Forum Discussion
VIP/VIZ (Very Important Plant/Very Important Zombie): This game sees both teams; and 12v12 could be fine, but perhaps it could be smaller teams, spawning on a smaller (non-TT map) and they have a random AI boss spawn on their side that they have to protect as well. Both bosses will more or less move towards the center of the map and players are trying to both protect theirs and vanquish the enemy’s boss. The team that defeats the opposing boss wins the round; 3 wins are required to win the match.
I’d like to see the bosses balanced better against each other (and new bosses added) to a new game so you’d never have to worry if your team’s boss was too easy or the opposing one too strong, and of course I’d like to see all the old bosses back and new ones added as well!
These should go relatively fast, but a timer could be added to ensure that. If healing the boss is too annoying (imagine teams of all Sunflowers or Scientists), then perhaps the boss can’t be healed very well or even can’t be healed at all. Revives and healing players would work normally.
Optional idea: One player on each team, chosen at random would be altered into a random boss of their team once the match starts. This could be fun but also a bit confusing for players, at least at first, and the issue of the boss player losing connection or quitting the match before its resolved could be an issue, but I wanted to post this idea anyway, as it could still be fun.
- stukapooka4 years agoLegend@Iron_Guard8 The removal of variants and the balancing changes really poke through in the weekly modes of bfn like gw1 gnome bomb which isn't fun since its the same four classes and engineer is now a camping GOD or support vs support which is incredibly unfun since scientist and engineer completely STEAMROLL rose and sunflower. A lot of the bfn modes simply weren't memorable, fun, or balanced.
I really like lunch time in the lab in gw2. It was an idea that sounds stupid at face value but really works for even matches due to how many new option chomper has in 2 against the scientist's suoerior mobility and close range damage. Bfn ruined this with every chonper having a high damage sniper projectile and 100 damage ability because that's fair.
Maybe the squash and zombomb with extra attack aggresiveness and no kamikaze moves would work better for VIP/VIZ.
In favor of the ops one as it sounds like a much better idea of taco bandits from gw1 and includes every section of the game. Plenty of bases like a and c on sandy sands could work to split the map.
A few ideas.
Zombotany: The roles a reversed and now zombies must defend maps like driftwood shores and vice versa. Finales and spawnables will be adjusted accordingly.
Invisighoul: AI spawnables are invisible in ops and multiplayer to the opposing team.- TheSprinter854 years agoHero
I will not go over all of the events in the Mystery Portal as you already have @Iron_Guard8, but I wanted to point some things anyway with the Mystery Portal.
I would not mind seeing most of these events make a return, including Community Challenges (although not directly part of the Mystery Portal), but I would like to see the return of Boss Hunts the most as they were my favourite mode and probably one of the most unique modes as well! The developers could try different matchups in these portal modes, similar to the character vs character matchups that we have seen in the past. There are multiple different possibilites but they should be carefully considered as a specific character may have a large tactical advantage over that particular other character or characters. Even seeing more unique modes would be cool to try out as well. There is so much potential, but having too many different modes could result in specific modes not appearing very often, so this should be considered when adding new and different modes to the mystery portal.
Perhaps some of the modes could be added as part of a rotation that players can participate in at any time, for example in the Public Battlefield idea.