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Objective Based Gameplay


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Poll: Objective based game modes (220 member(s) have cast votes)

Would you prefer objective based game modes similar to the one described?

  1. Yes (218 votes [99.09%])

    Percentage of vote: 99.09%

  2. No (2 votes [0.91%])

    Percentage of vote: 0.91%

  3. Abstain (0 votes [0.00%])

    Percentage of vote: 0.00%

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#21 Prezimonto

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Posted 06 August 2013 - 05:28 AM

You could require the target be Tag/NARC'ed to take damage, or be locked on. That would limit LRM's as someone would have to get close or be exposed... and thereby tasty meat to the defending team. Some of this would be about placement on a map as well... you'd need someone fairly defensible, with a few routes in and out.

#22 Johnny Z

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Posted 28 September 2013 - 11:45 AM

The OP's idea is excellent, with an in game voice actored comms letting the players know what objective has been completed and whats next. "the tower is down, move on to... etc"

Yes I know actored isnt a word but it got my point across so it counts lol. :D

Edited by Johnny Z, 28 September 2013 - 11:46 AM.


#23 Oppresor

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Posted 28 September 2013 - 01:26 PM

I totally agree with the idea of objective based missions; it would also allow for non linear objectives that could be rewarded with C-Bills or maybe even GXP. Here's one example:

1. Recon and locate Ammo DZ in the area of Grid E5.= 20 C-ills
2. Escort Patron http://mwomercs.com/...-patron-loader/ to DZ.= 30 C-Bills + 10 GXP
3. Provide covering fire while Patron reloads Catapult Depth Fire units. = 50 C-Bills + 20 GXP if
Patron completes task undamaged.

#24 LiegeOfThePit

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Posted 28 September 2013 - 01:32 PM

I'd also add that the dropship/extraction point/refinery would be at different places in the map so that the heavier mechs would rely on the scout mech's and the scout mechs could earn points by spotting the objectives.

#25 Oppresor

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Posted 28 September 2013 - 02:30 PM

View PostLiegeOfThePit, on 28 September 2013 - 01:32 PM, said:

I'd also add that the dropship/extraction point/refinery would be at different places in the map so that the heavier mechs would rely on the scout mech's and the scout mechs could earn points by spotting the objectives.


Agreed 100% Recon all the way!

#26 Prezimonto

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Posted 28 September 2013 - 05:49 PM

These are all GREAT ideas. This is the type of game play that I and everyone I know associates with Battletech and Mechwarrior. I was happy with death match and pseudo-deathmatch for a while. I can't believe we don't have game modes to do some of this.

I LOVE the idea that scouts can recon closer drop sites (if in a respawn/multi-mech game mode) or closer extraction sites if you need to get out more quickly. The big maps have room for this.

Imagine if you could choose a location painter laser (the way a TAG is a target lock painter). Get rewards and big ones if your team succeeds through routes you open.

#27 Prezimonto

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Posted 18 December 2013 - 06:02 PM

I'm astounded at this thread necro, from votes.

Keep voting and adding ideas. It's rare to see a thread around here get this kind of positive feedback.... nearly unanimous with close to 60 responses and 1 dissenter!

At least those of us on the island think alike!

Edited by Prezimonto, 18 December 2013 - 06:02 PM.


#28 Corvus Antaka

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Posted 30 December 2013 - 10:19 AM

PGI needs to look to War Thunder for objective based PvP.

This is the key solution to many problems, including min maxed mechs with only ppc & ac/20 in example.

if our battlefield had tanks & bases that needed shooting & destroying, mechs would need to take more than the best guns to kill other mechs with, they'd need some machine guns or small lasers for tanks in example.

adding to this simple mission images & maps like war thunder when loading matches would greatly help immersion.

#29 SaltBeef

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Posted 01 January 2014 - 11:40 AM

View PostAcid Phase, on 09 May 2013 - 08:05 PM, said:

You're right. We have to somehow jot down scenarios here of the different type of missions of past MechWarrior series. Let's suggest how it can be implemented here in MWO.

As an example. I want to use a mission in MW2 code named "Temper Edge", where a NPC repair truck is being escorted by the player to a damaged Tarantula that is going to be repaired. In the meantime, you have enemy mechs headed your way from multiple areas who's mission is to destroy both the repair truck and the Tarantula. Your mission is to defend the Tarantula and escort it to extraction point for a mission successful. Here's a video where someone is playing this same exact mission. Enjoy.



Now let's come up with ideas to do this type of scenario, with 8v8 or 12v12, taking under consideration that we have 2 to 4 lances per team.
Tarantula needs a lot of hitpoints as air and artillery strikes will murder it.

#30 HammerSwarm

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Posted 28 January 2014 - 01:53 PM

I voted yes but I know this will never ever ever happen.

How do I know? because even with established game modes in dozens of other multiplier shooter games they've given us 5 point domination, team death match, and assault.

How about a Demolition, CTF, or team HQ game mode? How about variations like death match? A duel ladder? 3 or 7 point domination? How about when you drop into a game of conquest it either pops the 3, 5 or 7 point version of a given map so that even when you do conquest it can still have variety?

What you are asking for is light years beyond even the simple symmetrical game play we already have.

I keep hoping that they can make this work and make mech warrior online work with asymmetric game modes but that goal is always just over the horizon.

#31 Threat Doc

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Posted 14 February 2014 - 08:14 AM

Despite all of the naysayers, I will continue to put up my CMTC 3 (Compiled Mission Types Catalog) . I have not read, word for word, what people have said in this thread, because it's been said more than a dozen times -and those are just threads I've read through, and two of which I've started myself since November 2011- before, and I've posted my CMTC in five of those.

If enough of us are loud enough, and when the PvP -which I hate, and will only play in THIS game- gets boring enough, people will begin to look towards something far more meaningful. My hope is that this book will come out on top and be able to shine a light for whomever would use it to give us more meaningful gameplay.

#32 Prezimonto

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Posted 14 February 2014 - 09:03 AM

View PostKay Wolf, on 14 February 2014 - 08:14 AM, said:

Despite all of the naysayers, I will continue to put up my CMTC 3 (Compiled Mission Types Catalog) . I have not read, word for word, what people have said in this thread, because it's been said more than a dozen times -and those are just threads I've read through, and two of which I've started myself since November 2011- before, and I've posted my CMTC in five of those.

If enough of us are loud enough, and when the PvP -which I hate, and will only play in THIS game- gets boring enough, people will begin to look towards something far more meaningful. My hope is that this book will come out on top and be able to shine a light for whomever would use it to give us more meaningful gameplay.

Very nice work Kay Wolf. I wish we could get any of those. As I point out in the OP it's fairly easy to establish multiple objectives for both teams, other than/in addition too "kill each other".

#33 Threat Doc

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Posted 14 February 2014 - 11:41 AM

It's honestly just a matter of whether or not it will be done. Everyone that's developed any sort of a game, before, for the MechWarrior franchise has always focused on the combat for the multi-player aspect, with minor work done to build missions into them for the single-player aspect. I've already proposed, in a few places both on these forums and off, where a defender gets on a planet, sets up their forces and any extraneous assets or resources they may have, and then the attacker is able to plan, based on the objectives set forth in the contract, how to execute that contract. Combat will happen, but there also needs to be an AI to defend those places, and live-pilots can be pulled to defend those places, especially if all they want is combat. My ultimate experience, however, would be to NOT KNOW right off whether I'm fighting against AI or live-pilots. A larger percentage of live-pilots out there have difficulty fighting AI when that AI is at a certain level, so live-pilots would likely stand out, but not always.

So, you have pilots who want to be a part of something bigger than themselves, and these turn out to be the attackers, and then you have those who truly do want to be lone wolves and could be easily shuffled into the ranks of defenders on these worlds that are not actively defended by live-pilot units.

I'm not a programmer, so I can't see all the odds, ends, and back-end that would be needed to make properly heeled contracts (from Mercenary's Handbook and MH: 3055), to make defender and attacker setup and planning, and to allow "ghosts" -those lone wolves looking to defend objectives- the ability to have some manner of board with a listing of battles, so they could choose one to drop into, or go play in a PUG, happen, but regardless of what it may take, these are things PGI needs to be working on most tick, because the PvP play will only last so long.

To get the veteran's back in the game wholesale, to get the community back up and running through those veteran's being VERY excited about the game, PGI is going to need to evolve its thinking to include actual BattleTech, not just the board game, but the politics, the economy, the objectives-based game-play, etc. Make the game the way it SHOULD be made, and let the community worry about growing the community.

#34 darrencheesecake

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Posted 27 March 2014 - 04:34 AM

Wow!!!!! such an amazing gamemodes here.Here's my idea for a multi-objective gameplay. It's based on a "convoy" idea.

Team A:
Objective A: Search for strandard convoy then power convoy up by remaining in a area for a short time. More mechs in the area increases power up speed.
Objective B:escort an NPC heavily armoured tank (with static defence turrets) to a designated location for extraction. Team commander can direct waypoints for tank to travel to.
Objective C: Once at designated location wait a souple of minutes for drop ship to arrive and protect both tank and drop ship.
Objecive D: defend the drop ship till the convoy is loaded onto drop ship
Objective E: Destroy all enermy mechs.

Team B:
Objective A: search for enermy convoy. (not revealed where convoy is or extraction point till the convoy is at that point)
Objective B: destroy the convoy before it reaches extraction.
Objective C: destroy drop-ship and convoy if convoy is at extraction
Objective D: destroy all enermy mechs.

Victory conditions:
Team A wins if convoy is extracted (primary). All enermy mechs destroyed (secondary)
Team B wins if convoy is destroyed (primary). All enermy mechs destroyed (secondary).

Each mech has a unique role to fill for each team (lights scout, mediums intersept, heavies defend and assults assult). Strategy is involved. Extraction point varies with each game and point wear the convoy is stranded. Team B doesn't know where the extraction point is or were convoy is. Convoy moves at 48.6 km/h. Some maps would have to be redesigned due to size and terrain (river city, colony forest, alpine peaks). Convoy would be stranded somewhere between both teams but closer to team A as lights would easily reveal the location. Extraction point would be based anywhere on the map.

#35 Prezimonto

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Posted 27 March 2014 - 05:03 AM

View Postdarrencheesecake, on 27 March 2014 - 04:34 AM, said:

Wow!!!!! such an amazing gamemodes here.Here's my idea for a multi-objective gameplay. It's based on a "convoy" idea.

Team A:
Objective A: Search for strandard convoy then power convoy up by remaining in a area for a short time. More mechs in the area increases power up speed.
Objective B:escort an NPC heavily armoured tank (with static defence turrets) to a designated location for extraction. Team commander can direct waypoints for tank to travel to.
Objective C: Once at designated location wait a souple of minutes for drop ship to arrive and protect both tank and drop ship.
Objecive D: defend the drop ship till the convoy is loaded onto drop ship
Objective E: Destroy all enermy mechs.

Team B:
Objective A: search for enermy convoy. (not revealed where convoy is or extraction point till the convoy is at that point)
Objective B: destroy the convoy before it reaches extraction.
Objective C: destroy drop-ship and convoy if convoy is at extraction
Objective D: destroy all enermy mechs.

Victory conditions:
Team A wins if convoy is extracted (primary). All enermy mechs destroyed (secondary)
Team B wins if convoy is destroyed (primary). All enermy mechs destroyed (secondary).

Each mech has a unique role to fill for each team (lights scout, mediums intersept, heavies defend and assults assult). Strategy is involved. Extraction point varies with each game and point wear the convoy is stranded. Team B doesn't know where the extraction point is or were convoy is. Convoy moves at 48.6 km/h. Some maps would have to be redesigned due to size and terrain (river city, colony forest, alpine peaks). Convoy would be stranded somewhere between both teams but closer to team A as lights would easily reveal the location. Extraction point would be based anywhere on the map.

I don't think all game modes need to work on all maps. Convoy would be bad (likely) on a small map like river city. I would think it would be made for a larger map like Alpine.

I'd love this game mode even more if it had some random elements... like the exact position of the convoy, team starts, and extraction point are unknown.

I think if there's time to start up the convoy, then it should spawn closer to the team guarding it. Once it's discovered the extraction point should appear for the escorting team, and then maybe a minute or two later the attacking team should get an estimated zone where the drop ship will likely land.

But this is a great suggestion.

As Kay pointed out above, until the game modes reflect the setting in a more meaningful way the game is going to be stale copy of other FPS game (most notably World of Tanks).

***************
edit:
I would like to point out that this thread is at 96 votes with only 1 against. That's so close to complete agreement that the game needs these kinds of modes it's amazing!

Edited by Prezimonto, 27 March 2014 - 05:05 AM.


#36 Vox Arcana

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Posted 29 March 2014 - 09:17 AM

Amazing ideas! I would like to think that somewhere in PGI someone has written the OP's ideas on a whiteboard along with a date to implement them. If they have one iota is sense they will. Why else have a forum? Well done with your ideas gentlemen!

#37 Randalf Yorgen

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Posted 30 March 2014 - 01:58 PM

problem with convoy mode.... once a scout discovers it there is no way for the enemy team to prevent that scout from just blitzing through and taking out the convoy while ignoring the defenders. Unless you are escorting a bunch of tanks that can take a huge beating and survive.

Perhaps if it was a train, and the defenders had to defend the train station until the train was resupplied and departed. Then maybe, but that's not really convoy

#38 Prezimonto

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Posted 31 March 2014 - 06:51 AM

I would imagine something more like an escort. Some damage halts the Convoys forward movement. The defending team then has to protect the convoy as it repairs itself and/or forms up again. I'd imagine that there's several units you have to escort and receive rewards based on total that finish or total units destroyed.

So the mode can be a partial success for either team.

I also don't mind the idea of a Protect the train station mode.

Or how about a protect the VIP, where each team gets a random person designated as the local military commander, and the main objective is to destroy that mech.

Edited by Prezimonto, 31 March 2014 - 06:52 AM.


#39 technopredator

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Posted 31 March 2014 - 07:07 AM

Good ideas but I think this would be more useful in Community Warfare, for example the 'reinforcements', 15 min. wait so another 12 'mechs can reinforce is a good idea I think, and so on.

#40 Trooper60709

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Posted 02 April 2014 - 03:33 PM

I would also think that tanks, hovercraft and VTOLs would complete the picture. I mean, these are obscenely expensive machines of war. Hell, these calliope networks at the bases are more expensive than some scout mechs. Are you kidding? In the old games, you had to watch your costs. I mean, that ominous warning on your comms...."Cold start 200 meters, multiple reactors online. Fusion class:200". Funding mech operations is expensive, and Mercs with atlases are used to lucrative missions. But we are paid half of what it would take in other games to repair our mechs in certain matches. If people are going to put out enough money to seemingly pay for our ammo, drop costs and repairs, all over some puny installations with no obvious significance while there is supposed to be a war going on, they should pay better. This is "The Future of War", where there is of course, A WAR. we don't even know who is paying us and why. If they fund mech ops, they might also have tanks guarding their bases, maybe more practical and conventional stuff like sensors. If both sides could fund multiple Mercs, why not their own army? Seriously, nobody trust Mercs, cause' they work for the highest bidder. Tanks are the main force in militia like you would expect in Something like crimson strait or river city. If these bases are SOOO important two sides would send mechs, wouldn't any decent commander have patrols of helicopters? These bases look completely automated.....it's almost like Red vs. Blue Halo multiplayer where people fight over stuff in box canyons and maps. Oh wait we are....

Edited by Trooper60709, 02 April 2014 - 03:41 PM.






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