Game Modes

## Background

*Decades after the initial CBI outbreak, and the decimation of the population, if you're not infected, then you're left fighting for scraps to survive. Unfortunately for you, there are many others like you fighting for the same limited resources, no matter the cost. However, banding together with other survivors gives you the strength in numbers and a better chance of survival. The best and only way to survive is to take the lives of those that seek to take yours. Whether you side with the Washington Liberation Front or the Seraphites means little. What matters is how hard you try to keep your clan healthy and strong by securing supplies and making it back.*

## GAMEPLAY LOOPS/IDEAS

### LOOP 1

* Open World: PvE
	+ Loot:
* Competitive: PvP
	+ Loot:
* Raids: PvP
	+ Loot:
* X

## Gameplay modes

### Supply Raid

Main article: Supply Raid

In **Supply Raid**, the goal of the match is to eliminate the opposing team by depleting all their remaining lives
Red loot boxes are scattered throughout the map, usually out in the open, and are dangerous to approach without teammates. These contain materials needed to craft items.
Health kits are also scattered throughout the map.
Teamwork is essential; being a lone wolf is not recommended.

Players are given a warning when their team only has eight more lives. When they are reduced to zero lives (but the remaining players are still alive), they enter "Sudden Death" mode, where they are given the general location of each enemy player on the minimap, displayed by a blip on the radar every five seconds. When there is only one player remaining and all lives have been used up, they enter "Last Man Standing" mode, and are granted additional parts. In addition, the next Loot Box they open after "Last Man Standing" has been activated will yield significantly better supplies than usual, including purchaseable ammunition (if applicable) and a machete. Granted, this special bonus only occurs once - the next box will yield the typical amount of supplies.

* Match (Rounds): 1
* Match (Time): 15:00
* Match (Tie): Yes
* Team Sizes: 5v5
* Respawns: 25/team
	+ 5-15 second delay
* Carry Over (Materials): Yes
* Carry Over (Craftables): Yes
	+ NOTE: 2x4 will only carry over if modified before death
* Carry Over (Armor): No
* Carry Over (Weapons): Yes

### Survivors

In **Survivors**, the first team to win 4 rounds will win the match.
Teamwork and survival is more important because of the lack of respawning per round.
There are more red loot boxes than in Supply Raid mode, and they are usually located behind cover.
Materials from red loot boxes and items crafted are not carried over each round, but armor and purchased weapons do.
Note that teams play to the best of seven regardless, so if a game ends in a tie, there is a chance the teams could tie 3-3 in rounds won.

* Match (Rounds): Best of 7
* Match (Time): 3:30/round
* Match (Tie): Yes
* Team Sizes: 5v5
* Respawns: 0
* Carry Over (Materials): No
* Carry Over (Craftables): No
* Carry Over (Armor): No
* Carry Over (Weapons): Yes

##### Sudden Death

Sudden Death begins when the a team can no longer respawn.
The team's radar also begins to highlight briefly enemy locations about every 5 seconds. No Survival Skill keeps you off the radar at this point.
If both teams enter Sudden Death, everyone's positions are briefly exposed to everyone in order to prevent camping and maintain the confrontation to decide the match's victor.

#### Last Man Standing

Last Man Standing begins when the last player of one team is alone, with no possible respawns.
In order to provide some degree of fighting capability, the game provides an extra amount of parts that the player can spend on ammunition, armor, or upgrading a particular weapon.
If the player manages to reach a red supply box, the game also awards extra crafting items, and even a Machete, albeit only once.

### Interrogation

Main article: Interrogation

In **Interrogation**, each team is required to gain information through interrogating their opponents. This is accomplished by downing a target, then performing a special execution. While interrogating, the player can be downed, causing the interrogation to be denied if done in time and granting the player who denied it earn an extra 50 parts.

* If one has a Shiv crafted, it is best to interrogate this way as it is faster, and works just like normal shivs. The player isn't required to down their opponent first, making it easier to pull off, and better for stealth classes.

Once either team have completed five interrogations successfully, the second phase of the match begins. The team with all their interrogations must attack the enemy team's lockbox, located by the interrogations. There are three stages to opening the box, each granting the players points if they reach each stage. Unlocking the lockbox is risky as it takes a considerable amount of time, and enemy forces can easily interrupt the action and down the unlockers. This makes it easier for the enemy team (if they haven't gotten all their interrogations yet) to obtain the interrogations they need. However, the lock box becomes easier to open as the match progresses, meaning the losing team can quickly comeback to win.

* Match (Rounds): 1
* Match (Time): 15:00
* Match (Tie): Yes
* Team Sizes: 5v5
* Respawns: Unlimited
* Carry Over (Materials): Yes
* Carry Over (Craftables): Yes
* Carry Over (Armor): No
* Carry Over (Weapons): Yes

### Plunder

Main article: Plunder
Teams compete to capture supplies from a central location and deliver them to their team's base. Both sides can steal supplies from the opposing team's base and try to return them to their own. The team with the most supplies in their base by the end of the match wins.

### Overrun

Main article: Overrun
Welcome to a good old-fashioned land grab: lay claim to as many territories as you can, steal from your opponents, and defend what's yours. Whoever holds the most at the end wins.

COD

### Reinforce

Main article: Reinforce
https://callofduty.fandom.com/wiki/Reinforce
There are three flags around the map, similar to Domination. If one is killed, they will go into Spectator mode. They will only respawn when a new flag is secured by their team. Securing all 3 flags results in an automatic win of that round for the corresponding team. Similarly to Search and Destroy/Rescue, a team will lose if all of their teammates are killed. The time taken to capture a single flag is five seconds, half the time of capturing a Domination flag.

The first team to get 4 points (again, mirroring Search and Destroy/Rescue) wins the game. Overtime can be activated in this game mode, and Intermissions are active.

### Search and Rescue

https://callofduty.fandom.com/wiki/Search\_and\_Rescue
Where two teams battle and drop tags when killed, the difference being in Search and Rescue obtaining a teammates dog tags will revive them while if an enemy grabs them, they will be eliminated from the round.

### Gun Game

Each player starts with the same basic pistol. Every time you kill an enemy with your gun, you're upgraded to the next weapon. Anyone killed with a melee attack is demoted to the previous weapon, so watch your flank. Suicides also set you back to the previous tier, most often occurring when using explosive weapons. The match ends when someone cycles through all twenty weapons. Success in Gun Game requires aggressive tactics and familiarity with each weapon in the rotation. Don't worry about dying - just go for a lot of successive kills

The game consists of six players competing in a free-for-all-style game. As players get more kills, the player will receive different weapons. However, melee kills do not advance the killer to a new weapon, but demote players to their previous weapon tier instead. The first person to achieve a kill with all twenty (or 18 in *MW3*, *Ghosts*, *IW* and *WWII*; 24 in *Advanced Warfare*) weapon tiers wins. However, if the match ends without anyone getting a kill with all the weapons, the player on the highest weapon tier wins the match. Due to the fact that only 20, 24 or 18 kills are needed to win, and the game is a Free For All, games are usually fairly short.

Direct suicides with a weapon will result in a demotion, except in Call of Duty: Mobile. By definition, this means being caught in the blast of an explosive weapon's splash damage. Suicides by car bombs or red barrels will also demote the player, but suicide by fall damage will not except in *Black Ops II*.

Also, getting double kills will not advanced the player by two weapon tiers; only one (except in *Call of Duty: Advanced Warfare*).

In *Call of Duty: WWII*, the Minimap will always scan for players similar to a Recon Aircraft. Melee attacks are also an instant kill regardless of the direction hit. In Call of Duty: Mobile the Minimap scans for players but not constantly like the UAV, but instead at intervals.

### All or Nothing

Players are equipped with an empty USP .45 with a Tactical Knife, and a Throwing Knife, and the perks Hardline, Extreme Conditioning, and Stalker. They are also equipped with Sleight of Hand and a modified Dead Silence that only stops fall damage, however these perks aren't actually shown. Players initially start with no ammo. When a player gets their first kill, they unlock Scavenger and can then pick up ammo. Players are reset with no ammo after they are killed. The game ends when a player reaches 20 kills or the time limit is reached.

### One in the Chamber

> Each player is given a pistol - and only a pistol - with one bullet. Use it wisely. Every shot kills. If you miss, you're limited to your knife. Every time you kill a player, you get a bullet. Each player is given three lives. A Spy Plane flies overhead when only two players are left fighting, preventing player camping. Success requires a combination of precision and reflexes. Know when to go for the shot or close in for the kill.
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One in the Chamber consists of six players competing in a Free-for-All style game with a twist: each player starts off with only an insta-kill M1911, a single round of ammunition, a knife, and three lives. Players are equipped with Lightweight, Scout (though it has no effect), and Marathon Pro.

Once a player has fired their bullet, the only means of acquiring another one is by getting a kill. This means that if a player kills an opponent with a bullet, they will get that bullet back. However, if a player happens to have no ammo left, then their only remaining method of killing is by knife. Knifing earns one bullet, which means that players can have more than one bullet at a time if they choose to knife their enemies as opposed to shooting them.

When only two players are left, a Spy Plane will appear to show both players on the radar as a way to prevent camping which would excessively prolong the match.

The winners of One in the Chamber are the players with the highest scores. Kills earn 100 points, while Survivor Bonuses (being alive when another player is eliminated) net 10 points. While it may seem as though it's a Last Man Standing setup, it's easily possible to be in the money without being one of the last few alive.

### Sticks and Stones

**Sticks and Stones** is a Wager game mode in *Call of Duty: Black Ops* and a Party game mode in *Call of Duty: Black Ops II*. It was featured as a limited time mode in *Call of Duty: Black Ops III* and *Call of Duty: Black Ops 4**.*** Sticks and Stones consists of six players competing in a Free-For-All style game. Everyone's loadout consists of a Crossbow, Ballistic knife, and a Tomahawk/Combat Axe. The crossbow has an explosive tip, and is able to cause multi-kills. Like a Free-For-All game, points are earned from kills, and the match ends when the time runs out. However, if a player manages to kill another with a Tomahawk/Combat Axe, they will "bankrupt" the target. Also, if a player commits suicide with Crossbow, they humiliate themselves and get "bankrupted". If a player is "bankrupted", they lose all points earned so far in the match; they will have to start over from zero points. To win, a player must reach one of the three highest scores once the time limit is reached.

### Team Defender

https://callofduty.fandom.com/wiki/Team\_Defender
**Team Defender** is a game mode introduced in *Call of Duty: Modern Warfare 3*. In this mode, one player must hold on to a flag for as long as possible, while his teammates defend him. Similar to Capture the Flag, teams are awarded points for killing the enemy. However, the team holding the flag receives double points towards the match score. In order to hold the flag, the player must kill the enemy player currently holding the flag, then take the flag off their body. The player that is holding the flag will get a 20 point assist for every kill that each teammates get. The team to reach the score limit of 7500 first, or have the highest score when time runs out wins. The first appearance of the flag is not in the middle of the map, but appears where the first person dies in a match. Team Defender is popular among players who want to rank up rapidly. This gametype is notorious for its erratic spawn system, usually spawning enemy players very close to the friendly flag carrier.

* Team without flag - 50 points per kill
* Team with flag - 100 points per kill
* Kill flag carrier - 250 points

### Control

https://callofduty.fandom.com/wiki/Control\_(gamemode)

> Two teams alternate in attacking and defending capture zones with a limited number of respawns each round. While Attackers are capturing a zone, the time limit will pause. Attackers must capture all zones to win a round. The first team to reach the round win limit will achieve victory.
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There are two control points, and the attacking team needs to capture both control points on a limited number of lives before time runs out. The defending team needs to defend the points until time runs out. 30 lives are given to both teams. The control points are captured in segments, so once one segment is captured, it remains captured.

### Cranked

The gametype is similar to Team Deathmatch with two teams competing to earn kills. Whenever a player gets a kill, they earn a "Cranked" bonus, giving them faster movement speed, reload, and ADS. Upon getting the bonus, the player is given a 30 second timer. After each kill or assist the player earns, the timer will reset. If the player fails to get a kill or assist within the time limit, they will explode and die.

Cranked effects
When a player becomes "Cranked," players receive the effects of Ready Up, Sleight of Hand, Agility, Marathon, Stalker, Reflex, and Quickdraw in *Call of Duty: Ghosts*. This frees up a lot of Perk choices when developing a Specialist strategy, but the effects do not stack if you already have that perk enabled. Having any of the above listed perks in your setup only changes the fact that you have it when you are not cranked, and is pointless to keep in your specialist package, as you are already cranked when you get it.

Scoring
The first kill a player gets upon spawning or respawning will add one point to the team's score. Each "Cranked" kill or each kill the player gets with the timer will add two points to the team score. The first team to reach 100 points wins the game.