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Thread: Mentor Mode | Forums

  1. #1
    Not sure if this has been thought of...

    Mentor Mode

    Number of players: 6-8

    Teams: One team of 1-3 Mentors, and another team of 4-5 Trainies

    In this mode the Mentors would have access to their profile settings, allowing them the use of abilities, perks, and streaks, making them quite formidable, hence why this team is kept small...

    Meanwhile the Trainies are blocked from using abilities, but have access to the perks and streaks their profiles have equiped, making them less powerful as the Mentors hence why their team is potentially larger...

    No there would obvisouly be problems with match making and what not, but I think the balance of power is fair, considering Mentors are supposed to be more advanced in the ways of an assassin (the trainies in the story mode didn't get guns till later)...

    Now, I'm not sure if their detection mode should be differentiated (ie, making ither Mentors or the Trainies compass more or less difficult, etc.)... I'm thinking this game mode would have to be similar to those of either Manhunt or Aliance, but one thing I'd change, is the model thats chosen is the same for all players, the difference between Mentors and Trainies would be that Mentors would get the Elite Gear, and trainies would get the normal gear of the persona...

    This would make walking into a group of your own personas more iffy, cause what if your persuer is there? It would change the out look on blending...

    ...... and suddenly mid post my train of thought has derailed... but I think this would be a fun and interesting mode, perhaps some tweaks to it, but let me know what you think, maybe you guys can come up with better things to balance it out and make it fun and enjoyable, but does it sound good, and maybe worth it???
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  2. #2
    Liek training mode...I love that Idea
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  3. #3
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    Like the 3v5 or 2v6 even but instead of stripping Trainee abilities give Mentors 4 equipment slots, assign the extra 2 to the d-pad like in SP and we have an AWESOME game mode.
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  4. #4
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    Master Assassin mode anyone? 1v7 w/6 M.A equipment slots.
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  5. #5
    Originally posted by sandmanssorrow:
    Master Assassin mode anyone? 1v7 w/6 M.A equipment slots.
    like the idea of that, could be adapted to be true to the title 'manhunt' ie one assassin, 7 players as 'guards'. Guards get no special abilities just weopons. Assasins has normal kit/abilities.

    Whoever scores the most kills/points wins.
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  6. #6
    Yea, cool ideas, I'd like a mode of 1vs7, 1 player with full profile set access, and 7 'guards' who can just attack. Maybe make the player have an objective like steal a flag or assassinate one of the 7 guards (a captain)?
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  7. #7
    Originally posted by MrKnox122:
    Liek training mode...I love that Idea
    I second this. I thoroughly enjoyed the instructor mode from MGO and would welcome something like that here with open arms.
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  8. #8
    This is a great idea. It's a chance for everyone participating to get better at the game as whole.
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  9. #9
    This mode would also allow clans to train their new recruits, and maybe get people used to playing via stealth...

    I like some of the ideas, keep'm coming guys...

    I believe this mode would be one of the best...

    Playing on the Mentor team would give you a sence of being bad ***, and being a Trainie would allow you to learn how to work as a team more fluidly, cause abilities wouldn't be mucking up your play...

    Now, would points be like Manhunt? Where say, Mentors first hunt the Trainies, getting a target to look for, while the Trainies have to hide, gaining points the longer the stay hidden and alive... Then after X amount of time, roles are switched...

    Or should this mode have a different scoring system? I can't think of one myself currently, but I'm sure we can think of one, and hopefully still keep it balanced, so far it seems feasable, right? and entertaining?
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  10. #10
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    Maybe an easier implementation would be to scrap my extra ability slot idea for the Mentor and instead just decrease the ability cool downs to 5 or 10 seconds depending on the player ratio.
    This would encourage the Trainees to work as a team to take down the target in a unified strategy to bypass the rapid cooldowns and thereby, er, train them better.
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