There are modes to satisfy every type of gamer. The first ones are easier to implement, while the last one is a big AA project.
Team VS. Team (already in) - could have other "mini-game modes", like:
- Defend the base;
- Protect the convoy (or the VIP);
- 1 vs. 1 duel (while the other players watch);
- Capture the "flag" (a good use for the hand actuators);
- King of the hill;
- Stock only (all variants are loaded in their stock versions);
- Fubar mode (idea by iminbagdad)
iminbagdad, on 19 February 2013 - 08:01 AM, said:
During the drop your lance gets scattered. Basically the two teams get randomly scattered across the map. - etc.
Shooting Range(it's coming)
- Modes: Singleplayer.
- Maps: new, small map.
- Needs Implementation: no need of AI. Just put some immobile mechs in the center of the map.
- What is it: the player has the chance to test the weapons and heat of his mech.
- Reward: none.
- Modes: Singleplayer, with a possibility of Cooperative Multiplayer.
- Maps: standard maps.
- Needs Implementation: AI.
- What is it: the player (or group leader) chooses the map, the enemy mechs and the battle conditions (AI difficulty, number of enemy waves, etc.).
- Reward: none.
- Modes: Multiplayer (weight class only; free for all weight classes; all against all; and teamed modes).
- Maps: all-new arena maps.
- Needs Implementation: new maps, ranking system, stables and AI sportcaster (similar to the Dunkan Fisher in MW4M).
- What is it: like in MW4M, but with human players only.
- Reward: XP and C-Bills
- Modes: Cooperative multiplayer (all players in one team vs AI).
- Maps: standard maps.
- Needs Implementation: AI, clan mechs and equipments, (possibly) destructible buildings.
- What is it: similar to the Mann vs. Machine game mode for Team Fortress 2. The team of human players must protect some buildings (or bases) against waves of increasing difficulty of clan mechs. No respawn, but maybe a repair/reload facility to be used between waves.
- Reward: XP and C-Bills (or not).
- Modes: Singleplayer.
- Maps: standard and/or new “generic”, less detailed maps (for diversity).
- Needs Implementation: AI, economy, random objectives (escort payload, destroy convoy, recon, defend base, destroy objective, etc.), destroyable buildings, maybe some vehicles. No need of an actual storyline.
- What is it: similar to MW1 or the random missions in MW2:M Titanium. The player is a mercenary commander that chooses contracts, gets paid and manages his merc unit (buying mechs, weapons and equipments, repairing and customizing mechs, hiring mechwarriors).
- Reward: none.
- Modes: Multiplayer.
- Maps: standard
- Needs Implementation: AI, vehicles.
- What is it:
Kushko, on 19 February 2013 - 04:40 AM, said:
-Moba/Dota style match: each side starts with some npc creeps (tanks, hovercraft, vtols) that advance towards the center of the map or the opposing creep line (via a couple dif routes-the creeps split up). The npcs would have some limited offensive capabilities and would shoot at both the enemy mechs and the enemy npcs. - Reward: XP and C-Bills.
- Mechwarrior 5.
Edited by Odanan, 19 February 2013 - 08:20 AM.