Mordhau

Frontline Maps environment interaction suggestions

Duke 5481 13082
  • 2
  • 25 Mar '18
 Jax — Community Manager

Yo, just wanted to post some ideas of ineractible objects and things that would be fun in Frontline, plus see what you all would like to see as well. @Vesanus and @elwebbaro Not sure if it's too late to add stuff, but it can't hurt to have some extra ideas, eh?

  • HAYSTACKS: Haystacks would reduce fall damage, assassin's creed-style. They could be positioned near castle walls or whatever so a defender can make a quick escape if needed, or an attack would be able to clear out more remote areas (archer vantage points) and quickly get back into the fight. Plus it would be fun ofc. You could also add some more interaction by having firepots set these haystacks on fire, preventing them from having any fall damage reduction + fire damage. After a while the haystacks would magically heal.

  • Oil Lanterns: Oil lanterns could be smacked by melee weapons or hit with projectiles to break making a miniature version of a firepot and changing the lighting. A smack or two with a repair hammer would fix them. Would be super cool to see a missed swing set a hallway ablaze for a few seconds. Probably should do less damage, be smaller, and shorter duration than a firepot.

  • Door/barring mechanics: would be sweet to see doors that can be barred from the inside, requiring them to be broken to be opened. It would be super cool to be the last few defending an objective, having the attackers outside breaking down your last defenses. Remember the Alamo tbh

  • Placeable stakes: stake objects on the map that can be picked up similar to the lance, and placed on dirt/grass. Basic version would be one spike, but a repair hammer could upgrade it to 3 spikes wide, which would also give it more health. Players that walk into the stakes would take damage and be forced backwards with a small knockback. Cavalry hitting stakes would be unhorsed and fall over the stakes.

  • Church tower bells: go up into the belfry and ring a big 'ol bell. No purpose behind it but it would be fun imo.

  • Placeable exploding kegs: can put them on the ground and shoot them/hit them with a firepot to blow them up. Melee would take a few hits to prevent cheese.

That's all I have for now, what does everyone else want to see in Frontline?

1089 1718

I think it would upgrade the significance of having a repair man if the stakes or other pickup/placeable defenses requires use of the appropriate tool for construction. As in you place it, there's a hologram and now you gotta thwack it with your hammer/mallet whatever for it to gradually come to fruition. This way it takes time to spawn/build and everyone sees it in advance. Just thinking aloud but man wouldn't be cheesy if they just placed it down on you and it instantly spawned?

Or it could be epic like that scene in Braveheart idk.

Mercenary 111 313
  • 2
  • 26 Mar '18
 Racemate

@Jax said:
Yo, just wanted to post some ideas of ineractible objects and things that would be fun in Frontline, plus see what you all would like to see as well. @Vesanus and @Elwebbaro Not sure if it's too late to add stuff, but it can't hurt to have some extra ideas, eh?

  • HAYSTACKS: ... After a while the haystacks would magically heal.

Better not. What is gone is gone.

...

  • Placeable exploding kegs: can put them on the ground and shoot them/hit them with a firepot to blow them up. Melee would take a few hits to prevent cheese.

and/or the possibility to spill a combustible mixture and to ignite it remotely.

Overall I like your ideas.

Environmental obstacles:

Water - If there is water in the game such as rivers, water ditches, etc, it should slower players movement, if they get in it. The deeper water the slower player movement.

Swamp, mud - do the same as water, plus players movement sometimes become slightly uncontrolled, or they even might fall down due to the slippery surface.

Duke 5481 13082
  • 26 Mar '18
 Jax — Community Manager

You don't want to make being in something like mud or whatever annoying and un-fun, but it would be cool to see stuff like that. Just no falling down

73 73
  • 26 Mar '18
 Tr1bal

I believe it needs deploy time for heavy/complicated objects, and also make it require a hammer to construct objects that have a high impact on gameplay.

Duke 5481 13082
  • 26 Mar '18
 Jax — Community Manager

If low water was added in the future
and so were dying sounds to ragdolls

it would be so fucking brutal to hear the guy whose leg you just chopped off drown in a puddle

Knight 196 414

Up on the walls, there could be little fire pits, where archers could light their arrows on fire, so that if they hit another player, that player would take arrow damage with an additional fire damage DOT.

Knight 528 3376
  • 26 Mar '18
 rob_owner

should make it so when you shoot a fire arrow, the wind that interacts with the arrow puts out the fire so it doesnt actually do anything, but put it in the game just to trick people into trying to use them

Count 331 1394
  • 3
  • 26 Mar '18
 RingMaster

The haystack is a cool idea, but landing on it should be single use before a cool down, so only one person can land on it safely, otherwise you can't escape from anyone because they can just land on it like you do and continue the chase, also it'd be funny to see people try and follow you but instead of landing safely they just land on flattened hay and die.

I remember suggesting this a while back, but i would love furniture like tables, chairs, banners and shit to be all destructable, so if you miss a swing and the swing smashes a table, the table just breaks, and if you're swinging at a dude and the swing just misses and hits a banner on the wall next to you, the banner is cut in half and partly falls down, stuff like that would be cool as fuck i think, just adds some more texture to the game. Perhaps for the table, after it's destroyed, a table leg can be picked up as a weapon to use.

Another idea that could be cool is torches that are placed around the map can be picked up and used as a weapon, so you could for example grab a torch from a wall and hit someone to light them on fire, perhaps you can only use it a few times before it breaks.

Also, another object in the map which would combo well with the torch would be random oil barrels around the map that can only be ignited and detonated via one of those torches, a fire arrow or a fire pot or something giving another incentive to use or seek out those items. If you smash one it let's out a big o'l pool of oil and if it catches on fire anyone standing ontop of the pool of oil either dies instantly or is engulfed in flames, gets damaged like crazy and has their vision fucked because of all the flames.

Knight 693 1593
  • 26 Mar '18
 das

The possibly good news is, I'm pretty sure map makers themselves will be able to easily make their own unique additions with Blueprint. I mean shit, HL2DM was able to have some incredibly unique objectives and interactables with a super not-supported codebase and antiquated 1998 Hammer I/O system.

Speaking of barrels, I'm hoping Mordhau has more items like the lance where you pick it up and carry it, unable to draw other weapons until you drop it. With barrels, you'd be able to deadlift it and then place it in an inconvenient chokepoint as a ghetto barricade of sorts. Or set it on top of a bunch of stairs, then kick it to send a rolling barrel down onto your opponents (physics damage + flinch, ouch!). HL2DM had online physics play and interactivity like this long before Rainbow Six Siege and it was pretty neat in how much creativity players could express. Mordhau shows a lot of potential with a medieval twist in this regard.

Stuff that's already confirmed/almost certainly in the game:

Catapult (mobile)
Ballista
Ladder (mobile and static, the former of which is probably kickable in some circumstances)
Gate levers

Anti-cavalry caltrops sound like they'd add depth and a means of control against seemingly unstoppable horsemen, but I'm hoping that the caltrops are very easily noticeable in that case with the exception of deliberate bushes that the mapper intends for them to be easily concealed in. Easy visibility would make them more of a zone control tool rather than a haha-you-got-tricked-now-get-rekt thing.

Baron 1601 5082
  • 28 Mar '18
 Lincs
  • Murder holes and arrow slits for throwing rocks and projectiles and shit at attackers when they breach a castle gate. Can be firepotted to cause damage to those inside and balance things out.

  • Randomly generated scenery when your team captures an area. Team banners in the ground, broken weapons, some severed heads on stakes. All able to be interacted with.

  • Chances for groups of players to spawn as cavalry reinforcements if a certain percentage of the team is wiped at the same time.

  • A sudden death mode if neither team has the advantage at the end. The lowest scoring 50% from each team are put into a neutral faction and zerg rush the top scoring survivors of the two original teams. The team that kills more in this scenario before dying wins. If one side actually manages to survive and kill all the neutral faction, they win automatically. If both teams work together and survive, the side with the most kills wins.

  • Smaller, minor areas to win control of that are demolished after being captured by one of the sides and allow them to gain some minor advantage. Placed randomly around the map in order to keep big teamfights dynamic and refreshing.

Duchess 774 3449
  • 1
  • 28 Mar '18
 Stouty

It could be cool to have some dynamic side objectives throughout the match for a short period of time in order to increase a teams score, e.g. suddenly one player is a VIP and needs to be escorted to a certain spot whilst the other team has to kill them. Or a supply wagon has to get pushed from one capture point to another. Stuff like that could help with replayability but of course I have no idea if it could work without knowing more about the game mode

Knight 651 994
  • 28 Mar '18
 VampireDuck

@Lincs
Good ideas. One that I can see some problems with tho:

  • A sudden death mode if neither team has the advantage at the end. The lowest scoring 50% from each team are put into a neutral faction and zerg rush the top scoring survivors of the two original teams. The team that kills more in this scenario before dying wins. If one side actually manages to survive and kill all the neutral faction, they win automatically. If both teams work together and survive, the side with the most kills wins.

What's stopping the people in the neutral faction from only attacking the enemy team to improve their chances of winning? Also I feel like just having the teams put together to defend themselves will cause a large part of the tactics to just be stealing kills off the enemy team.

One way I feel this could be improved is by separating the teams so the lowest 50% on team 2 attack highest on team 1 while in some separated area the lowest 50% on team 1 attack highest 50% on team 2. Then the team that wins will be the last one with any players left. This is while the lowest 50% constantly respawn of course, otherwise it would go no where.

Knight 685 1851
  • 28 Mar '18
 ÐMontyleGueux

I would be so happy to have oil pots again. People yelling as they burn to death was one of the selling point of chivalry for a lot of players. Maybe versions that you can pick up and drop instead of huge cauldrons magically refilling themselves. In the same idea, large rocks that you can pick up and drop on enemies below you (like in the M&B 2 siege video).

Also it seems that most comments of the thread talks about building stuff with the hammers. It could be fun to enhance the planned engineer gameplay with the possibility to set up makeshift barricades or traps using a hammer (with limited resources that an ammo crate can fill up). I really like the idea of having support roles, especially since beginners might have a hard time getting kills against experienced players.

Duke 5481 13082
  • 29 Mar '18
 Jax — Community Manager

2h rocks are confirmed @ÐMontyleGueux big drop SMAK soon™

@Lincs no chance mechanics, even if it's pubs nobody wants to randomly lose because they wiped the other team, and then the other team got like 16 horses. cavalry, siege engines and other goodies will probs be rewards for completing side objectives

I like the idea of a sudden death mode but I'm not too keen on the neutral faction, and it could prevent a lot of hiding if it's not tied to an objective. What could work though (if it's tug of war) is that if one team gets pushed all the way back to their spawn/base, there's a sudden death period where they have to retake the closest capture point to their base within X amount of time, without respawns. If they don't, they lose. that would be sick imho

Good ideas of actually useful arrow slits and murder holes, a well-placed firepot or smokepot could render them useless so it would encourage teamplay.

Sellsword 615 1380
  • 29 Mar '18
 BobSapp

I remember like, 700 years ago a dev posted this idea for bonus objectives that give out progression bonuses and ingame currency, but aren't related to the main objectives. Like you can loot a bank for three minutes instead of attacking the gate

I know some people thought it'd be annoying and that people should always play objectives, but I think it would be fun and that's really the goal of the main gamemode. I also like the idea that you can't get your stupid mercenaries to do exactly what you want.

I'd like to see progression incentives in the main gamemode. I think it'd be fun to go around looting shit basically, stuffing piles of jewelry into your dirty pockets after you break into the castle, trying to escape with awful golden pickup weapons, ransacking the king's quarters, etc. Stuff like this can add a lot of entertainment to the game

Duchess 774 3449
  • 30 Mar '18
 Stouty

yes and rape!

Count 331 1394
  • 1
  • 31 Mar '18
 RingMaster

I think Chiv did this or at least something similiar where peasants were an objective and attackers had to kill them and defenders had to protect them, it'd be cool if the attackers got bonus exp for slaughtering peasants they see on the battlefield, maybe they aren't an objective but just a side thing you could do if you wanted, similiar to how the grunts worked in Titan Fall but instead they don't attack and just run away. Maybe when a defender kills an attacker that's in close proximity to a peasant the defender gets a little bonus exp for defending a peasant.

Now this next suggestion might be a little cumbersome for the game but i think this would be fucking sick.

Imagine the opening to Kingdom Come: Deliverence, but in the frontlines gamemode in Mordhau (not exactly the same, just the premise of what happened at the start), the 1st objective is the village, 2nd is the courtyard to the castle, 3rd is the kings quarters or smth, when the first obj is getting attacked, the peasants are running out of the houses and trying to get to the 2nd objective for safety while defenders are defending first obj and attackers are trying to capture it.

Meanwhile during the battle, peasants are getting massacred during all of this, being run down by players on horse back and getting cornered in their homes and being butchered by attacking players who want some of them bonus points, painting the village red and littering the place with peasant corpses, i think that would look fucking wicked and be pretty "immersive" for attackers, it would REALLY put you in the role as the asshole pillaging warband while also being immersive for defenders seeing their loyal subjects being slaughtered like cattle.

2nd objective is reached by the attackers, and all the peasants who got away from the 1st obj slaughter are now up for grabs in the castle courtyard and are joined by some more noble looking people, NPC's in fancy clothing who lived there who give more exp than killing a peasant, they get cut down and the 3rd obj would be the same. But for the 2nd objective and perhaps the 3rd depending on how big the map is, around the castle are barrels of food, farm animals in their pens, fancy weapons and armor on display, banners, paintings etc. Now imagine all of that shit is up for grabs for the attackers, the barrels of food can be knocked over for exp, the animals can be butchered on the spot for exp and/or bonus points, the fancy armor on display can be kicked over for exp or bonus points, the banners and painting can be destroyed and torn apart for exp. What BobSapp suggested would also fit right into this aswell.

Little side things to do like this throughout the match around the map would be cool, i feel this wouldn't be too in the way either, and would incentivize players to make their match look like a brutal as fuck medieval pillage while also being the big o'l 64 player match everyone's looking forward to.

edit: sorry for novel rip

Knight 5096 6837
  • 31 Mar '18
 Humble Staff

There is actual enginery/building shit confirmed?

Duke 5481 13082
  • 31 Mar '18
 Jax — Community Manager

@RingMaster as far as we know there aren't any attackers or defenders, it's symmetrical. So probs wouldn't work :(

Taking out a militia armory to get access to some ladders or something could work though, but I'm not sure how or if they want bot implementation in the main mode.