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New Game Mode: Recover & Return


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#1 HammerSwarm

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Posted 16 September 2013 - 06:43 AM

New Game Mode: Recover & Return

Maps: Works on all maps

Additional Visuals: Minor

Additional Coding: Minor to Average

Type: Symmetric

Teams share a common goal recover and restore A newly discovered memory core within the engagement area, before the opposing forces, and prevent them from transmitting the data from a high fidelity relay located at their spawn.

Challenge: Keep the enemy from recovering the MacGuffin at the point of interest and then returning it to their spawn for retrieval. A hybrid king of the hill and capture the flag game styles.

An Example on Frozen City:
Posted Image
Teams would spawn in the normal location with the point of interest highlighted on both teams maps. Teams would then attempt to protect runners who would move to the point and capture the data via close proximity data link. Firing weapons while data linked slows the connection due to radio interference. After downloading the information the teams must escort it back to their base and protect it while the mech transfers the data back to the drop ship in orbit for safe returns and profit.

On frozen city in the map above you can see the memory core located near the center half way between the two spawn points. Any mech can be a runner, and multiple mechs can be runners, this is part of the challenge. If an enemy team breaks off from the datacore and begins returning to their base it’s a safe bet they have the data. Once back at their spawn the data will take some time to upload leaving the team in a dangerous position how much of their force do they commit to defending this runner vs. stopping the other team.

Both teams can can gather the data simultaneously and the game ends when the first team has uploaded the data.

The tactical challenges are nearly endless.

Scoring:

The winning team receives 300xp and normal winning cbills, the losing team receives 100k and normal losing cbills.

Personal bonuses are handed out for grabbing the data, and returning the data, in the amount of 150XP & 25K c-bills. This rewards playing the game type, and helps small mechs which will undoubtedly be the runners to gather XP and C-bills for doing something other than killing.

All team members get a bonus for capturing information of 100 XP and 100K c-bills. This is in addition to and spotting and killing bonuses they achieve and the high cash payout is designed to be more valuable than salvage.

Integration with drop ship mode(limited re-spawn):

In this sort of a limited re spawn mode, the game would play out as normal with normal drops occurring as people die. This dropping would be suspended while the data was in possession of a team. This would be done so that fresh mechs would not be dropping at their base to defend the runner.

How I see this mode playing out:

Red team charges hard for the core, their lights begin gathering data. Green teams lights use tags to spot the red data gatherers for LRM rain and force them to retreat. With their plan foiled the reds regroup and push to the memory core, with a strong group push, pushing out past the core leaving a light behind. The green teams mediums recognize this and break from the pack utilizing the tunnel to sneak around to the red's high fidelity relay. As the brawl ensues one red runner survives and his team makes a wall and begins retreating as the runner high tails it for home, thinking he has won. The green guardians easily lay waste to the red runner. and move up into the red retreat while their green companions step onto the core and begin gathering data. As the reds are waxed in the pinch the greens run the data back to the high fidelity relay for a victory.

Edited by HammerSwarm, 16 September 2013 - 06:47 AM.






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