

#1
Posted 07 June 2016 - 02:12 AM
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
Posted 07 June 2016 - 03:36 AM
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
Posted 07 June 2016 - 04:20 AM
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
Posted 07 June 2016 - 04:27 AM
#5
Posted 07 June 2016 - 08:08 AM
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
Posted 07 June 2016 - 08:14 AM
#7
Posted 07 June 2016 - 09:40 AM
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
Posted 07 June 2016 - 09:45 AM
Lazor Sharp, on 07 June 2016 - 09:40 AM, said:
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
Posted 07 June 2016 - 09:47 AM
Ha!
#10
Posted 07 June 2016 - 11:43 AM
Mechwarrior1441491, on 07 June 2016 - 09:47 AM, said:
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
Posted 07 June 2016 - 01:02 PM
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
Posted 07 June 2016 - 01:08 PM

#13
Posted 07 June 2016 - 02:14 PM
#14
Posted 07 June 2016 - 04:00 PM
Lazor Sharp, on 07 June 2016 - 01:02 PM, said:
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.
Novakaine, on 07 June 2016 - 01:08 PM, said:

I agree, it really could be this easy.
#15
Posted 07 June 2016 - 04:06 PM
Edited by Johnny Z, 07 June 2016 - 04:07 PM.
#16
Posted 07 June 2016 - 04:53 PM
Novakaine, on 07 June 2016 - 01:08 PM, said:

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
Posted 07 June 2016 - 05:53 PM
#18
Posted 09 June 2016 - 01:32 AM
Johnny Z, on 07 June 2016 - 04:06 PM, 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)
#19
Posted 10 June 2016 - 02:58 AM
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
Posted 10 June 2016 - 03:20 AM
TheArisen, on 09 June 2016 - 01:32 AM, said:
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.
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