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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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#41 Myke Pantera

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Posted 03 April 2014 - 03:30 AM

very indistinguishable votes so far... *basinga*

I'd also like something like 'defend supply convoy'...

#42 C E Dwyer

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Posted 07 April 2014 - 01:43 AM

I like your idea's all of them, they would give fighting endless arena battles a reason to use your brain, and give this game some credence as a thinking persons shooter again, and why I voted yes for it, as this game needs it badly.

There are two reasons this won't happen.

The maps even the big ones need to be twice as large with the objective and defenders having a random spawn point, gives the lights a scouting reason.

Second the vast majority of the community, doesn't want to use its brain, they want to walk around in a blob, not having to worry about objectives only whats in front of them.

Its why the dullards whined for and got.

Skirmish so all they had to think about was shooting each other with no objective

Turrets around the base cap so they didn't have to worry about the possibility of a cap rush, this is also why a lot of people don't like Terra, after it being a hot map and I can't shoot/alpha as much, and why river city is now just a pointless camp fest in assault mode.

So while it would make the game a lot better, these really are just pipe dreams, sorry to be a damp squib

#43 Prezimonto

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Posted 07 April 2014 - 04:36 AM

It's all right, I don't object to damp squibs too much.

What I would really like to see is a single objective based game mode. The maps with various objectives could change up randomly, and for all I care it could replace Conquest to keep the queues small. Conquest is really objectives for the lame, sick, and blind. There's still essentially zero required thought and there's always someone angry when you lose to a cap win.

I'd like to see the rewards completely change up along with multiple objectives, and the rewards for the match be tied to the objectives you actually complete, instead of the main rewards always being from "kill the other team". I still think if you reward players for objectives meaningfully, and decrease the killing/damage rewards some fraction of the community will get the hint and even enjoy the game play.

As for the map size: I think our largest maps will be acceptable, but small for this type of game mode. Alpine, Terra Therma, and Tourmaline will all work okay. Crimson straits and HPG might be okay for some of the game modes, but probably not an escort mode. River City, Forest Colony, Caustic Valley, are all likely too small.

I'd really enjoy a huge cramped city map, with some long, long streets, and perhaps a central park, but generally a much more tight play style, but very BIG. There's a few spots on River City where the fighting actually feels this way, and it can be a lot of fun if you get 2 or more full lances mixing it up in the area.

And that's what I really want with this style of game play: a reason to send your lances out into 3 or even more areas of the map. Without multiple objectives, and downplayed rewards for killing it will never happen, because it's a better risk to group up.... even if you lose you still make decent rewards if you slug it out and do okay. It should be flipped... even if you lose, if you achieved most of your objectives you still get a heavy reward.

edit: I find it interesting that we're now up over 124 votes still with only one person who thinks this is a bad idea. Rarely on the forums do we see that kind of agreement. Silly Islanders banding together.

Edited by Prezimonto, 07 April 2014 - 04:37 AM.


#44 Threat Doc

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Posted 07 April 2014 - 05:29 AM

View PostCathy, on 07 April 2014 - 01:43 AM, said:

Second the vast majority of the community, doesn't want to use its brain, they want to walk around in a blob, not having to worry about objectives only whats in front of them.

Skirmish so all they had to think about was shooting each other with no objective

So while it would make the game a lot better, these really are just pipe dreams, sorry to be a damp squib
Well, when you have a damp squib what do you do? If it's just the shell of the squib, you let it dry off, if it's deeper, you check the lot number and replace it, as appropriate. So, we'll get this thing fired off, one way or another.

That said, look at the plan, where static and dynamic structures are planned. That tells me not only destructible environments, but I'm rolling in possible objectives with that, as well.

If PGI wants to make, and keep, the money many of us are willing to shove in their proverbial g-strings, they'll get objectives in this game, build the larger maps. They're already building things like bridges and roads leading out of maps, off the edges... I believe they're going to expand the number of map sheets and give us all the best. I'm not white knighting, just putting what I've witnessed and read -map expansions many people have ignored, roads and bridges off the maps, and what The Plan says about static and dynamic structures- into the equation.

I think you have a very good point about the dullards and lazy people, but I think once CW Phase Three is done, and we're in a full-on war, you're going to see objectives come into game-play. There has been an extraordinary call for these to be put in the game, because most of us want to see more than the pointless that, rightly, you have pointed out. Patience, in this particular instance, is going to be a good thing, I think.

#45 Prezimonto

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Posted 07 April 2014 - 05:34 AM

View PostKay Wolf, on 07 April 2014 - 05:29 AM, said:

Patience, in this particular instance, is going to be a good thing, I think.

At the very least it will help keep me from heating up about the state of the game. It'll only be a good thing if something good comes to pass out of CW. I think that's up for grabs at the moment.

#46 Threat Doc

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Posted 07 April 2014 - 07:46 AM

I think I need to put in a note about objectives and map sizes, here, with regards to CW.

Quite simply put, the smaller or less important the objective, the fewer resources need to be dedicated toward it. In short, this means the maps that are extant will be fine for smaller objectives, captures, intelligence thefts, rescues, and even smaller escort missions.

The largest maps we have, now, I believe are the medium-sized maps PGI has intent to put together. These will handle the medium to medium-large objectives, which I'm not able to fathom, right now, though I'll go through my CMTC, if I ever get time, and see which missions would be what sizes, if there's a size to be pinned on any one of them.

So, the larger or more important the objective, the more maneuvering space and resources are required, and I believe we're going to see real resource-pushing maps and objectives in our future, but NOT until after CW is completed. I'm still hoping PGI will reset the clock to 3049 later this year, so we can actually have the Clan invasion. They're working on a separate Clan lobby and game types, so maybe we'll see the deserved split in the community, where MechWarrior's who've purchased Clan 'Mechs will be able to test into the Clans, but their Inner Sphere 'Mechs will be placed on ice for the time being, and Inner Sphere MechWarrior's will not be able to play their Clan packs until at least 3052. I know, I know, now I'm really pushing it, hehe.

#47 9erRed

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Posted 25 April 2014 - 10:14 AM

Greetings all,

We have yet to see the next game mode be introduced. "Attack/Defend Mode".

This should bring quite a few new surprises to what we have been currently doing.
- We either kill everything,
- Or stand somewhere till a counter tallies up,
- Or just kill everything and ignore the current mode.

Everything that has been suggested may indeed be molded into PGI's adaption of Community Warfare, Front and Planetary battles. We have not seen how the Drop Ship mode will translate into the gameplay, with multiple Mech's available to each pilot in a continuing group and mission scenario.
[Once you group up for a match, you stay in that group till you either drop out or the group is disbanded. Which could be multiple missions]

The Dev.'s have stated they want to see Ai elements as well as player owned assets in the gameplay.
(ie: Dropships or in mission, called in elements) So, this may indeed see scenarios similar to some of these objective orientated missions. And the gameplay engineers will need to design the code for each NPC item to function as designed, similar to what the only NPC item we have now, the UAV's.)

Statement from Karl:
"There are indeed some interesting surprises in store for attack / defend"

9erRed

#48 zolop

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Posted 06 June 2014 - 10:14 AM

an idea I made a while back. Similar to your in the fact that structures and a base play a role in a mission, but with some added complexity.

NOTE1

{{Substitue repair for the Dropship mode that PGI was suppose to add. Every 4 mechs that are on the same team destroyed 4 more from the same house/clan/mercanary group get a dropship flown to planet surface carrying 4 more mechs of the same house/clan or mercanary group. As another possibility is making it so after a certain amount of time another allied house/clan/mercanary lance can be dropped near the edges of the mission map. MAx 20 mechs involved per side in this mission }}

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...

+20vs20 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 A 10 mechs, TEam B 2 mechs). 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.

-->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 constant 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. Does not target enemy dropships that land outside but near mission area.

-->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 maneuver base turrets shots.

--> LRM base Turrets (Already introduced in MWO with sleight changes) (Powered)
LRM 10 turrets that can shoot at distant targets. enemy ECM can block enemy base LRM Turrets from track hostiles. They remain exposed and can be hit by direct fire. Mean't to take out fast mechs but cannot lock onto any enemy that is under hostile ECM coverage.

-->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. 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.
Door object on the side, entry automatically opens up when a allied mech starts waling toward the structure door and structure itself.

{{ Substitue repair for the Dropship mode that PGI was suppose to add if anyone is againstany repair ingame!. Every 4 mechs that are on the same team destroyed 4 more from the same house/clan/mercanary group get a dropship flown to planet surface carrying 4 more mechs of the same house/clan or mercanary group. As another possibility is making it so after a certain amount of time another allied house/clan/mercanary lance can be dropped near the edges of the mission map. Max of 20 mechs per side can contribute or be involved in battle. Then Skip entire Repair/Rearm Structure 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... in some ways like League of Lengs Formulat but MWO universe. Concepts that are far off in the distance...Feel free to skip this section

+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 variety 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 fulfilling role, in the ROLE WARFARE (Scout ECM, Scout, Catapult hitting static defenses, 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 multilayer ways. It also makes the mission with different objectives to win, lending to more strategies for the player base and allow more creative 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 en-route to his location
+staging points between way-points can be adjusted to provide smaller escorting force some balance using turrets at staging points.

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

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

End Transmission :P

Edited by zolop, 06 June 2014 - 10:23 AM.


#49 Corbenik

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Posted 06 June 2014 - 10:34 AM

I was thinking along the lines of BF3/4 Rush and Conquest modes ,but for it to work of course the game would need a Respawn system and maybe slightly bigger map, that way the mode isnt dictated by Kill limit and time limit can help encourage holding objectives (would be nice if for a "Class" you could pick one Default Light,Medium,Heavy,Assault from your loadouts) something along those lines.

As for the Rush mode attack/defend takes up OP team objective ideas , when a defend area is destroyed Map expands to move on to the next area that needs to be defended till either attackers destroy the dropship or the defenders hold out and timer runs out.

Even though i know some people would hate Respawn mechanic, I feel it would work good with those game modes but just an Idea.

#50 Koniving

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Posted 06 June 2014 - 10:45 AM

View PostPrezimonto, on 08 May 2013 - 05:06 PM, said:

Of course they release UI 2.0 info the day I put a couple of suggestions up....other thoughts?

Related... A request to bring back the tactical gameplay of closed beta and early open beta -- which was attained by having a reward for completing the objective of Assault (Taking the base). Enjoy? Comes with video comparisons of gameplay from back then and what we have now.

View PostCorbenik, on 06 June 2014 - 10:34 AM, said:

I was thinking along the lines of BF3/4 Rush and Conquest modes ,but for it to work of course the game would need a Respawn system and maybe slightly bigger map, that way the mode isnt dictated by Kill limit and time limit can help encourage holding objectives.


PGI's upcoming "One sided assault" is nicknamed "BF Rush" by Paul. Mentioned in several Ask the Devs, and mentioned by Niko as one of the two upcoming maps (dedicated and built specifically for this game mode). In one answer he specifically describes Battlefield's Rush for those who don't know it. Attackers go for an objective while Defenders protect it with limited access to the map. Once destroyed, the defenders retreat while the attackers hold position until given the go-ahead to advance, with 2 to 5 objectives to reach depending on which battlefield map. Then he follows up, "We're looking into doing something like this for Planetary Assault."

Edited by Koniving, 06 June 2014 - 10:47 AM.


#51 Prezimonto

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Posted 06 June 2014 - 10:51 AM

View PostKoniving, on 06 June 2014 - 10:45 AM, said:

Related... A request to bring back the tactical gameplay of closed beta and early open beta -- which was attained by having a reward for completing the objective of Assault (Taking the base). Enjoy? Comes with video comparisons of gameplay from back then and what we have now.



PGI's upcoming "One sided assault" is nicknamed "BF Rush" by Paul. Mentioned in several Ask the Devs, and mentioned by Niko as one of the two upcoming maps (dedicated and built specifically for this game mode). In one answer he specifically describes Battlefield's Rush for those who don't know it. Attackers go for an objective while Defenders protect it with limited access to the map. Once destroyed, the defenders retreat while the attackers hold position until given the go-ahead to advance, with 2 to 5 objectives to reach depending on which battlefield map. Then he follows up, "We're looking into doing something like this for Planetary Assault."

I love the suggestions!

#52 Corbenik

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Posted 06 June 2014 - 10:59 AM

Idk id look forward to that, now if only they did that to conquest as well :X but I guess all we can do is wait now .

#53 Harathan

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Posted 06 June 2014 - 12:48 PM

Not sure how a BF Rush style mode would work without respawns, but I'm game.

#54 dak irakoz

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Posted 08 June 2014 - 01:56 PM

This game needs tons more modes.

#55 Will9761

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Posted 17 August 2014 - 08:07 AM

I'd love to see something like this, it would definitely breathe some fresh air to this game.

#56 dak irakoz

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Posted 17 August 2014 - 08:13 AM

In general, I think more objective, mission-based modes would be crucial in giving CW the flavour it needs.

#57 Will9761

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Posted 17 August 2014 - 08:17 AM

Maybe there could be some enticing rewards, like salvaged mechs or additional C-bills. You never know.

#58 Prezimonto

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Posted 17 August 2014 - 08:22 AM

View Postdak irakoz, on 17 August 2014 - 08:13 AM, said:

In general, I think more objective, mission-based modes would be crucial in giving CW the flavour it needs.


I can't agree more!

#59 Shrike ski

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Posted 17 August 2014 - 06:21 PM

thunderdome: 12 spawn points, initially face off vs one mech on opposing team (same weight class or possibly within 10 tons) door to main chamber does not open until opponent destroyed. extraction: one lance vs 3 lances multiple possible extraction points for map (preferably 4 widely separated) reach extraction point short countdown timer. would like to see a continuing battle option in CW what you ended the battle with last scenario with is what is available for the next with varied repair times available between engagements (with areas that people can leave the maps if badly damaged)

Edited by Shrike ski, 17 August 2014 - 08:20 PM.


#60 CorranHorn

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Posted 07 September 2014 - 02:11 PM

I have talked with friends and family that play as well, and we all love the ideas that we came up with, similar to the original poster and some others





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