Just to be sure, that any reader of this discussion understands the elegant solution that bomb mode is (at least for CS) I'll just quickly run it down before my own 2 cents are thrown in:
Bomb mode solves the passivity issue of TS, by always having one team automatically be loosing. Red is loosing until they plant the bomb, at which point the blue team is loosing. So one team always has the incentive to attack and engage.
Be aware that the following are just my ramblings, and the only experience with game design I have is from listening to Day[9] and Sean Bouchard. The point of this post is not to bring a solution, but rather throw ideas back and forth like ping-pong. Hopefully something of this silly stuff being the seed for something with potential.
Please point out any wrong axioms, issues and propose changes to solve it.
1.1
I would like to first address the anti-camp feature suggestion. Like Zenity, this seems to me to be more of a bandaid solution, rather than actually fixing the fundamental problem. Punishing a player for using a viable strategy doesn't make sense. We have to try and minimize its viability/strength or make counterplay stronger.
I personally am in favour of the counter play option, as it makes for more variety.
1.2
Counterplay could be the following:
Day[9] talked about solving passivity in RTS by making the risk of loosing your army smaller. He also talked about issues sometimes not being in the manifesting problem itself, but being something completely different.
This is a far reach, but is it possible that changes/additions to other mechanics can make engaging a camper or turtling team less risky? For example changing the movement mechanics or adding flash nades?
2.1
Let's stay a bit with Bomb itself before moving on:
I'm not completely sure, if we have ever gotten the biggest potential out of bombmode. This sounds rather harsh, but except for France and one other country in XVII I don't think I have seen or played any good approach to the game mode. This may just be me lacking experience, but the first time I heard of 'rotation', 'fakes' and 'mapcontrol' was when I watched WarOwl to get ready for shoutcasting the NC XVIII. From a game design standpoint that may be of no importance, as the problem still very much exists, but I would like to hear if a lack of knowledge/strategy and communication could contribute to this?
2.2
Also a lot of CS strategy relies on the smoke and flash to control space and remove defenders advantage. Can we buff the smoke, yet make it last for a shorter time, to maybe open up for this kind of play, and are we even interested in such plays?
My underlying axiom/premise, which is up to argumentation is the following: While it's true that UrT is fast paced (which is why we love it) it doesn't have to only come down to outshooting your opponent, but it should still be able to support similar team focused strategies.
3.1
Based upon the premises stated by Zenity, which I agree with, let's move onto "new stuff":
DotA and the like forces players to engage by A) having objectives behind the other team and B) due to XP and Gold income. To win you have to go through the other team, and to do so you have to move around the map to obtain and deny as much strength as possible.
A parallel to the XP/Gold mechanic would be a point over time king of the hill, similar to the one we already have. But that begs the question, why don't we already play that gamemode? (Actual question - I'd love to hear some thoughts on this)
If we changed this to a round based mode like TS and Bomb, with the capture points as the tiebreaker, would we have a game mode, that like bomb forces engagements, but also promotes movement? With this you could try and win the later parts of a round by ninjaing capturepoints, but if you're passive on either side you're automatically going to loose the round?
3.2
Edit: I had another idea here, but frankly it's too stupid.
I'm pretty certain, that map designers already are doing all they can to make camping weaker, so I don't see any reason to talk about that. If that axiom/premise is wrong, we can discuss possible changes in map design philosophy, but I won't go deeper into that myself.
This post has been edited by Ikslorin: 06 July 2015 - 08:35 AM