Jump to content

Pvp Campaigns!?

Gameplay Mode Social

22 replies to this topic

#1 TheArisen

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 6,040 posts
  • LocationCalifornia

Posted 07 June 2016 - 02:12 AM

I wish I could take credit but that goes to Vellron

The idea is thus, using the various game modes & maps create a narrated story. 1st match could be a scouting mission or invasion mission & progress to a variety of maps & matches.

The story would progress according to the success of each side. It'd be dynamic.

Here's the original thread, you should check it out. http://mwomercs.com/...-pvp-campaigns/

#2 FalconerGray

    Member

  • PipPipPipPipPipPip
  • The Messenger
  • The Messenger
  • 362 posts

Posted 07 June 2016 - 03:36 AM

PvP campaigns is something that I (and many others, I'm sure) have been dreaming about for a long, long time. Since MW2 Mercs, in my case. It's actually the image I had in my head when I first read what was proposed for MWO way back before closed beta.

It's a great idea and I believe is exactly the sort of direction the game needs to be heading if it is to stay fresh and rewarding.

I wrote something of a concept on the very same thing, with the idea that this PvP campaign would be an ongoing, perpetual Faction Warfare mode with the results of each battle effecting the state of the war and the factions involved.

You can read more here: http://mwomercs.com/...2-the-universe/

(It's a long read, but if you're interested, have a look through the bullet point notes and see if anything catches your eye).

#3 Jables McBarty

    Member

  • PipPipPipPipPipPipPipPip
  • 1,035 posts
  • LocationIn the backfield.

Posted 07 June 2016 - 04:20 AM

To a lesser extent this is what I was hoping Phase 3 could be.

During the event, I would scout and scout and scout until I scraped together a PUG lance, then we would drop in an Invasion match or two. It felt like a bit of progression.

Add in two more game modes (supply strikes,etc.) and you have a four game mini campaign.

Sigh.

#4 Idealsuspect

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 2,127 posts

Posted 07 June 2016 - 04:27 AM

Stop dream ^^

#5 TheArisen

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 6,040 posts
  • LocationCalifornia

Posted 07 June 2016 - 08:08 AM

Pgi has shown some willingness to feed the immersion lovers. This would just be amping it up a notch & including some narrated bits out of combat & some cinematics.

One of the reasons for this idea is the likelihood that a PVE campaign/mode would pull away half the population.
This is the perfect compromise & enables people to feel like they're in the universe.

#6 Johnny Z

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 9,942 posts
  • LocationDueling on Solaris

Posted 07 June 2016 - 08:14 AM

So much can be built on the game play foundation in game already. Campaigns, pvp and pve would be great.

#7 Lazor Sharp

    Member

  • PipPipPipPipPipPip
  • Stone Cold
  • Stone Cold
  • 353 posts

Posted 07 June 2016 - 09:40 AM

it's really like they need to just go back and develop single player MW-5 like they wanted to do to began with, and could not find any one to fund a single player game.....

if they could figure out how to interface with HBS's new game in some manner, other than providing mech art only, and maybe use some of the AI and Maps designs turns based assets transferred to our FPS based game mode...... pie in the sky i know, but we can dream.....

#8 Johnny Z

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 9,942 posts
  • LocationDueling on Solaris

Posted 07 June 2016 - 09:45 AM

View PostLazor Sharp, on 07 June 2016 - 09:40 AM, said:

it's really like they need to just go back and develop single player MW-5 like they wanted to do to began with, and could not find any one to fund a single player game.....

if they could figure out how to interface with HBS's new game in some manner, other than providing mech art only, and maybe use some of the AI and Maps designs turns based assets transferred to our FPS based game mode...... pie in the sky i know, but we can dream.....


The entire computer entertainment scene is a new frontier. Plenty of games making clones and only like 4 or 5 companies doing something new....

Point being there are a lot of possibilities. So easy to say though. :)

#9 Mechwarrior1441491

    Member

  • PipPipPipPipPipPipPipPip
  • 1,157 posts

Posted 07 June 2016 - 09:47 AM

They can't even get Quickplay or FP fleshed out and you want them to try and tell a story?

Ha!

#10 TheArisen

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 6,040 posts
  • LocationCalifornia

Posted 07 June 2016 - 11:43 AM

View PostMechwarrior1441491, on 07 June 2016 - 09:47 AM, said:

They can't even get Quickplay or FP fleshed out and you want them to try and tell a story?

Ha!


There's plenty of stories they can pick that would almost be copy & paste easy.

With the onset of Clan heroes, they could base the story on a hero mech.

#11 Lazor Sharp

    Member

  • PipPipPipPipPipPip
  • Stone Cold
  • Stone Cold
  • 353 posts

Posted 07 June 2016 - 01:02 PM

Since MWO's population is as casual is it is, and as many MW fans will not play PvP out there, i think they could have a great revenue stream to add to mechs revenue, if they did it right...... (discussed in several other threads)

The Single player needs to be client side only like the tutorial is now, the coop could be client side for the player inviting the other players, and they play on his server. This way PGI does not have to support servers for PvE SP or coop, saving them a LOT of money....

Mechs in PvP should be able to be used in PvE and vice versa...... this over lap will just reinforce both modes

most all assets created for PvE can be used in PvP to enhance its play ability and immersion

if they follow along with some story lines from the HBS version, that world be epic.......

Edited by Lazor Sharp, 07 June 2016 - 01:14 PM.


#12 Novakaine

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 5,745 posts
  • LocationThe Republic of Texas

Posted 07 June 2016 - 01:08 PM

Hell a coop random mission generator would be a boon to this game.
Posted Image

#13 Baulven

    Member

  • PipPipPipPipPipPipPip
  • Knight Errant
  • 984 posts

Posted 07 June 2016 - 02:14 PM

What I would love to see is scout the dropship zones, choose a zone for infiltration to disable an orbital gun, establish a breech point, eliminate enemy supplies and a last stand if they make a campaign. That would be for the attacker with alternate game modes for defenders, and provide a bonus that grows with each mode completed so it gives incentives to do all the drops.

#14 TheArisen

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 6,040 posts
  • LocationCalifornia

Posted 07 June 2016 - 04:00 PM

View PostLazor Sharp, on 07 June 2016 - 01:02 PM, said:

Since MWO's population is as casual is it is, and as many MW fans will not play PvP out there, i think they could have a great revenue stream to add to mechs revenue, if they did it right...... (discussed in several other threads)

The Single player needs to be client side only like the tutorial is now, the coop could be client side for the player inviting the other players, and they play on his server. This way PGI does not have to support servers for PvE SP or coop, saving them a LOT of money....

Mechs in PvP should be able to be used in PvE and vice versa...... this over lap will just reinforce both modes

most all assets created for PvE can be used in PvP to enhance its play ability and immersion

if they follow along with some story lines from the HBS version, that world be epic.......


I'm not sure how much effort Pgi would put into this. Ideally, they'd make it fairly extensive.

I do agree it'd be the smart play to not have this be dependent on servers.

View PostNovakaine, on 07 June 2016 - 01:08 PM, said:

Hell a coop random mission generator would be a boon to this game.
Posted Image


I agree, it really could be this easy.

#15 Johnny Z

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 9,942 posts
  • LocationDueling on Solaris

Posted 07 June 2016 - 04:06 PM

The introduction needs more pve before players get into pvp that's for sure. The tutorial just isn't inspiring at all. The atmosphere kind of sucks. Personal opinion...

Edited by Johnny Z, 07 June 2016 - 04:07 PM.


#16 Nemesis Duck

    Member

  • PipPipPipPipPipPip
  • 394 posts

Posted 07 June 2016 - 04:53 PM

View PostNovakaine, on 07 June 2016 - 01:08 PM, said:

Hell a coop random mission generator would be a boon to this game.
Posted Image


This would be a great way to get people to play different weight types. The assault only guy (who's now experimenting with LRMs :|) gets $1 for an assault mission and $4,000,000,000 for a light mission. Then ease up if he takes the light but make him play a few classes per play session to get a really good assault missions again. Weight towards getting him back into assaults but get him playing other stuff with generosity gimmicks.

#17 Mechwarrior1441491

    Member

  • PipPipPipPipPipPipPipPip
  • 1,157 posts

Posted 07 June 2016 - 05:53 PM

Player dropped missions based off rank, on the CW map. There have a lot they can do, but feel minimal effort will keep it all alive. "E-sports" I guess.

#18 TheArisen

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 6,040 posts
  • LocationCalifornia

Posted 09 June 2016 - 01:32 AM

View PostJohnny Z, on 07 June 2016 - 04:06 PM, said:

The introduction needs more pve before players get into pvp that's for sure. The tutorial just isn't inspiring at all. The atmosphere kind of sucks. Personal opinion...


Well if Pgi can get their A.I. working at a decent level; I'd say do something similar to WoWS & allow us to do these campaigns fighting A.I. or PvP. That'd give us both a PvP campaign & a PvE mode (2 birds with 1 stone)

#19 Vellron2005

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Blood-Eye
  • The Blood-Eye
  • 5,446 posts
  • LocationIn the mechbay, telling the techs to put extra LRM ammo on.

Posted 10 June 2016 - 02:58 AM

Firstly, let me say a big thank you to TheArisen for promoting my idea. Thanks man. You rock.

Secondly, the whole point of why my idea was made was to achieve the following:

1) Eliminate the player base splitting into PVP and PVE players.

2) Add realism and rich storytelling to the game

3) Add something new and fun to do other than the constant "kill'em all, and let the gods sort them out" type gameplay.

4) Significantly lower production costs for PGI, since they would NOT need to develop AI much further, and they could use existing game resources - perhaps only re-purpose them and connect them into stories. This means almost no need for new maps, no need for AI, no need for new game modes, no need for anything other than some cinematics and voice-over and programming objectives.

Hell, let's face it, we lore-buffs don't need much more than Captain Adams telling us to move our metal asses and get certain jobs done. I don't think it's that hard to take a map like river city and say, OK, let's make THAT building destructable, and let's get people to protect it for 15 minutes. Or let's hijack one of the 12 people on the IS side and instead of their own mech, put them in a hero mech,and automatically lock him into Commander position, and then make the other 12 guys go after him, while his team protects him?

Or let's simply put a team of 12 clan dropdecks and 12 IS dropdecks on Boral vault and tell them that they REALLY need to protect that orbital cannon, otherwise, their arses are toast and they'll need to defend that building on River city next..

It seems to me that taking current game modes and simply connecting them with a deep,rich narrative really should not be that hard..

Edited by Vellron2005, 10 June 2016 - 03:30 AM.


#20 Vellron2005

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Blood-Eye
  • The Blood-Eye
  • 5,446 posts
  • LocationIn the mechbay, telling the techs to put extra LRM ammo on.

Posted 10 June 2016 - 03:20 AM

View PostTheArisen, on 09 June 2016 - 01:32 AM, said:

Well if Pgi can get their A.I. working at a decent level; I'd say do something similar to WoWS & allow us to do these campaigns fighting A.I. or PvP. That'd give us both a PvP campaign & a PvE mode (2 birds with 1 stone)


If you ask me, we could use some AI controlled tanks, planes/helicopters and elementals.. Let's leave mechs to real pilots :-)

My original idea could always benefit from tanks and such, but it's not necessary.

Hell, it's be pretty cool to have mass battles with AI controlled tanks and planes on both sides fighting ONLY opposed AI units, and only after all of those are dead shoot at player mechs. They could be programmed in such a way as to affect numbers and enforce strategic objective-oriented play instead of just "kill em all" tactics. For instance, a clan team would have to saaay, go to nav alpha instead of every witch way, cose the Khan said, "take alpha first" and all the AI tanks go to alpha, so if the player's mechs don't follow, the'll get crushed, and the players won't have enough numbers to get the job done...

Edited by Vellron2005, 10 June 2016 - 03:26 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users