King of the hill's a gamemode that's been around for a while, a tried and true method of play that's proven its worth in both competitive and casual circuits, and while there are many rendition of King of the Hill, I think if the mode ever came to TF2, it'd likely have its own distinct flavor to it. So I thought about this for maybe a quick five minutes and then decided to write it down and perhaps post it.
Here it is. No where near balanced but I'd say a good first, solid step.
Gamemode: King of the Hill (koh)
King of the hill is similar to control point gameplay. The
two teams, red and blue, fight to occupy a single space for as much time as
possible. King of the hill differs, however, in its capturing method. The space
in question is occupiable by only a single team member, who instigates a clock
that records the total time the team has controlled the space. The person
capturing must remain in the space the entire time, immobile and fairly
vulnerable, while his or her teammates defend him from the opposing team. In
order to take over the space and add time to their own clock, the opposing team
must kill the current occupant and put a member of their own team in as well.
The space does not, however, turn the capturer into a sitting
duck. The space is occupied by a Multiple Armaments N’ Emissions (MAN-E)
Cannon. The MAN-E Cannon is a manned turret that changes its weapons to the
nature of its current occupant. Generally the cannon does not give its occupant
a greater killing power but it does offer an enhanced ability for an occupant
to support his or her team in defending the hill from the attacking team. Also,
the cannon has an infinite source of ammo and does not have a reload time for
any of its weapons. The cannon is also sappable by enemy spies which, though
not permanent, stops the clock for ten seconds and actually subtracts five
seconds from the total time if it remains on for the full ten seconds.
Obviously the cannon will not function during this time and the sapper can be removed
with the help of an engineer.
By class, the many weapons of the MAN-E Cannon are listed:
Scout: The scout has a fairly in-effectual weapon in the
MAN-E cannon, basically a slightly more accurate form of the sniper’s SMG. The
advantage the scout gives is that a second is added to the clock for every
third of a second the scout resides in the cannon.
Soldier: The soldier receives a long distance mortar
launcher. It has a wide splash radius but only moderate damage. Its range is
also dictated by the angle of the shot. The mortar is mostly for weakening
large masses of attackers from long range before they can arrive so that the
defending team has an easier time fending off the rush.
Pyro: The pyro get incendiary rockets. The function much
like the soldier’s rockets, but deal out much less damage on impact. They
compensate, however, by setting every person within a certain radius of the
shot on fire.
Engineer: The engineer turns the MAN-E Cannon into a large,
upgraded dispenser. With double the range and double the heal-rate (ammo
replenishment is unchanged), he is capable of competing even with medics in the
healing of his surrounding teammates. Also his weapon is a laser pointer that
is capable of manually directing any sentry gun he may have built before he
entered the MAN-E Cannon.
Demoman: The Demoman has a bigger, badder
stickybomb-launcher. Rather than shooting out usual stickybombs, the cannon
shoots out disks, which are capable of flying faster and farther than usual
stickies. The disks are also larger, deal much more damage and are so heavy
that they cannot be moved by any force other than raw explosives. The downside
is that the disks are incapable of detonating before they have securely landed
and are still, and do not stick to surfaces, making them skid along the ground
for a few feet before stopping. Also, their detonation is delayed by one
second, making faster classes capable of running past should the demoman be
inattentive, and making slower classes capable of escaping the majority of the
damage, often living on in the red. Like the sticky launcher, the demo can only
have 8 disks out at once, though they can be combined with pre-set stickies as
well with no problems.
Heavy: The heavy pretty much trades away both detriments
towards his usual miniguns for supreme immobility. His weapon is much like his
normal primary, packing both normal damage and opponent slow-down. Also, the
weapon has much wider spread, which allows it to affect for individuals at
once. The weapon still retains the same weakness of both guns, having abysmal
damage at anything past mid-range (even more so than the normal guns as the
spread on this gun is increased), but the slowing makes enemies far easier to
attack by teammates. Also the gun is permanently revved, though considering
it’s basically a normal heavy just standing in a single place, it is
understandable.
Medic: The medic is a doozy. He fires what are basically
upgraded needles. The difference is that they fly straighter and faster, and
also they affect teammates. The medic heals teammates by shooting them with his
needles, which deal out 10 hp a hit. The needles do around 20 damage to
enemies, similar to the pistol.
Sniper: The sniper loses much of his initial killing power
with the MAN-E Cannon. The shots cannot charge, so while headshots still
register and instakill most classes, heavier classes are capable of powering
through them just fine. The benefit, however, is that the sniper’s gun fires
slightly faster and it is not necessary for the sniper to leave scoped view.
Spy: The spy is all about deception and actually does
not have a legitimate dmg dealing weapon. However, when the spy mans the
cannon, he maintains both his disguise or his cloak. While cloaked the cannon
remains neutral in the enemy’s eyes, even though there is really a spy adding
time to his teams clock the entire time. But also, the spy can enter with a
disguise on and depending on the disguise, make it appear to the enemy that the
proper team is getting time. Disguising as a friendly scout will make the enemy
see your timer rise at three times its normal speed, though it is still rising
like normal. The same is true if you disguise as an enemy scout, though, and
the enemy will see their timer rise up even though it is actually unchanging
(your timer will look unchanged to the enemy). The fire is actually a fake
fire, causing you to appear to be firing the appropriate weapon of the class
you are disguised as. A spy disguised as a heavy will appear to be firing a
minigun while a spy disguised as a medic will appear to fire needles. While a
spy is not as useful when ones team is successfully defending the area, it
might be possible for a spy to sneak a lot of time beneath the enemy’s noses
should they be the one on the defense. The spy has unlimited cloak while manning the cannon and when disguised as an enemy spy, has a random disguise mask on.