Gametypes

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Arena

Arena is the most versatile game-type currently in MAV as players can choose to play it as a free for all or join teams in the pregame lobby and turn it into a multiple team deathmatch. Respawns are enabled and the game does not end until a player reaches the kill limit or the timer runs out. This is generally the best game-type for friendly games and testing out new builds.

Objectives
Reach the kill limit
Score the most kills by the end of the game
Teams
1 to 24
Respawns
Enabled
Map
No vision limits

Siege

Siege centers around two teams in a tactical showdown of teamwork and strategy. To win you can either hunt down the enemy team or destroy their radar dish. The map is restricted and requires commander networks in order to see alley and enemy locations and there is no respawns. This makes map control and communications extremely important as you can win the fight but lose due to base destruction, or even worse mistake an alley as an enemy and destroy your own team mate.

Objectives
Destroy enemy team
Destroy enemy radar
Deal more damage to enemy radar when the round ends
Teams
2
Respawns
Disabled
Map
Player Only
Commander Network required to see alley and enemy locations


Campaign / Assault

Currently unreleased

Like siege this game-mode is very limiting with no respawns, a limited map, and alternative objectives. This game-type however is set up as an attacker vs defender where the attackers have a wider selection of spawn locations but the defenders have better defenses such as preplaced turrets and walls to defend their base with. The game ends if the timer runs out, the attackers destroy the defenders base completely, or if either team is completely destroyed.

This game-type goes hand in hand with the persistent multiplayer campaign layout where the defenders base will not completely repair itself between battles unless enough time / ingame currency has been expended to fix it up. The winning conditions are set up so that the campaign victory for attacking is less likely to be achieved through a single battle but instead will require repeated attempts to whittle down the defenders base to the point that the territory being fought over changes hands.

Objectives
Destroy enemy team
Destroy defender's base (territory changes hands)
Time runs out (defenders victory)
Teams
2
Respawns
Disabled
Map
Player Only
Commander Network required to see alley and enemy locations

Story

Currently unreleased

This game-type will play like the other ones but will be connected together through an overarching story and pre-determined senarios. Beyond that not much is known about it.