As always I love that you sit and think about these things. It’s awesome!
We definitely intend to include AI in the game so that people can practice and hone their skills against them, but a story mode may be out of our reach. There’s so much left to do with Quasar to make it into the game we’ve dreamed of without even beginning to think about something like a story or co-op mode. I unfortunately don’t see it happening at this time, but who knows?
With that said I think some sort of back story is still important to the universe we’re creating here, and its something we’re slowly working away at.
It’s awesome to see that you are putting so much thought into this!
The main objective of this mode is to pickup a bomb that spawns in the center of the map and plant it on each of the opposing team’s control points (the spheres). After the bomb has been planted, the defending team has x number of seconds to diffuse the bomb before it explodes. Each of the control points also act as spawn points for the owning team (randomly chosen).
The map is definitely feeling large still, even after shrinking it down. The portals are a great idea and could help shorten the distance from one end to the other. They could add another strategic element to Onslaught, which is exactly what we are looking for. With that said, we are very concerned with keeping the game play feeling quick and chaotic. This is currently an issue with Onslaught as it can feel more like a race to either side of the map.
The idea for team sided turrets has been brought up in meetings and is something that we are definitely considering adding. Reducing their power could help keep them balanced.
The bases are randomly placed to prevent players from coming into the game with preset strategies and to keep teams thinking on their feet. The two choke points (aside from the middle one) are also randomly generated.