New overwatch element for 2019 - gamemode

-=BEFORE READING PLEASE READ TO THE END BEFORE MAKING YOUR CONCLUSIONS. YOUR FEEDBACK WILL BE GREAT THANKS=-

TO BLIZZARD’S OVERWATCH MAP/GAMEMODE DEVELOPMENT TEAM. (hope you notice this, cause i love this game)

Mode name: steal the payload or Payload takeover or Payload/control hybrid 2

As the name suggests, this game mode is a mix of familiar pieces of the current game modes, but comes with a new element; stealing points.
its a moving point, but unlike they payload mode this one will be a stealable payload. let me explain.
so it will start off as a “CONTROL” game; both team fight to see who gets to cap a siting payload. who ever caps the payload has to “ESCORT” the payload. While controlling the payload (a moving control point) the enemy team has to fight to get them off the payload only to steal it and keep pushing it towards the end point. THERE WILL BE ONLY ONE CHECK/ENDPOINT AND IT WILL BE A VERY FAR AWAY ONE.

At this point of explaining this, I thought that the point rules could go 3 diferent ways and here they are:

Both teams have to keep fighting for the payload and the last to hold the payload when it hits the endpoint wins.
but for the sake of recognizing people with gold objective time I thought;

The team with more time on time or more distances covered while controlling the payload wins.

I decided to mark 3 points for the sake of best of 3. after each point is reached, the team controlling the payload at the second it hits the each points gains a point. this way there will be a chance for redemption for any mistakes.

I would love for the payload to be some kind of heli-carrier or hover rectangular platform that is a little bigger than the traditional payload to allow for control brawl. What do you guys think about this? pretty cool ey? IF YOU WANT THIS IN THE GAME MAKE SURE YOU SHARE THIS AS MUCH AS POSSIBLE LETS GET IT OUT THERE!

3 Likes

That might work if the payload starts in the very middle (i.e., Control/payload hybrid). It turns into a tug-of-war at that point. It could go on practically forever unless you (A) set a time limit, and (B) set a win condition on who goes out the furthest if neither side gets it to their target endpoint.

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I like this, it is like king of the hill in uncharted 4 multiplayer. Moving point that unlock after a team fight.

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Good point. I am sure the development team can work out some solution to hopefully prevent that. I mean that’s is something you test on PTR, then get a chance to release patches for it. thanks for the feedback.

My issue is, it would just naturally last MUCH longer then the other game modes, this would be fun as a arcade game or something, like ffa

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Actually, I like the idea of setting it as an ffa mode. it makes sense to have an ffa mode that adds a second objective to ffa other than kills. Also the fact that it could last longer is something most ffa players I know yearn for. The issue of over extended game time could be fixed by adding some sort of time limit or, better yet replacing overtime with last team controlling(e.i an equivalent of last man standing on the payload after time limit is dry)

This sounds REALLY fun. It could be the length of 1-1.5 points on a regular payload map on each side (so enough to give a team that loses a fight time to get back). To stop long matches it could default to team with it on their side or team who had it on their side the most at 10 minutes or something.

It would have to be long enough that one teamkill doesn’t give enough time to push it all the way and win, but short enough that you don’t have to win more than 2-3 teamfights to get it all the way.

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Yeah it sounds like something from another Popular team based game we know. I was thinking the same thing myself. Where there could be this idea.

Plus they do have a mode where both teams are escorting a payload from each side and when they meet in the middle. They have a “tug of war” on payloads.

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