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The Need For Mission Variety


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#1 zolop

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Posted 26 March 2013 - 10:22 AM

NOTE1

{{This is for the replies after 13...Please be aware that many other ideas are taking place in this suggestion, not just repair for armor. I will always appreciate constructive criticism, even if the repair part of this suggestion is avoided. Alternative ideas are always welcome that increase the diversity or of a mission and how it would operate.}}

As a Mechwarrior 2 fan all the way up to the current version of MWO, one thing that made the game interesting was the variety of mechs, weapons, mission and the world that they tried to create.

I think MWO players would love to see more missions with more variety or a base that actually needs defense, thereby increasing the inherit nature of strategy, ROLE WARFARE and tactics in a given mission, besides team deathmatch and capture points. the first one MABD is a more expanded idea, while the ones listed later are much more simple and could be implemented (I think) easily.

Mutally Assurared Base Destruction

Parameters...

+12vs12 PCs/MEchs
+EAch team has a Base
+Mission is Timed, for a fictional reason of Planetary Orbital DEfence Cannons_See_Below...

{{ EDIT.. Added this as a option only to stop MWs from powering down to delay a clear win from a hostile force..This doesn't have to be added to this mission, I just know some MWs would rather annoy a clear win from a hostile team by powering dowen and make them wait the rest of the match....
+Parameters. Enemy PODC Destroyed. Few MEchs remaining (Team 10, TEam 2). 2 Mins left on mission. Orbital Dropship start shelling the surface of enemy mechs that remain stationary/powered down at least 10 seconds. Every 30 Seconds artillery hits those spots causing damage to the shutdown mech. Ally Mechs of the orbiting dropshop can see the shots come from the sky to help direct where the enemy powered down mech vinicity. This is purely to stop people from prolonging this mission from the 2 mins countdown by shutting down near the end aggrevate the other team. AGain purely optional as its the only current idea I can think of that would fit this mission.}}

A base is compromised with facilities and walls surrounding it. Bases contain few base defenses, with a specific purpose only. Please read below for further descriptions for each of the Facilities (or structures if you want to call them) are listed below.

--SIDENOTE: MWO has no repair class currently to repair structures ONLY, should one be made for this one or not? I am not sure so I leave that up to the replies and the constructive critism that follows...

-->FACILITIES

-->Command Building (Powered)
Used to relay information to orbital communications for orbiting spaceships. Is located in the center of the base and is the most Vital Besides the generator facility. Walled in at the top to prevent artillery spamming for a easy win.

-->Generator
Provides power to the facilities, itself and defensive buildings. If destroyed power to defensive structures will be shut down and the base wall door will not be able to be operated. Like the Command Building, it is also walled in from the top additionally to prevent artillery spamming, but like all the walls of a base can be destroyed by a copnstant barrage of firepower.

-->Base Gate Door (Powered) Optional idea....
Open and closes Automatically for friendly units to enter and deny access to hostile units.

-->Planetary Orbital Defence Cannons (Powered) (PODC)
Fictionally used to fire against enemy dropships when enemy dropships come in range to bombard a friendly base.

-->Base Defence Cannons Turrets (Powered)
Used to defend the base from a invading armor. Can be overtaken easily by fast moving mech avoiding their shots. The guns rotate slowly, making light battlemechs useful to scout a enemy base, thereby increasing the role warfare of this mode. Mean't to take out heavy mechs that would keep on alpha striking important enemy facilities, making for easy wins. Again Light mechs can easily out manuaver base turrets shots.

-->Radar (Powered)
Provides Radar coverage in the area inside and around the base in addition to each friendly battlemech. However enemy battlemechs equiped with ECM will remain invisible to this radar unless spotted by a mechwarrior. Provides ECM Coverage to base Base Defence Cannons and other base structures. Otherwise all the other current ECM rules apply.

-->Misc
+All walls have a given health number that can be slowly destroyed to open up buildings to Line of Sight weapons/Target weapons
+Mission is timed, No Xp is given out if the battle becomes a draw. This is to prevent a faster mech from running away froma havy mech just to get or farm XP at/near the end of the battle. Fictional reason could be is that Orbiting spaceships would bombard to area to dust than let the enemy take it over.Fictional element 2 could be used to say that Planetary guns in each base wil go online once the time runs out, thereby forcing orbital spoaceships to bombard the entire area.
+Repair/Rearm structure are in a given area inside the bases surrounded by walls and above with one door object on the side, entry automatically opens up when a allied mech starts waling toward the structure door and structure itself.

4/6/2015 Edit --> NOTE: Replace repair with dropship mode but drop ships must be deployed outside of base, with exception of defenders. Feel free to skip Section Below!
IMPORTANT NOTES ABOUT REPAIR/REARM STRUCTURE

+REPAIRS ONLY AFFECT ARMOR, NOTHING ELSE. Please Read below for futher descriptions and restrictions/conditions.
+Mechs in repair structure must be fully shutdown until repairs to start and while they are going on.
+First time Max repair done to any mech will cap at 60%. Sections blown off will NOT be replaced
+After every repair the max is lowered by 20%
+Every Repair from the 4th time and on will only repair 10% armor and ammo will NOT be refilled
+heavily damaged sectoins take longer to repair, this would need to be adjusted/balanced so that instant repair CANNOT happen
+After the first repair, more time is added is taken to repair/rearm, it will be maxed at 20-25 mins, depending on how many times the mech/pc used the structure, The fictional part of this is that repairs take less because the entire process is automated. this would need to be adjusted/balanced so that instant repair CANNOT happen
EXAMPLE...
-First REpair 60% / 20% ammo REfill, section containing ammo is destroyed then weapon recieves no ammo.
-Second Repair 40% / 20% ammo REfill, section containing ammo is destroyed then, weapon recieves no ammo
-Third Repair 20% / 10% ammo REfill, section containing ammo is destroyed then weapon recieves no ammo
-Forth Repair 10% / 0% ammo REfill,
-No parts blown off can ever be replaced, no internal components. Repairs only affect armor.
+Designed so that NO mech can be constantly be repair to near max
+Cannot be abused in terms of ammo, a mech that has been in many fights, will gain almost no benefit the more times rearm is used
+Mechs being repaired are taken out of the fight thereby, making every unit/weapon on the battlefield useful. For example a Lightly armred Hostile units do not need to kill the enemy mech, just cause enough damage to force it back to base to repair. Brings more strategic thinking to to the game, making every mech more useful than most other mission modes.
+One time use items will NEVER be rearmed with this structure.
+if it makes it more balanced maybe make a seperate structure that can be killed by Line of sight, that would rearm mechs similarly? These are just ideas, concepts, constructive discussion in apphreiated.

{
Future thoughts, in relation to CW...

+When CW does happen every 4 mins MWO allows new MW Pilots (ones that have NOT been in the current battle fought) to dropship in on the given team, depending upon if the MW belongs to a House or is MErcanary.?
+Allow NPC Team base to use dropships periodically to drop in tanks, Battle Suits and other NPC weapon Platforms that will autmatically go toward the enemy base to destroy its turrents, generator than Command Center.
+Have small bases that need to be captured to advance your NPC units. that have some repair/rearm functioality? Make the map size bigger to accomidate this.
}

How to Win
NOTE:: Destroying all Battlemechs and their parts will not end mission The surviving team will then use the time left to try and finish main objective and if possible complete the secondary objectives. If the mission timer reaches zero for the remaining team and the Objectives are not complete surviving team gets a small c-bill bonus. If the objectives are completed for one team the mission still goes on with the mission timer still counting down. This gives a chance for a surviving team from a attack to mount a counter-attack to still try to complete a objective.

+Destroy Enemy Planetary Weapons that Target Orbital Spaceships
+Destroy Enemy Command Building

Objective Based Rewards Levels 1-10 (1 = small reward, 10 =largest reward)
C-Bill/Loyality Points Reward range from level 1 being the smallest to 10 being the largest reward for the Objective Based Rewards.

9- Destroy Enemy PODC
10- Destroy Enemy Command Facility

Bonus / Secondary Rewards 1-10 (1 = small reward, 10 = largest reward)
C-Bill/Loyality Points Reward range from level 1 being the smallest to 10 being the largest reward for Secondary Rewards.

2- Surviving team gets a C-Bill/Loyality Points reward for enemy mechs destroyed.
8- Friendly Command Facility STill Operational
8- Friendly PODC Facility STill Operational

Purpose of game type...
To Provide more vatriety and tactics/strategic depth than MWO currently has. To provide a game play aspects that other consumers can enjoy too. To give each mech a more fullfilling role, in the ROLE WARFARE (Scout ECM, Scout, Catapult hitting static defences, etc) part of MWO. This mission type would be inaddition to all the other types created and would NOT be forced on the players, but main purpose is to give much more depth to MWO in many multilayered ways. It also makes the mission with different objectives to win, lending to more strategies for the player base and allow more cerative thinking... the brain is a useful tool, why not use it...

Gametype 2 this ones easy...

Escort

+8_Escort_ vs 12_ or 12_Escort_ vs 12 with no staging points.
+Defend a given mech/NPC enroute to his location
+staging points between waypoints can be adjusted to provide smaller escorting force some balance using turrets at staging points.

How to Win...
+Destroy all Mechs or distroy the mech being escorted

Purpose of game type...
See above..wil copy and paste here if asked

End TRansmission :)

Edited by zolop, 06 April 2015 - 05:17 PM.


#2 Kraven Kor

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Posted 26 March 2013 - 11:06 AM

God Dammit, no.

No in-game repairs. Repairing a Mech is supposed to take days / weeks.

No in-game repairs, period, please.

Some type of multi-stage match where you can repair / reload between stages, sure.

Walking up to a repair bay, @#$% you :o

(Note, most above anger is sarcastic, but, seriously, just say no to any form of "power ups," "extra lives," or "healing" in MWO, please.)

#3 zolop

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Posted 26 March 2013 - 04:12 PM

I agree consumables, like coolant flush, extra lives, 3rd person cam, power ups shouldn't be allowed but did you even read the rest of the post about... gametypes, dviersity, Kraven? Troll replies ;)

Some of us do like to actually use strategic thinking versus twitch 24-7, what could you contribute to make the game modes more strategic, but fitting inside the role warfare gameplay that MWO is trying to create? Not talking about capture points either, thats been done to death for nearly every multiplayer game, something that is multilayered and compelling.

EDIT:

Community warfare isn't here yet and even that is not, as far as we know, is not going to approach the large scale of combat like Planetside 2 is. So most of the battles will invove instances of mission, so having more mission types is a benefit in any case.

Edited by zolop, 26 March 2013 - 04:20 PM.


#4 Cordel Ordo

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Posted 26 March 2013 - 04:23 PM

Love the first idea, but escort? No thank you. I love the layer of strategy the first idea adds. Do you go for mechs, or try and hit the base hard and fast? Kraven I agree on the power-up thing, but I believe the repair bay is necessary for this idea to work, otherwise the only strategy will be slug the enemy to death and forget objectives gameplay that is already fairly prevalent in MWO. Just my 2 cents.

#5 TehSBGX

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Posted 26 March 2013 - 04:27 PM

Repairs? HELL NO!

#6 zolop

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Posted 26 March 2013 - 04:32 PM

View PostCordel Ordo, on 26 March 2013 - 04:23 PM, said:

Love the first idea, but escort? No thank you. I love the layer of strategy the first idea adds. Do you go for mechs, or try and hit the base hard and fast? Kraven I agree on the power-up thing, but I believe the repair bay is necessary for this idea to work, otherwise the only strategy will be slug the enemy to death and forget objectives gameplay that is already fairly prevalent in MWO. Just my 2 cents.


Thank you for the constructive reply, maybe as a alternative A limited number os Pcs/Mechs per each side can use a orbiting dropship to drop from a set distance away from the allied base? That way the repair structure doesn't even need to be put in place. Or maybe lower the repair structure to NOT repair armor below 60%, or even lower/higher? TRying to find a compromise that works...(Of course mechs will power down while inside structure)

I agree the escort idea is really simple compared to the first idea and needs much more further thought.

EDIT: The forget objectives and just focus on teamd deathmatch in capture points or the current version of bases doesn't lead to thinking of much of any tactics besides simple flanking manuavers. Depth would help produce a world in combat where there is a scope beyond, on further a strategic operations and with tactics that fits into the MWO.battles...

Edited by zolop, 26 March 2013 - 04:43 PM.


#7 Cordel Ordo

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Posted 26 March 2013 - 04:39 PM

I just personally hate escort missions. A dropship might be better, It would at least get rid of the "dreaded" repair structure. I would say that the players only get one extra mech, (to counter-balance the orginal dropship modes 4 mechs per player if i remember correctly.) As for the repair structure if it stays in, maybe only repairs once and takes about a min to enter and start repairs and about 7-8 mins to repair with another min or 2 to leave before player regains control, all the while the player will be exposed and able to be shot. That would make a big choice as to repair or not because the enemy can still shoot and possibly destroy you in it. Also maybe if a mech is destroyed in the structure it is unusable for the rest of the match?

#8 zolop

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Posted 26 March 2013 - 04:46 PM

View PostCordel Ordo, on 26 March 2013 - 04:39 PM, said:

I just personally hate escort missions. A dropship might be better, It would at least get rid of the "dreaded" repair structure. I would say that the players only get one extra mech, (to counter-balance the orginal dropship modes 4 mechs per player if i remember correctly.) As for the repair structure if it stays in, maybe only repairs once and takes about a min to enter and start repairs and about 7-8 mins to repair with another min or 2 to leave before player regains control, all the while the player will be exposed and able to be shot. That would make a big choice as to repair or not because the enemy can still shoot and possibly destroy you in it. Also maybe if a mech is destroyed in the structure it is unusable for the rest of the match?


Great idea.. thank you bringing it up Cordel. agree with it all, there has to be downsides to being repaired. There needs only a set number of repairs but with limited repair options, can't restore sections nor completely repair armor. Maybe also make sections that are severly damaged un-repairable too.

Again this would be ONLY for this mission type...Again this would be ONLY for this mission type...

Myself and the community are NOT asking this to be put in any other gametype

Edited by zolop, 26 March 2013 - 04:51 PM.


#9 Cordel Ordo

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Posted 26 March 2013 - 04:55 PM

You're welcome Zolop, and agree PGI the repair bay, if it isn't removed for the dropship idea should be this gamemode only, no others.

#10 OneEyed Jack

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Posted 26 March 2013 - 05:26 PM

Some things really don't work in a PvP setting, and most of the mission-based game modes people suggest fall into this area.

I'm not against variety, even when suggestions are made for things I'm not interested in, but the core game must come first. Especially compared to these ideas for long, drawn-out games types, when the general consensus (from what I've seen) is that people don't want matches that take a long time. They want to get out there, fight, and move on to the next fight.

#11 zolop

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Posted 26 March 2013 - 05:48 PM

View PostOneEyed Jack, on 26 March 2013 - 05:26 PM, said:

Some things really don't work in a PvP setting, and most of the mission-based game modes people suggest fall into this area.

I'm not against variety, even when suggestions are made for things I'm not interested in, but the core game must come first. Especially compared to these ideas for long, drawn-out games types, when the general consensus (from what I've seen) is that people don't want matches that take a long time. They want to get out there, fight, and move on to the next fight.


Well more mission types don't work for some people and some people enjoy having more objective based, depth missions. I don't pretend that everyone likes a more in depth mission, but I do know that there are people, I am guessing more old school MEchwarrior players that did enjoy the mission in Mechwarrior 2, that were more long drawn out. Or the missions that required more teamwork, like in MW3 (or was it 4) where you actually had a base to protect in mutiplayer mission types.

Again, not looking to take away anything from the other missions or add them, but provide constructive feedback on how MW2 can be improved in its variety of missions. The problem with releasing a lot of weapon/untility content is that the developers spend a long time working on keeping it balanced. When you provide the variety in how the player can enjoy the game, with different missions it takes less time to balance that in the long run. Also when new content comes along it provides the new mission a new strategy inheritly increasing the game replaybility 2 fold because of the new mech content and how it can be used in a variety of missions.

EDIT Typoo "in the long run"

also when a new mission is introduced it does take a longer time to balanced compared to weapons/utility tiems, but in the long run updates to adjust the mission are small when it is balanced right. Mechs will always take the longest to balance, because of the complexity of MWO.

Edited by zolop, 26 March 2013 - 05:56 PM.


#12 Kraven Kor

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Posted 27 March 2013 - 07:24 AM

View Postzolop, on 26 March 2013 - 04:12 PM, said:

I agree consumables, like coolant flush, extra lives, 3rd person cam, power ups shouldn't be allowed but did you even read the rest of the post about... gametypes, dviersity, Kraven? Troll replies :)

Some of us do like to actually use strategic thinking versus twitch 24-7, what could you contribute to make the game modes more strategic, but fitting inside the role warfare gameplay that MWO is trying to create? Not talking about capture points either, thats been done to death for nearly every multiplayer game, something that is multilayered and compelling.

EDIT:

Community warfare isn't here yet and even that is not, as far as we know, is not going to approach the large scale of combat like Planetside 2 is. So most of the battles will invove instances of mission, so having more mission types is a benefit in any case.


It is not a troll reply when half of your post was dedicated to explaining the Repair system...

I'm not trying to be a jerk here, and I'm not even your typical "twitch" gamer or whatever, I just don't want further "watering down" of the game or the addition of any more "arcade" type features.

#13 Voridan Atreides

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Posted 27 March 2013 - 07:27 AM

View PostKraven Kor, on 26 March 2013 - 11:06 AM, said:

God Dammit, no.

No in-game repairs. Repairing a Mech is supposed to take days / weeks.

No in-game repairs, period, please.

Some type of multi-stage match where you can repair / reload between stages, sure.

Walking up to a repair bay, @#$% you :)

(Note, most above anger is sarcastic, but, seriously, just say no to any form of "power ups," "extra lives," or "healing" in MWO, please.)


If PGI does go ingame repairs to cater to the newbie crowd, then I might seriously consider taking a break for a long time.





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