy defenders are dead.

    Last but not least there is a nice detail, what I am missing in the alpha so far:
    There is always the same weather on each map. It would be really nice if you could play each map with dynamic weather. I think fighting in rain, fog or in a snow storm could be pretty cool. Furthermore the limitation of visibility by this could bring a bit more excitement to the game.

    Conclusion:
    I really hope that the Castle mode will find its way to the final game. What a medieval game would it be, if you could not even attack castles and fortresses? Maybe you are agree with me. =)

  10. #20
    Originally Posted by Monte.Hayes Go to original post
    Imagine a mode similar to dominion but had a much higher strategic learning curve. Dominion if fun but just not enough.

    Players: 8v8
    Time/rounds: 20 min/2 rounds.
    Objectives:
    Defender: Hold off the attacking forces for 30 min or crush their forces to defend the castle.
    Attacker: Push through the castle defenses taking objectives along the way until you've overrun the castle.
    General rules: attackers have a much smaller respawn time compared to the defenders but instead have a respawn limit where once the respawns are exhausted they lose(40 or so). Defenders don't have a respawn limit but have greater respawn times.
    Gameplay: The attackers start in front of the castle with enemy forces trying to keep them out. In the first area there are 2 objective points, the Forward post and the Portcullis. The attackers have to take and hold these positions While completing tasks and doing so will unlock the next area. Once you move to the next area the spawning zones will change on each side; the defenders being farther away and the attackers moving in closer. The next area would 3 capture zones; The courtyard, the Watch tower and the inner gate. After capturing this area the attackers move to the final area which would contain 3 last objectives; the neutral zone(like in dominion), the barracks and the throne room. The throne room being the final area where enemy defenders will no longer respawn. After taking the last areas the attackers will have taken the castle. Then the sides switch and the attackers defend and defenders attack.

    Capture zones explained:
    1. Forward Post: this is the area right outside of the castle gate. This area would be treated like the neutral zone in dominion except it would a lot larger. To capture this area the attackers need to force out all enemy minions AND player warriors.
    2. Portcullis: This area is right on top of the Castle gate and can be reached by a series ladders and fallen debris. One big difference between dominion and castle would be that there are defending and attacking minions at all of the capture areas. To secure the portcullis the attackers must raise the portcullis allowing other attackers to move into the castle. While lifting the portcullis if you are attacked you will stop lifting and it will fall down. Up to 2 attackers may lift making it faster.
    3. The courtyard: is directly after the gate and must be captured and held for 2 min to be considered captured. Enemy and friendly minions cannot capture but can make the point neutral.
    4. Watch tower: The watch tower is only accessible from the wall where the portcullis was and must be infiltrated and held. If the attackers can light all the powder barrels without them being unlit the tower will explode. Yes those trapped inside are blown up.
    5. Inner gate: In order to begin capturing the inner gate the courtyard must be secured. Once it is ladders will appear on the wall and attackers may climb over and start unlocking the gate through a series of unlocks.
    6. Inner courtyard: This area is treated like the forward post and must be captured.
    7. Barracks: The barracks can be captured by killing all enemies and holding it for 1 min. Once the barracks is captured enemy minions stop spawning.
    8. The final capture point Is the Throne room where the defenders have one last chance at winning. Here they do not respawn but can still be revived. No enemy or friendly minions are allowed inside.

    Let me know what everyone thinks about this game mode. I can clear up any other details and I love feedback.

    I really like this idea of gamemode, reminds of the fun times in chivalry, but I will have to agree with many others that 8v8 is a little too much as the game is based on the art of battle which is focused on 1v1

    I would like to add even though it probably is considered no brainer... There must be a hoard of minions. Enough to even block you way in tight spaces. With so many minions I don't think more than 5v5 is needed.

    Taking some more ideas from Chivalry I would like to see a player turn into the king into the Throne point and the objective for the attackers is to kill the king. No respawns but to contrast that the king can revive really really fast so the defenders have to mainly worry about defense and not getting executed. The king should also have some more buffs and whatnot to make the fight a little bit more fair, especially considering that it would basically be a 5v4 as the king needs to be protected