Game Modes

From Concord Wiki
Jump to navigation Jump to search

Brawl


Takedown


Sweatstrum Rating: Low

"Our reputation is on the line here. Take out the rival crew."


Overview

Take down members of the rival crew to earn points for your team.


Features

  • 5v5
  • Respawn


Win Condition

First team to reach the target score before time runs out wins the match.


Details

Each team of 5 is dropped onto the map at one of two starting locations.


When a player eliminates a member of the opposing team, that player's team gains a point.


When time runs out:

  • The team with the highest score wins.
  • If the score is tied, overtime begins. The next team to score a point wins.
    • If neither team scores a point in overtime, the winner is decided randomly.


When a player is eliminated, they are placed in the respawn queue and a timer will indicate time until respawn.


  • Players may access Character Select during this time and choose a different character. The respawn timer will be visible and players must make a selection before time runs out.
  • There is a respawn timer penalty for self-elimination.


Trophy Hunt


Sweatstrum Rating: Low

"Collect the rival crew's bounty cards: an old Freegunner tradition."


Overview

Take down members of the rival crew and collect their bounty cards to earn points for your team.


Features

  • 5v5
  • Respawn


Win Condition

First team to reach the target score before time runs out wins the match.


Details

Each team of 5 is dropped onto the map at one of two starting locations.


When a player is eliminated, they drop a bounty card that will disappear after a short time.


A player's bounty card can be collected by either their own team or the rival team.

  • Collecting a rival's bounty card earns 1 point.
  • Collecting a teammate's bounty card prevents the rival team from scoring, but does not score a point.
  • If a player's bounty card falls of the map, a point will be awarded to the other team.


When time runs out:

  • The team with the highest score wins.
  • If the score is tied, overtime begins. The next team to score a point wins.
    • If neither team scores a point in overtime, the winner is decided randomly.


Overrun


Area Control


Sweatstrum Rating: Medium

"We need to control this location. Hold the zones."


Overview

Capture and hold two or more zones to score points for your team.


Features

  • 5v5
  • Respawn
  • Team coordination recommended


Win Condition

First team to reach the target score by controlling 2 or more zones wins the match.


Details

Each team of 5 is dropped onto the map at one of two starting locations.

There are 3 zones located around the map. They will remain neutral until they are captured.

To capture a zone, a player must:

  • Be in the zone uncontested until capture is complete.
  • If both teams are in the zone at the same time, the zone is contested and the capture progress pauses.


While a team holds 2 or more zones uncontested, they will score points.

  • Holding 2 zones uncontested earns points at a base rate.
  • Holding 3 zones uncontested earns points at an accelerated rate.


Capture zones can change ownership.

  • A team gains ownership by holding the zone uncontested.


When time runs out:

  • If a team has more points and controls 2 or more zones uncontested, that team wins.
  • Otherwise, overtime begins and the round continues until one team meets the above conditions.
    • If the team with fewer points controls or is contesting 2 or more zones, the round will continue until they only control a single zone or surpass the score of the opposing team.
    • To win, the losing team must hold two zones uncontested long enough to overtake the rival team's score.
    • If the score is tied, overtime begins. The next team to score a point wins.
    • If neither team scores a point in overtime, the winner is decided randomly.


When a player is eliminated, they are placed in the respawn queue and a timer will indicate time until respawn.

  • Players may access Character Select during this time and choose a different character. The respawn timer will be visible and players must make a selection before time runs out.
  • There is a respawn timer penalty for self-elimination.


Signal Chase


Sweatstrum Rating: Medium

"Track down the Guild relay signal. They have intel we can use."


Overview

Capture and hold a series of signal zones to score points for your team.


Features

  • 5v5
  • Respawn
  • Team coordination recommended


Win Condition

First team to reach the target score before time runs out wins the match.


Details

Each team of 5 is dropped onto the map at one of two starting locations.

The first zone will be locked and uncapturable for a short time.

Once the zone is unlocked, it can be captured by either team until it expires.

To capture a zone, a player must:

  • Be in the zone uncontested until capture is complete.
  • If both teams are in the zone at the same time, the zone is contested and the capture progress pauses.


Once a zone is captured, the capturing team will earn points for every second the zone is held uncontested.

If the zone is contested, scoring halts until the contested state is resolved.

Capture zones can change ownership.

  • A team gains ownership by holding the zone uncontested.


Shortly before an active zone expires, a new zone indicator will appear above the location of the next zone. When the active zone expires, the new zone will spawn immediately.

When time runs out:

  • The team with the highest score wins if the zone is uncontested.
  • If the score is tied, overtime begins. The next team to score a point wins.
    • If neither team scores a point in overtime, the winner is decided randomly.
  • If the score is not tied, but the losing team controls the zone or is contesting it, overtime begins.
    • To win, the losing team must hold the zone long enough to overtake the rival team's score.


When a player is eliminated, they are placed in the respawn queue and a timer will indicate time until respawn.

  • Players may access Character Select during this time and choose a different character. The respawn timer will be visible and players must make a selection before time runs out.
  • There is a respawn timer penalty for self-elimination.


Rivalry


Cargo Run


Sweatstrum Rating: High

“That Blue Buddy's holding some valuable cargo. Let's grab it before another crew gets it.”


Overview

Grab Blue Buddy, plant it at one of the zones, and defend it from the rival crew to win.


Features

  • 5v5
  • Round-based
  • No respawn
  • Requires strategic planning
  • Team coordination required
  • Uses sequential Freegunner selection


Win Condition

To Win a Round:

  • Plant the cargo and defend the zone until extraction reaches 100%.
OR
  • Eliminate all players on the rival team.
  • If the team with control of the plant zone is eliminated, the surviving team must recapture the zone before extraction progress reaches 100%.
  • If they do not, the eliminated team will still win the round.


First team to win 4 rounds wins the match!


Details

Each team of 5 is dropped onto the map at one of two starting locations

Blue Buddy spawns near the centre of the map, but it cannot be picked up prior to its lock timer expiring.

Teams compete to pick up Blue Buddy by running over it after the lock timer expires.

A player in possession of Blue Buddy can:

  • By default, drop or plant Blue Buddy by holding A
  • Blue Buddy can only be planted while standing in a designated plant zone.


Once Blue Buddy is planted, a capture zone is spawned around it and extraction progress begins.

  • Progress is tracked from 0%-100%.
    • At 100%, the team who owns the capture zone wins the round.


Capture zones are considered contested if both teams are inside the zone at the same time.

  • Extraction progress continues in contested zones until 95% or above, at which point:
    • Extraction progress stops until the non-owning team steps out of the zone.
      • The non-owning team has a brief window to reenter the zone before extraction progress resumes.


Capture zones can change ownership.

  • A team gains ownership by holding the zone uncontested.
  • When zone ownership is changed, extraction progress resets.
    • If extraction progress was under 50% when ownership changed, progress resets to 0%.
    • If extraction progress was 50% or over when ownership changed, progress is set to 50%.


If neither team has planted Blue Buddy and time runs out, overtime begins. During overtime:

  • Blue Buddy will automatically be placed at its original spawn location and a capture zone will spawn around it.
  • The capture zone defaults ownership to the team in possession of Blue Buddy.
  • If no team had possession, ownership is assigned at random.
  • This capture zone adheres to the previously described rules.


Clash Point


Sweatstrum Rating: High

"Get in there and secure the zone. If anyone gets in your way, take them out."


Overview

Capture and hold the zone to win.


Features

  • 5v5
  • Round-based
  • No respawn
  • Team coordination required
  • Uses sequential Freegunner selection


Win Condition

To Win a Round:

  • Hold the zone until capture progress reaches 100%.
OR
  • Eliminate all players on the rival team.
  • If the team with control of the zone is eliminated, the surviving team must recapture the zone before it reaches 100%.
  • If they do not, the eliminated team will still win the round.


First team to win 4 rounds wins the match!


Details

Each team of 5 is dropped onto the map at one of two starting locations.

The target zone is located at the centre of the map. It will be locked and uncapturable for a short time before entering a neutral state.

To capture a zone, a player must:

  • Be in the zone uncontested until capture is complete.
  • If both teams are in the zone at the same time, the zone is contested and the capture progress pauses.


Once a zone is captured, control progress increases incrementally from 8-100%.

  • The owning team does not need to stand in the zone to advance progress.


Capture zones are considered contested if both teams are inside the zone at the same time.

  • Control progress continues in contested zones until 95% or above, at which point:
    • Control progress stops until the non-owning team steps out of the zone.
      • The non-owning team has a brief window to reenter the zone before control progress resumes.


Capture zones can change ownership.

  • A team gains ownership by holding the zone uncontested.
  • When zone ownership is changed, control progress resets.
    • If control progress was under 58% when ownership changed, progress resets to 0%.
    • If control progress was 50% or over when ownership changed, progress is set to 50%.


If the time runs out before a team is eliminated and before zone control reaches 100%, overtime begins. During overtime:

  • The first team to reach 100% control of the zone or eliminate all opponents wins the round.
  • If the zone was in a neutral state when the time ran out, ownership will be assigned to the team that most recently made capture progress and control progress will begin.
    • If neither team made any capture progress on the zone, ownership of the zone will be randomly assigned to a team and begin incrementing.