1. Organized Retreat
Team A try to don't let them go away.
Team B try to retreat with their goods. Like impedimenta or so. Main thing - they can't just run without stuff. Slow movement of carts, peasants, the wounded men etc.
Team A can destroy goods and kill refugees and others.
Team A is always the Chaos. Team B is always Empire.
2. Crossing the Bridge
Team A must cross bridge and go forward to the control point (beacon fire) by any cost.
Team B must provide no enemies on their side
3. Rebellion
Team A and Team B walking in capm, sity or village. Team A is loyalists, Team B is rebels. Broederbond works secretive and any member know only their leader.
Nobody know who loyalist and who rebel. When Loyalists leader (Elder, Сommander of fortress, Governor etc. Depending from choosed map) come to the center of village and start making some declaration - Rebel leader make some mark or keyword and fight starts.
Target of rebels - kill the Loyal Leader and defend Rebel leader.
Target of loyals - defend Loyal Leader and kill Rebel leader.
The main feature is you really don't know who will fight for you and who not before Rebel leader say keyword. After you can see enemies.
Leaders can be played by peoples too.
4. Defend the village
Attackers need to loot and burn village.
Defenders try to defend key objects from destruction.
Money in this mode getting more from looting stores than from killing enemies.
In armory you can get some free equip, in treasury some money, in grocer you can restore some HP etc.
There will be many objects in village to loot and defenders can choose what is more important to defend. They may try to defend all objects in the same time, but if attackers will choose one or two objects to attack by ignoring others - they will crush few defenders of any object.
This was objects to loot. Also game target in destructing some key buildings. Loot objects must be destructed too, but if you make it too early it will be hard to play without support.
5. Train Wars
The really big cart with treasures or a few of them SLOWLY moving from middle of the road. Road between two camps.
In first camp Team A.
In other camp Team B.
When somebody from A near and nobody from B near the cart it moves to side A. And inversly. When near the cart two teams - it stands still.
The main idea is to control cart so long to let it make their pass to your camp. Respawn after 5 sec in your camp if you die.
It's something like tug of war.
6. Siege
Classical siege. But more provincial. Not stone castle but fortified empire village with some destructable elements.
Village with a lot of peasants inside and a handful of defenders(players).
Attackers(players) who have additional marauder-bots spawning from many points must kill all inside.
Not sure now, but maybe it will be not one charge but waves of attacks.
7. Necromancer's attack
Players defending village and villagers from waves of skeletons coming from graveyard (near to village).
Each next wave are stronger than previous.
Players and villagers are barricaded in small area but can make some raids between waves to find some useful stuff.
Final wave are strongest and leaded by necromancer.
8. Rescue the slaves
We have chaos camp and empire's camp on different parts of map.
Chaos have N prisoners who preparing to die into evil ritual to summon demon.
Empire trying to rescue and lead away prisoners.
Each chaos player can kill escaping prisoner or try to kill empire rescuer and lead prisoner back to the cage.
Than more prisoners chaos have than faster ritual will completed.
If chaos loose or kill all prisoners - empire win.
If empire let chaos summon demon - chaos win.
9. Warp Wars
Teams starts from the fortified camps located in different parts of the map. The main task - to collect the most number of warpstone's pieces that are scattered across the map, or vice versa this is one huge warpstone located in crater. By the way there is a time limit - something about 15 or 20 minutes.
Players should bring a warpstone's shards in repository of camp as many as they can carry (from 1 piece to 5). Warpstone cause damage to health when character carrying it, and damage as heavy as many shards player carrying. If he dies, shards remain on the place of his death and lighting, so shards are visible and can be collected by other players.
There are NPC-traders in the camp presented alchemist, blacksmith, stableman and condottiere. Alternatively, it could be an only merchant in the camp, which will be presented to all the assorted goods.
There are also several mines and farms that players can take to open access to more advanced things at the NPC in the camp.
Alchemist sells players healing potions and salves. Potion cure N health instantly. Salve cure full HP but for the N period of time. Each potion or salve takes one weapon slot.
Blacksmith sells weapons and armor. Than more mines has been captured, then more advanced weapons and armor are available for sale.
Stableman sells horses. Than more farms has been captured, then more rapid and agile horses are available for sale. Also, than more mines has been captured, then horses are more armored.
Condottiere selling the services of mercenaries. Each player can hire units of various specializations (melee fighters, skirmishers, horsemen). Each type of mercenary claiming the number of captured mines and farms, so than more of these objects has been captured, then stronger mercenaries are available for hiring.
Besides it's possible to make procedure of warpstone's collecting more difficult by adding skeletons' squads around of warstone. So than more team collected shards, than more waves will come to the camp. During game progress skeletons become stronger.
So this MP-challenge is some sort of tactics, RPG and slasher.
10. Ambush
Road in da forest. Team A must pass through with their leader to the end of road. Leader are most strongest unit and he must survive.
Team B can prepare ambush before Team A will go and can make some barricades cut some trees and put across road etc.
Team A win when leader is arrive to the end of the road.
Team B win when enemy leader is dead.
Read some of those game modes. These are some nice ideas.
Maybe we could have more game modes like those, instead of rugby [I'm gonna get flamed for this comment].
, but these are just nice examples of creative thinking.