CoD: Multiplayer Modes -
09-22-2003, 11:19 AM
Seeing as we only get one topic per day, I've decided to devote that one to CoD. Here we go -
[quote:6ab4c]Making the most of both our weapons and tactical options helped us prevail in multiplayer rounds of search and destroy, the game's objective-based multiplayer mode, which resembles the objective modes of such games as Day of Defeat and Return to Castle Wolfenstein. Search and destroy is round-based, similar to Counter-Strike; once you die, you're out of the match until the next round. In the game we played, the American Allied soldiers were required to navigate through the trenches of a countryside installment and plant bombs on German antiair guns. Of course, the German soldiers were required to thwart the Americans in this map.[/quote:6ab4c]
Standard OBJ fare, nothing too original ther.
[quote:6ab4c] We were also able to spend some time with Call of Duty's behind enemy lines multiplayer mode, which pits Allied and Axis soldiers against each other in a lopsided ratio. Most players will spawn as Axis soldiers, though the few players that spawn as Allies will receive points for continuing to survive. Allied players are actively hunted by Axis players using a GPS-style radar system that tracks their most recent locations. Once an Axis player frags an Allied player, the Axis player becomes an Allied soldier and is then able to start scoring points (while the Allied player becomes an Axis soldier and joins the others in the hunt).[/quote:6ab4c]
Kick ass. This has been done before in games like UT2k3 where you kill the one guy whos got like invisibility or something, but this is a GREAT idea and a great way to merge it with a WW2 setting where you are trying to navigate your way through a city filled with AXIS players. Should be very very fun.
[quote:6ab4c]The multiplayer mode's "killcam" feature should prove to be an interesting addition.
Infinity Ward has also added an intriguing, all-new feature to Call of Duty's multiplayer matches: a replay mode that the developer refers to as "killcam." Whenever you get killed by an enemy player in a multiplayer game, you'll have the option to immediately respawn by pressing the "F" key or to sit and watch the killcam replay. The replay switches to spectator mode and follows the viewpoint of the player who shot you down, seven seconds before it happened. As technical officer Jason West explains, killcam was implemented to combat the always-frustrating event of getting shot down by someone you couldn't see--an event that can sometimes seem random, or even unfair. Rather than incredulously tossing your keyboards to the floor in annoyance at getting killed by a seemingly stray bullet, you'll instead be able to watch the killcam and see exactly where your assailant was and how you were taken down. In this way, killcam will also help ferret out snipers who get a little too comfortable in one spot, since downed players will be able to use the killcam to determine their location and go after them. West also expects newer players to use killcam as a learning tool to help them figure out the basics of line-of-sight tactics and effectively using cover.[/quote:6ab4c]
Absolutely retarded. 100%. The sniper bit just annoyed the hell out of me. I figured a sniper WAS supposed to have a nice vantage point from which to blow peoples heads off, not have to worry about some little punk using his "Killcam" to ruin your location. The idea is good in theory in that it allows you to see how someone took you down, however this should DEFINATELY be an optional thing. The way it needs to be implemented, is the killed player should REQUEST a "killcam", and the fragger can say yes or no. If I'm a sniper no you may not see how I killed you.
Nice to finally get some idea on what these prickadillos are doing.
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