r/HighGuardgame•
KorKiness

Combination of game modes is unique, but why Highguard does not feel like unique experience?

Discussion

We have looting on map from battleroyal, capture the flag, and breakthough with planting bomb. No other game combining this game mods together, so why is Highguard does not feel unique?

I come to conclusion this is because of low cohesion of those phases.

Gameplay definition is making decision in certain situation that bring consequences on game flow based on rules. So decisions in each of the phases in Highguard does not make significant consequences on other phases or even next rounds. That means during each of the phases you don't think much about what this will lead to and you end up with just battleroyal looting, then just capture the flag, then just breakthrough with planting bomb.

The looting phase suffers from it the most and also could solve it the most. During looting phase, you are just looting better gear and that is all. If you don't loot you will be punished with sucking up in fights or smashing rocks. You are not have to think about farm this camp of mobs to grab some resources for defending, loot some gear or may be risk in ganking. You technically can gank enemies, but this mostly unprofitable. Even in 5v5 when there is not enough loot for everyone and after adding masterwork guns in shieldbraker location it is still more profitable to not pick a fight during looting and just go open chests somewhere else. And if you are not blessed with RNG go hit some rocks.

Capture the flag phase personally suffers from this the less because at least during inside this phase you are able to do major gameplay decisions. Like picking defense strategy and waiting for overtime to wipe out enemies, rushing directly to base or moving cautiously thinking where to pick fight on your way. And result of this phase have impact on who will be defending. And also I like mount fights in the field when they happen.

Breakthrough with planting bomb has way to impact whole game only by making decision to plant bomb on anchor stone and after tough fight end whole game or play more safe and blow generator. These decisions are only available for attackers. The defense phase does not have turn-around moments at all, you just punished with defending for loosing capture the flag phase. For good defending you will just end up with equal amount of points which also not a big deal since next round starts from same point as previous, and you are able to completely replay bad decisions in previous round which makes comebacks less significant because you are not overcoming what was done before.

If only it could be possible, for example, something like this:

  1. to loot resources for building up your base on looting phase;
  2. then on capture the flag phase grab something like "shield breaker replanter";
  3. then allow enemies to plant their shield breaker;
  4. then wipe enemies in prepared base;
  5. took out shield breaker and attack enemies who were not preparing their base.

It would be risky to allow enemies plant shieldbraker and let them in. But that could be rewarded in possibility with immediate strike back. And that would make enemies also to think like:
"Maybe they are planing to out defend us?"
"Maybe we should collect better raid tools to break through their prepared defense?"
"Or maybe we should gank them and not allow preparing for defense?"
"Or maybe we should prepare base ourselves for their strike back?"

That would make players think about all phases as a whole and make gameplay decision based on outcomes of each phase.

Posted Feb 26, 2026, 7:55 AM UTC

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