The reason I have thought about this a lot is that first impressions matter a HUGE amount when it comes to new game releases. Sure we will probably end up with our core group of 200-400 or so players playing it because they love the old UrT, but when it comes to new players who have never played UrT before, the first impressions make or break a new game.
In the light of first impressions, two big things come to mind:
1) Concentrating the player base such that it is not hard to find a game to play.
2) Keeping the player base engaged by keeping servers full.
The two things are very closely related, but they are not quite the same. The main problem I see is that if UrT Resurgence releases with 6+ game modes, the player base will be spread so thin across those game types that no one gametype has enough players playing to make sure that there are active servers for a new player to join. It also would require a lot of spread out support from the FS staff, trying to fix bugs and balance so many gametypes and trying to get as much of it right on day 1 as possible.
A Proposed solution:
In the case of the initial release, I suggest that the FS Devs limit themselves to releasing only 3 - 4 game modes. The modes I suggest are: TDM, CTF, TS and Jump, with maybe a case being made to not release TS right away.
So while this may get some minor lashback from like 3 users who still play bomb and the 30 or so players who still play FFA basically all the rest of the gametypes are dead and not played. Having empty lobbies is a real turn off for a lot of players, and if a game has one or more game modes that nobody plays, its a bit of a sign that somehow either the game is dead and nobody is playing it, or that those game modes were poorly thought out and nobody likes to play them which also shows poorly on the game.
You can see this method of limiting game modes at release in big AAA games like Overwatch for example. For a long time they had no competitive matchmaking, only a single matchmaking system and a way to make custom games with friends, and that was it. Very bare bones, but it was great because it focused the community into a single space. Then once the player base expanded and they had tons of players online at any given time, they started releasing their arcade modes, and the competitive mode etc. However, if all those features were pushed at launch, I think the community would have been largely less focused and possibly would have created a much less popular game.
So to help mitigate that and keep first impressions relatively good I think Resurgence should stick to as few game types as it can possibly get away with, without a huge outcry from the current community.
To that end, I think limiting the first release to only TDM, CTF, TS and Jump modes would be the best solution. This way the community has a limited number of game types to play, but it also concentrates all the players into the most played game types and creates an environment where its more likely that at any given time you can find a server with players in any of the available game types, (except jump but that is kind of an exception in general).
It may be that even limiting it down to just TDM and CTF with TS in the wings ready to release in 6 months or so after release would be even better and keep the community even more focused.
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TL;DR: I think we should limit the gametypes at the release of Resurgence to be TDM, CTF, Jump and maybe TS to keep the community concentrated and keep servers filled more than if there were 6+ gametypes.
This post has been edited by KroniK: 27 February 2017 - 09:01 PM