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  1. #1

    PvP Mode Ideas

    I thought of some game types that would fit the GRW pvp experience and hopefully people add their input and the devs notice. Naturally my first reference for ideas was Gears of War since their best game modes incorporate survival in, even in respawn modes.
    One is Guardian which apoints one player on both teams to be the leader. As long as your leader lives you may respawn, but the same goes for the other team. Eliminate the enemy leader while hiding and protecting your own. If a leader is assassinated that team must make a clutch effort to kill the enemy leader without respawns and it continues similar to Ghost War.
    The only difference would be the leader would have a specially tailored class to make the leader reasonably helpful and fair.
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  2. #2
    Guardian was fun as hell in GoW. I always thought it was a good spin on assassination that didn't over complicate things.

    I'd like to see an objective based game. Maybe something similar to CTF. There could be Intel somewhere on the map that needs to be extracted. Both teams, or multiple teams, fight to obtain and extract the Intel. Once a team has the Intel an extraction is marked for them.

    Trying to reach the Intel just uses one part of the province, once a team has the Intel, the entire province opens up and it's free game to extract, other teams can try to intercept and what have you. The Intel could have a transmitter on it marking the location of it, and once a player has it, that player is marked. Vehicles could be enabled for this mode but you can't air drop one or anything. They could even toss NPCS into the mode turning it into a PvPvE mode, that way there is more risks and things to fight considering it would be an entire province

    I know The Division made a PvPvE mode that most people didn't like because of the stats. Wildlands doesn't have that issue because there isn't a stat like damage to elites or bullet sponge NPCs.
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  3. #3
    Smoov_D's Avatar Junior Member
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    YES!!!! 100% agreed!!!! Would absolutely LOVE other modes: Hostage Escort/Extract, Plant The Bomb, Hack Computer For Data, Defend An Objective, etc.
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  4. #4
    D-from-Oxford's Avatar Senior Member
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    Hack the Data: (Attack/Defend)
    -Could be maps revolving around the already existing network stations.
    -First the attacking team has to infiltrate the area, then breach into the network station with C4, as in the campaign.
    -Defenders could get to choose whether to spawn in the outside area or inside the NS.
    -The actual objective could either be multiple choice so attackers only need to hack one of their choice or a single laptop is selected at random at the start of the round for the attacking team but the defenders are not privy to which one, making it slightly more difficult for the attackers than in the first option. Maximum difficulty for attackers would be single objective, known to the defenders.
    -Attackers win upon successfully hacking the laptop or killing all enemies (hack counts for more if match is drawn)
    -Defenders win if the time runs out or all enemies are killed

    This could also be done without network stations and breaching, it's just an idea that I view as good for utilizing what the game already provides. Obviously if we didn't use NSs here the laptops could be spaced out more. Either way, there's lots of options to explore for this type of mode.
    Secure the Intel: (Compete)
    -Could possibly work on some of the 8 maps already implemented.
    -Teams race to retrieve documents located in the neutral zone (centre-map) and, once captured, exfiltrate at one of two locations.
    -Extracts equidistant from both team's spawn (as one tactic will be to rush to the extract at the start of the round).
    -Win by extracting intel or killing all enemies (extract counts for more if match is a draw)

    Some maps may only realistically allow for one extraction site and I'm not sure how the extract would work. Maybe an NPC has to be handed the document? I'm imagining some lame touchdown/safe area though - not ideal.
    Hostage Rescue: (Attack/Defend)
    -Could be maps revolving around decent-sized villages/towns/bases that have rebel cage prisons
    -Map has defender's 'base' in the centre
    -Defenders spawn at random points around the prisoners
    -Attackers spawn together in a random spot somewhere around the perimeter - distance ideally based on size of 'base' and defender's view
    -Attackers win upon succesfully extracting hostage(s) or killing all defenders (extract counts for more if match is tied).
    -Defenders win if time runs out or all attackers are killed.
    -Who's bullets can kill hostages? None or both. It should only be one side if there is issues of one side being impossible to win on when the mode is implemented. If designed right, it shouldn't come to that.

    This could also be done in locations without cages and the defenders could manipulate the hostages with follow/stay orders, as the attackers would normally. This would give more flexibility and possible situations rather than having the same hostage position every time with cages, but would require the attackers to start further away to give the defenders a little extra time to situate the hostages. Alternatively, it could be a single hostage in either variation (cage/free-roam).
    In attack/defend modes the defender's could have an out-of-bounds perimeter around the base, to prevent them from accessing the attackers spawn area if this proves to be an issue, it could also double as the safe area for the attackers upon objective completion (in appropriate game modes).

    Attack/defend modes should be 8 rounds and in the event of a 4-4 draw it should be decided by completed ojectives which will steer people to PTFO. If no team completes any objectives then it'll have to go on kills, unless there is another option I am overlooking.
    NOTE: I'll keep udating this post with my ideas. All of this is up for discussion and I'd like to hear ways to alter/improve/build upon them.
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  5. #5
    Originally Posted by DeadWyre Go to original post
    Guardian was fun as hell in GoW. I always thought it was a good spin on assassination that didn't over complicate things.

    I'd like to see an objective based game. Maybe something similar to CTF. There could be Intel somewhere on the map that needs to be extracted. Both teams, or multiple teams, fight to obtain and extract the Intel. Once a team has the Intel an extraction is marked for them.

    Trying to reach the Intel just uses one part of the province, once a team has the Intel, the entire province opens up and it's free game to extract, other teams can try to intercept and what have you. The Intel could have a transmitter on it marking the location of it, and once a player has it, that player is marked. Vehicles could be enabled for this mode but you can't air drop one or anything. They could even toss NPCS into the mode turning it into a PvPvE mode, that way there is more risks and things to fight considering it would be an entire province

    I know The Division made a PvPvE mode that most people didn't like because of the stats. Wildlands doesn't have that issue because there isn't a stat like damage to elites or bullet sponge NPCs.
    This I do like. A attack/defend situation. Use of a province with abilities to insert from any direction using vehicles by land, water, or air.
    Defending Team can move within the base with limited outside territory. They will also be assigned x amount of friendly cartel in their usual positions in the base. Attacking team has to extract/kill a Lt. or hack a computer. Attacking team can choose their approach as if they would in any base during campaign, but now there are 4 real players in the base to worry about. Base should be big enough to where all corners of it cant be covered at once. Plus if attacking team wants to eliminate AI targets as needed they would die and disappear like in campaign. Now obviously if you kill an AI in front of an enemy player they will see it and be alerted depending on the evidence they saw.
    I think this would be a great idea if they could implement the AI in like this with an objective. Campaign base setup + 4 enemy ghosts.
    Now some may say "that wouldn't work because the 4 Ghosts would just hunker down on the VIP or Objective".....here's the twist, the Defending team cant see or wont know what your objective is. That should keep their covering area and patrols strategic enough to react without it being "hey, lets just guard this room, der-da-der". lol
    Only revives would be available to the Ghost's, AI can not be revived or respawn (reinforcements).

    Imagine a VIP extract mission. Attackers can choose heli, car, or boat at spawn for entry. Defenders start in the base with the AI. Defenders don't know who your here for. Attacking team insert two men cqc to secure target, other two blast in screeching tires for you to load him/her in and extract out.

    I've always wanted them to do a Attack/Defend type PVP, but as soon as you infiltrate/snipe to kill an enemy player, all will be alerted due to them being on comms. and now they are all over you. Having AI in with them allows you to do stealth kills and be a ghost.

    Only problem would be is how do the AI with the defending team know when to react properly due to the situation. Or keep it simple to their based programming, if they see you they are alerted or hunted. Suspect you when you shoot etc.

    I think this combination would be an excellent addition if Ubisoft could pull it off. I know it would satisfy those who say we need 8v8 or 16v16 etc. Now they have more combatants, they just aren't all real players.

    I wish I could contact the developers directly and give them this information.
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  6. #6
    D-from-Oxford's Avatar Senior Member
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    Nice idea shadow. I definitely want to see some decent attack/defend modes.

    "Now some may say "that wouldn't work because the 4 Ghosts would just hunker down on the VIP or Objective".....here's the twist, the Defending team cant see or wont know what your objective is. That should keep their covering area and patrols strategic enough to react without it being "hey, lets just guard this room, der-da-der". lol
    Only revives would be available to the Ghost's, AI can not be revived or respawn (reinforcements)."


    I like the idea of the defenders not knowing what the objective is, that's different. I'm really not sure how well it would play with NPCs though. In your suggestion I can't help but think the attackers are at a real disadvantage due to numbers. How well would the NPCs fight based on the GRW difficulties? Can't have their bullets doing more damage than the players and that's all their difficulty is based on(apart from spotting ability). I think this would be hard to balance with one side being aided this way. It'd be nice to have more input regarding this from other players.

    If anything, I'd say to have it so the base has a certain number of laptops and is lightly populated with civilians. The objective, unknown to the defenders, may be to hack any one of the laptops or to kidnap any one of the civilians.

    These, if preferred by the community (as by myself) could be separate modes, one with data retrieval and one with abduction. I don't think it's necessary to have vehicles and really expansive maps for these, but that could work, I just think it's probably too much work and would be not enough action for a simple 4v4 that might all be over as soon as (or even before) you get to the base.... pilot disconnects and the ensuing crash kills the remaining players who couldn't react in time, lol. The payoff may be better in 8v8.

    I'd also like to say that I'm not against defense modes where the defenders can "hunker down on the objective". I'd like to see a rebel hostage rescue mode too... we already have the locations with cells in the game. As with network stations for laptop hacking, there's not much to add.
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  7. #7
    Originally Posted by D-from-Oxford Go to original post
    Nice idea shadow. I definitely want to see some decent attack/defend modes.

    "Now some may say "that wouldn't work because the 4 Ghosts would just hunker down on the VIP or Objective".....here's the twist, the Defending team cant see or wont know what your objective is. That should keep their covering area and patrols strategic enough to react without it being "hey, lets just guard this room, der-da-der". lol
    Only revives would be available to the Ghost's, AI can not be revived or respawn (reinforcements)."


    I like the idea of the defenders not knowing what the objective is, that's different. I'm really not sure how well it would play with NPCs though. In your suggestion I can't help but think the attackers are at a real disadvantage due to numbers. How well would the NPCs fight based on the GRW difficulties? Can't have their bullets doing more damage than the players and that's all their difficulty is based on(apart from spotting ability). I think this would be hard to balance with one side being aided this way. It'd be nice to have more input regarding this from other players.

    If anything, I'd say to have it so the base has a certain number of laptops and is lightly populated with civilians. The objective, unknown to the defenders, may be to hack any one of the laptops or to kidnap any one of the civilians.

    These, if preferred by the community (as by myself) could be separate modes, one with data retrieval and one with abduction. I don't think it's necessary to have vehicles and really expansive maps for these, but that could work, I just think it's probably too much work and would be not enough action for a simple 4v4 that might all be over as soon as (or even before) you get to the base.... pilot disconnects and the ensuing crash kills the remaining players who couldn't react in time, lol. The payoff may be better in 8v8.

    I'd also like to say that I'm not against defense modes where the defenders can "hunker down on the objective". I'd like to see a rebel hostage rescue mode too... we already have the locations with cells in the game. As with network stations for laptop hacking, there's not much to add.
    I like your take on this. The NPC's would be hard to program. Plus there would be too many variables causing the mission to go loud and AI alerted almost every time. But yet it could force the Attacking team to perform stealth as the game is intended.
    The Network Stations, breach and clear would be nice with the laptop hack.

    The mode where you snatch the target can be called "BodyGaurds". AI target is programed to roam and work like the "The Chemist" missions. Maybe in this scenario, The Bodygaurds have to defend a target long enough for him to get his work done, once his work is done, they can hold X to grab him or lead him out. At the same time, the attackers have to insert to snatch and grab the target, then exfil to a safehouse/ location. Body Gaurds, can revive each other if they all weren't eliminated. If Attacking team is successful grabbing the target but has not reached their destination, the bodyguards can ensue a chase to get him back or eliminate the attackers. VIP is immune to bodyguard fire, but can die due to attacker fire. If VIP is killed then mission over. Or make the VIP immuned to all fire like the kids are in the campaign, thus keeping the mission alive until one side wins.
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  8. #8
    D-from-Oxford's Avatar Senior Member
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  9. #9
    Multiplayer Gamemode Ideas (similar to those mentioned above).

    1st.) Mode would be called (HVT) High-Value Target.
    In HVT the defensive team would be tasked with defending a high-value person at a static location or the team would have to move the HVT to a series of locations or a specific location that would update if the first location was compromised.
    The Defensive team would win if the time were to run out, or they repelled the other team.
    The attacking team would be told at the beginning of the round if they were capturing or killing the HVT.
    The attacking team would have the choice to infill via parachute or helicopter and land at player designated landing zones outside a certain distance from the objective.
    Once the HVT was killed or captured the attacking team would have to exfiltrate to an extraction zone (with tertiary alternatives) without being killed, captured, or lose the HVT.

    .....Map size.
    1-2 square kilometers give or take.

    .....Player count.
    would be 8-12 players for the attacking team (A Squad split up into two Fireteams ideally could be less like 6 but still needs 2 fire teams of 3). For the defensive team if augmented with AI could be the same team number as the attackers.

    .....Spawn types.
    Could be limited respawns or restricted to 1 life depending on settings.

    .....Chat type
    Possibly required game chat to help with teamwork/cohesion.



    2nd.) Mode would be (CSAR) Combat Search and Rescue.
    In CSAR the First Team would be tasked with destroying a downed (Drone) (Helicopter/Resupply Plane) depending on which it was the team might have to extract important tech/piolet & air crewman to an extraction point (with alternatives) should the main one not be viable for the team to reach.
    The opposing team would try to secure the crash site retrieving the tech or the aircrew if the First team got there first they would pursue them trying to prevent them from extracting or destroying the objective.
    *Optional idea could have the opposing force shoot down the aircraft to start off the round with a MANPAD Man-portable air-defense systems like a Stinger.

    ......Map size.
    1-2 square kilometers give or take.

    ......Player Count
    4-6 players for the First team, 6-8 players for opposing team. Could be evenly matched if that seems to work better if so maybe augment the team with AI.

    .....Spawn types.
    Could be limited respawns or restricted to 1 life depending on settings.

    .....Chat type
    Possibly required game chat to help with teamwork/cohesion.



    3rd.) Mode would be Escape & Evade.................
    In Escape & Evade the First team would start off getting shot down in an aircraft there would be variations in getting shot down one would include having to bail out of a plane that was hit parachuting to the ground if the team was split up they would attempt to rally up or go directly for the extraction point.
    They would have to evade a much larger opposing force as they try to get to an extraction zone should the first become untenable the team would have to reach another extraction point. (possibly augmented by AI patrols & search teams as well as hostile AI located at checkpoints/points of interest if possible)
    The opposing team would have to track down the first team more points would go for capturing them but killing them would be acceptable.

    .....Map size.
    1-2 square kilometers give or take.

    .....Player Count
    4-6 players for the First team, 6-10 players for opposing team. Augmented with AI.

    .....Spawn types.
    Restricted to 1 life for the first team, limited spawns for opposition team.

    .....Chat type.
    Possibly required game chat to help with teamwork/cohesion.



    4th.) Something like Rainbow Six Siege with varied objectives (Rescue Hostage) (Destroy___target of interest) (Secure Area) on a medium-small map with multiple rounds to win.

    .....Map Size
    Relatively small, or medium if teams scaled up.

    .....Spawn type
    Restricted to 1 life per team member

    .....Chat type.
    Possibly required game chat to help with teamwork/cohesion.



    Maybe we could get a Game Mode Creator paired with a rudimentary Map Editor could be a good addition in the future that might add some longevity to the PVP.
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  10. #10
    FerroMortem, I like the details and extensive thought you put into it. All great ideas. One thing that stood out the most was the "Map Editor". Best thing I have heard yet.

    I would like to see a mode similar to that idea. All the options the Map Editor will allow you to do generated into a mission. Map Editor would have to have a list of options categorized so that no matter what is picked, there is a objective picked from each section to create a game.
    For example picking one from each category:
    Map: Quarry/ Pilgram Village/ Lumber Yard etc.
    Type: Attack & Defend/ Eliminate/ Destroy etc.
    Objective: Hack for intel on HVT location/ Access & take pictures of documents/ Record audio conversation etc.
    Mission: Interrogate HVT for intel/ Kill HVT/ Extract HVT etc.
    Parameters: Remain undetected

    Once this was completed or failed, the game mode would generate a new mission

    Now there are plenty of other options to add and modify, but if something like this was added I could play for days without getting bored. A new mission combination each time.
    That's pretty much what the campaign is like, just different base setups and stories.

    Map Editor for custom matches would be a great idea as well, for the player can pick one for each category.
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