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1 2 3 ... 6 Previous Next 12258 Views 54 Replies Latest reply: Aug 6, 2012 1:54 PM by Grayewsable RSS
Grayewsable Expert 942 posts since
Apr 29, 2012

Competitive Category for Multi'

Posted by Grayewsable on Aug 6, 2012 1:51 PM

Hello readers,

     I'll get straight into it.

 

Alot of players get bored with the whole pub-stomping idea after a couple of years of playing Call of Duty and move onto competitive gaming. Why not integrate a competitive mode into Call of Duty?

 

Create a sub-category in multiplayer, alongside the normal core and hardcore modes - Competitive

 

Allow players to compete against teams of the same size.

Make four categories in the competitive section:

 

  •      Domination competitive
  •      Demolition competitive
  •      Capture the Flag competitive
  •      Search and Destroy competitive
  •      Cagematch

 

Domination:

5 minutes of each team starting on either side of the map. Points tally at the end of the second round. Two 5 minute rounds are played.

 

Demolition:

Each team gets: 2 and a half minutes on attacking side. A bomb explosion extends that round by 2 and a half minutes. Each team has a round on the attacking side. The party leader of the team with the most kills chooses what role/side they spawn with on the tiebreaker round if it occurs.

 

Capture the Flag:

First to 2 rounds. First team to 3 flag cap's wins the round. Tiebreaker 3rd round occurs if both teams win a round. Teams alternate on the first two rounds. The team leader of the team with the highest amount of total flag captures chooses with side their team spawns on for the 3rd round. The first team to capture a flag on the tiebreaker round wins the game. Time limit of 4 minutes for each round.

 

Search and Destroy:

No respawn. First to 3 rounds. Teams alternate between attacking and defending. 2:30 time limit. 5 second plant/defuse time. If the tiebreaker 3rd round occurs (when both teams reach a 2 round win) the team with the lowest total time played of the rounds that they won (the team that accomplished their objectives quickest) may choose their role, with the party leader choosing.

 

Cagematch:

Only 1v1 games allowed. Played on small maps with uncounterable radar sweeps every 20 seconds of the game and each time a player spawns. 2:30 time limit of each round, with the kills tallying at the end of the second round. Each player takes a turn playing host in each round. Map side spawn is also switched upon starting of the second round.


 

Rules ~

 

These rules apply to all game-modes.

 

  • Teams are randomly assigned enemy teams to fight, depending on connection and similar skill level to the opposing team.
  • Maximum of 4 players for team-modes.
  • Killstreaks are disabled.
  • Banned weapon attatchments - Grenade launchers and Rapid Fire.
  • Any perks that reduce explosive damage are disabled.
  • Equipment is disabled.

 

  • A team is defined as a set group of players. The only way to create a new team is to adjust who you are playing with.
  • The team leader is the person owning the private lobby that team-member join, meaning the leader may change.
  • From the private lobby, a team is eligible to join a competitive game-mode.
  • If a player leaves a game or disconnects, the game continues regardless, ignoring CM - a quit/disconnection counts as a forfeit.
  • If that player is the leader, the team automatically forfeits. If the host's connection completely dies, then the host's team forfeits.
  • Respawn times are (3+p seconds) for all game-modes - including CM. (p = number of players on your team)

 

  • Once a match is over, the team leaders can request and accept a rematch.
  • If no rematch is staked and accepted within 15 seconds, both teams are kicked back to their original team's private lobby.
  • A Maximum of 3 rematches are allowed.

 

A skill level system would have to be implimented to match players of similar skill levels and give a statistic that teams can judge others by.

 

The games will  have all the aspects of a private match - they won't affect any of the player's public stat's.

 

  • The search engine is dictated by connection and pairing teams together will similar skill levels.
  • Each new team will have a new skill level and win streak.
  • Once one team is paired with another, any players leaving cannot rejoin. If your team leader quits, it's an instant forfeit.
  • Once two teams are paired up, a map is randomly assigned, the map size regulated by the amount of players competing.

 

2 players: Small.

4 players: Small, small-medium, medium.

6 players: Small-medium, medium, medium-large.

8 players: Medium, medium-large, large.

 

Competitive player statistics:

  1. Best team win streak and skill level.
  2. Each skill level and win streak of participated team's.
  3. Cagematch skill level and streak.

 

Since public statistics are not affected in competitive, such as headshot/kill challenges, boosting would be pointless.

 

Thanks for reading.

12258 Views     
  • Calculating status... 1 posts since
    May 6, 2012
    Currently Being Moderated

    great read, you really like BO

  • FrankTheTank_84 Novice 140 posts since
    Sep 28, 2011
    Currently Being Moderated

    Some good ideas. Wouldn't mind seeing these in the game.

  • Kryptic_ProDz Novice 56 posts since
    Feb 24, 2012
    Currently Being Moderated

    I like it, Its something new atleast.

  • denacioust Apprentice 379 posts since
    May 26, 2011
    Currently Being Moderated

    Grayewsable wrote:

     

     

     

    Cagematch:

    Only 1v1 games allowed, played on small maps with radar sweeps every 20 seconds.

     

     

    The return of booster heaven.

  • denacioust Apprentice 379 posts since
    May 26, 2011
    Currently Being Moderated

    It would still implement boosting with random players.

  • denacioust Apprentice 379 posts since
    May 26, 2011
    Currently Being Moderated

    Not sure if Treyarch will go THAT far with it.

     

    Remember back in MW2 where players would go from lobby to lobby looking for another player with the same clan tag giving a sign that they were looking for kills? That's what I'm worried about.

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