Gaultet mode suggestion (3v12)

Hunt is a great mode and i have a hard time imagining a mode that will top it, so Illfonic has their work cut out for them. Clash is a fun/relaxing mode, but it lacks depth and so another more serious, methodical option to Hunt is needed. Gauntlet may be that mode. While little is known about it, it very probable that it will have 15 players so my suggestion will be based with that in mind.

I think that having 3 FT factions, 4v4v4v3preds fighting one another to complete objectives is too chaotic. Having preds on each side, 5v5v5 is a more in depth extension of the Clash and would require damage nerf for in order for FT commandos to live long enough to accomplish anything. Same thing can be said in a 6v6v3 mode where two FT factions compete while preds are like a third party. My objection to that is preds are out of the loop. Thus I want to concentrate on a 3v12 mode (extraction mode). Here are the mechanics for extraction mode:

There are two FT teams of 6 players and 3 Predators. One FT team starts on offense; another on defense. FTs needs to establish a communication line with Zeus for extraction. They will use a Stargazer bases to do it (any base can be used).

FT teams start on opposite sides of map, close to Stargazer base. A new FT unit (leak - comm officer) - ill call him Radioman XD, will have a radio and will be randomly assigned to one of two FT teams. He will need to establish a communication line with Zeus for extraction while the rest of the FTs guard him. If he is perm killed before communication line is established (5-7 mins) FT cannot call for extraction and only way to win for FT is to kill the preds. Once initiated, the Radioman has to stay on camp grounds so the call in not interrupted. He is the only way to reinforce also. Preds try to stop the extraction by killing the Radioman.

Once Radioman initiates contact, Preds automatically know where he is at. Until then, they can try to locate him visually (Radio backpack). The defense team tries to guard Radioman while the offense tries to get there in time to help out. (Perhaps in that time either FT team can also do other objectives but I havenā€™t given that much thought.) If contact is made, FT goes to extraction zone and waits another 60-90 seconds until da choppa arrives.

Preds do have access to second wind. Reinforcements call is available 30-60 seconds after an FT commando is downed, with another 30 seconds until fully reinforced.

Not sure if AI is needed. If available, they can slow down the attack team via surprise ambush and be present on bases for the defense team to take care of.

Preds start 10 seconds before the FT to scout ahead potential map bases for defensive FT. Zeus cannot be contacted while FT is in the process of reinforcements. Connection with Zeus is interrupted if FT engages in reinforcement and FT will have to restart the 5-7 minute timer for communication line to be established.

Preds may also choose to attack or try to delay the the attacking FT unit, so manpower allocation is important as they are likely to wipe out a 6 unit team. Defensive unit may allocate players to help the offense team or wait to reinforce at the right time. 20 - 25 minute time limit for this mode.

Time for events is arbitrary at this point. Please comment and give suggestions.

5 Likes

Seems decent. I just want a 3v12, and I feel the most balanced way to do it is with a 6v6v3

3 Likes

I think so too. Two rival FT faction is an option too, but then preds just become too much of a bother as FTs thin each otherā€™s ranks. Unless Preds donā€™t have second wind, but then their role is still marginalized.

I had to think twice about the setupā€¦

Did I get it right:

first 6 FT soldier team starts in a ā€œfortressā€ and tries to hold that position against the supremacy of 3 attacking predators until

the second FT soldier team arrives and said predators are getting into a crossfire situation?

If so, thatā€™s absolutely great man! It has the ā€œshifting the tidesā€ or ā€œseveral match phasesā€ element I am so eager forā€¦ :))

1 Like

Pretty much. Preds can choose to attack either FT and radioman has to decide if to call extraction or perhaps reinforce if lots of FT is killed.

This setup has some options in the beginning of the match but there are problems later on when one if the sides has a clear advantage and the other side is likely to rage quit because winning is neatly impossible. For example - 1 Pred vs 8 FT or 3 Pred vs 4 FT. Also, too much responsibility is placed on radioman. If he is killed early on, FT could be in a lot of trouble. I have to try to work out those issues so the match proceeds to a finish.

Maybe I can help out here a little with some additional elementsā€¦

Let one team have a radio for exfil and the other the radio for reinforcements. Let the radio be portable by everybody - if one is killed, the next picks it up.

Let the ā€œmissionā€ be exfil, but give the teams the possibility to fortify their position - e.g. by moving trucks or building walls ā€“ with time.

The slower the preds attack one position, the more time the belonging FT has to fortify it.

Then, the game somehow becomes a symmetry. If the preds decide to attack team A first, team B could be called for help and that would lead to a crossfire situation. If the preds decide to attack team B first, team A could be called for help and that would lead to a crossfire situation. The preds could also attack both team simultaneously, but then without supremacy - this kind of game would lead to diversity of tacticsā€¦

Love it!

1 Like

I did think about the ability to pick up the radio a few days ago, to give FT some hope in case radioman is killed early on.

It may be good to split radios. That will cause some confusion for preds. Fortifications are new elements and I try not to include new concepts because that depends if illfonic can implement them or not. Imagine FT that can drive vehicles running over preds šŸ˜‚

But, these are good ideas to help FT is things go bad for them.

Still have to think of something for preds in case they are outnumbered 2 v 10 or 1 v 8.

Yeah, itā€™s a good idea to keep things as simple as possible. But that might already be possible - think of fortifications for example as ā€œclosing / locking doorsā€. This element is not new.

We already have missions, were keys have to be found and doors have to be (un)locked. So the ā€œlocal missionā€ could be: fortify by finding the key and locking the doors or alikeā€¦ Should not be to difficult to programā€¦

And, by the way, building walls is the easiest things in term of programming too:)

But the fortification thing should be limited - PHG should not be converted to Sim Cityā€¦

1 Like

For Preds:

let the AI come into action when there is an imbalance between Predators and FTs - if the imbalance is in favor of FTs, the AI should primarily target FTs and if the imbalance is in favor of Preds, the AI should primarily target the Preds.

But, I would let the AI come into the scene not before a given time has elapsed - e.g. half the match time or soā€¦?

AI is a possibility to buy some time for preds before FTs join in. AI will not be much help when only one Pred is left bit lots of FT are present.

Itā€™s pretty complicated to think about it on the fly. I have to sit down for a few hours and think about many possibilities involving weakened preds. But you have good ideas for FT side šŸ˜ƒ

1 Like

Yeah, letā€™s ponder a bit about these ideasā€¦ I anyway have to first work a little now:)

I think, that AI must get a ā€œmissionā€ then too - e.g. the mission to prevent calling the chopper or the mission to prevent anybody to cross a given line or alikeā€¦

The current AI is just a nuisance, if you ask meā€¦

If they would get a target which is not just ā€œfollow and fire on the FTā€ but a mission, which intersects the missions of the FTs or Preds, that would be more interesting:)

1 Like

@JustBait

What do you think?

I like this Idea but maybe its a little too much.

I was thinking something less advanced.

Anyone that played Evolve will know where I am going with this. There was a game mode where you had to escort civilians out of the area. So I believe Gauntlet will start with 3 Preds v a FT at first (so 4 random players are ft at the start of the match) the other 8 are civilians that are lost in the jungle and have requested aid.

These civilians can only mud up and knife till they are found by the the ft and brought the a secured location. ( a base of operations that pred cant hirt you in but cant be camped in either)

After brought to the base they become ft members. To find more civilians and kill the preds.

Ft is searching for lost civilians while also knowing that preds are in the area due to further advances in technology.

Ft win conditions. Kill the 3 Preds.

Pred win conditions Must eliminate all players

2 Likes

Ah, idea:

There could be a tight valley (with mountains too high for the pred to just jump over). A mission of the AI could be to prevent ANYBODY from crossing that valley - or, depending on the imbalance situation, just to prevent either FTs or Preds from crossing the valleyā€¦

The AI would not leave said valley. Just a local mission.

Alternatively one could go round the valley - but that should cost a lot of timeā€¦

Or, instead of a valley, a caveā€¦

Interesting too - as it also has the ā€œdifferent phasesā€ aspect.

But, what is missing, if you ask me, is the ā€œcrossfire situationā€.

It is nice to have a setup, where first the predators have supremacy against the first FT team and later they get into crossfire by the second FT team.

This is quite appealing to me:)

2 Likes

Hmmm, maybe, one could use your idea to get to the crossfire situation tooā€¦

But then, the setup has to be made so, that the predators have more than one target from the beginning - maybe two FTs which try to get through to said civilians - with a box of arms or alikeā€¦?

One FT starting from the northern end, the other from the southern end, the civilians in the middle - the civilians can fortify or alike.

Then, the predators have different choices - attack the northern FT, attack the southern FT, attack both FT, attack the civilians, split up or do not split up. Some possibilities in there too:)

1 Like

I like it. It is simpler and is not over dependent on the radioman like my idea is. Perhaps civilians should be spawned in pair to give them a better chance of survival against a pred attack. Otherwise itā€™s an interesting mode, but I would still be concerned about rage quits when one side has a clear advantage.

Even for my idea, I think it would work a bit better if it was 2 v 8 instead of 3 v 12, but I went with a 3 v 12 because thatā€™s the leaked mode.

Itā€™s a possibility, but AI have to respawn after a short delay because they are easy to kill.

This would require a new map. I want this mode to work for all maps

Simple solution for rage quit-ters: let a new player take the place of the one rage quitting and give the rage quitter a big timeout before he can start the next matchā€¦ Or alike:)

1 Like

Not necessarily - it all depends on the number of AIs and their mission - put 100 AIs into the cave of the most recent map, and even 3 predators will have their problems to cross them.

The number of AIs can e.g. depend on how many living predators / FTs are left in the matchā€¦