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Multiplayer
I've crafted this experience with competition in mind first and foremost... 16 player (8v8) game-mode (Minimum 4, 2v2). I don't mind giving out playground IDs for any that want to try to make changes like player counts or to craft it to be even more competitive like adding more restrictions.
Overload
Overload is an Attack/Defend game type with 2 rounds. The match starts off with a coin flip that decides which team attacks and which team defends. When the first round ends, the sides flip meaning that defense becomes offense and vice versa.
Attacking
The Attacking Team is tasked with destroying three MCOMs. Whenever an MCOM has been armed, they will get a point for each second it's armed. Each MCOM has a fuse of 60 seconds. Additionally, if the MCOM gets defused, it's fuse will NOT be reset. As such all three of the timers for the MCOMs will be present on the screen for every player to see. Furthermore, if an MCOM has been terminated, there's a 40 point bonus, meaning an MCOM can give a max of 100 points.
Attackers must keep in mind that they have a limited life pool and a time limit so they must plan their attack more before executing it. If all MCOMs have been neutralized then the remaining lives and time gets added to their score.
Defending
The defenders get a 45 second prep phase to prepare their defenses against the imminent threat on their MCOMs. Their objective is to make sure the attackers get as few points as possible, so stay close to the objectives and defuse them ASAP should they ever get armed by the attackers.
Outcome
The outcome of the match is decided at the end of the second round. Whichever team ends up with the most points at the end of the match will become the winner. Even if both teams eliminate all objectives as attackers, it'll come down to the time bonus and lives remaining in their round so expect very few draws.
Map Rotation:
- Spearhead
- Breakaway
- Flashpoint (Layout subject to change)
- Stranded
- Renewal
- Orbital (Layout subject to change)