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Conquest Mode Details Announced


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#1 pesco

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Posted 13 December 2012 - 05:51 PM

Paul just posted in Command Chair:

Quote

You've heard rumors, you've made speculations... here is Conquest.


NEW GAME MODE: CONQUEST
With rumors of hostile activity on the Periphery of the InnerSphere, all of the Great Factions have been purchasing large quantities of Germanium. Germanium is a very rare element used in Jump Ships that travel through the InnerSphere.

In Conquest, players will vie over Germanium resource collectors. These mobile mining units refine Germanium for the team that controls them. The more units under a team’s control, the faster that team will be gathering resources.

How do you access the game mode?
There is a new button beside the “LAUNCH” button that has a gear on it. Click it and the following will appear:

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Choose the game mode you want to play and click LAUNCH. Voila!

Choosing ANY will randomly select between ASSAULT and CONQUEST.

When in a group, only the group leader can choose the game mode.


How the game mode plays out:

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There are 5 resource collectors spread throughout each map. Each team will begin the match with the nearest resource collector to their start location already under their control.

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Additionally, when playing Conquest Mode, you will notice new operational HUD elements. At the top of the screen, you will see the team ownership of all 5 resource collectors (see indicator 1 on above screenshot). Two of the resource collectors will already be under their respective team’s control, while the other 3 are neutral. Each resource collector location is named for ease of communication to your teammates.

Just above the team ownership bars, on either side of the mission timer, are the number of resources that have been collected by each team.

The first team to collect 750 resources will win the match.

The direction of each resource collector is also marked on the HUD compass (see indicator 2 on above screenshot).

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To capture a neutral or enemy controlled resource collector (that is empty of enemy ‘Mechs), simply enter the capture zone of that resource collector (indicator 3 on above screenshot). When capturing a resource collector, the appropriate bar will begin to flash the color of the capturing team (see indicator 4 on above screenshot. Note: Blue is always friendly, red is always enemy). You and your teammates will also receive a notification that there is a “Friendly Cap in Progress”.

High Command Tip:

As with Assault Mode, each additional ‘Mech within the capture zone will increase the speed of capture. It will be important to know when your time is best spent helping your team secure a single resource collector, or if you should begin the capture of an additional resource collector.



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Your team has taken ownership of a resource collector when the name of that collector on your HUD has turned blue. If you remain in the capture zone, you will see a colored blue bar begin to fill on the left side of the HUD element (see indicator 5 on above screenshot). You do not have to completely fill the bar to gain ownership, but since all resource collectors can be re-captured by the enemy team, the more time you devote to filling your capture bar the longer it will take for the enemy to drain and capture it for themselves.

Additionally, the resource collector location on the mini-map/Battle Grid will also turn blue if your team controls it (see indicator 6 on above screenshot).

High Command Tip:

It will be an important strategy for you and your team to know when your time would be best spent securing your capture zone fully, or moving on to capture another zone. The extra effort you put in to capturing a resource collector to 100% could buy you the time to destroy or chase off enemy ‘Mech(s) that are trying to re-capture it, but owning two capture points at 1% will earn you twice as many resources as one at 100%.



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If an enemy starts to capture a resource collector (see indicator 7 on above screenshot), the HUD bar associated with the appropriate location will begin to flash red (see indicator 8 on above screenshot). As with Assault Mode, to stop an enemy from capturing a zone, you can either simply enter the capture zone yourself (neutralizing the capture), or destroy the enemy ‘Mech.

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If your team approaches the maximum amount of resources (750) (see indicator 9 on above screenshot), you will be notified that your team is about to win (see indicator 10 on above screenshot). You will also get a warning notification is the enemy team is about to win as they approach the 750 max score.

Basic Win Conditions & Rewards:

The first team to 750 resources collected wins.
A team can also win by destroying all enemy Mechs.
Win or Lose, any resources collected by a team are multiplied by 25 and players are rewarded that amount in C-Bills. (Germanium is paid for no matter if you win or lose).
For example, if two teams play out via resource collection, and one team has 750 resources and the other has 480 resources, the first team earns 18,750 C-Bills and the second earns 12,000 C-Bills.

Plan your strategies now and see how much you can earn while playing Conquest!

High Command Tip:

Try to get to one of the outlier resource collectors as fast as your team can. Once captured, try to hold both it and the one at your spawn location for the duration of the mission. Assault Mechs are prime candidates for protecting the defensive line between the two controlled points while the scouts/brawlers try to gain ground on the rest of the locations.


Discuss.

#2 Deadoon

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Posted 13 December 2012 - 06:00 PM

They seriously put one in the center of the caldera... AWESOME.

#3 TruePoindexter

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Posted 13 December 2012 - 06:01 PM

View PostDeadoon, on 13 December 2012 - 06:00 PM, said:

They seriously put one in the center of the caldera... AWESOME.

Heck yeah - lets see just how good some people really think they are at managing their heat while shooting.

All in all it sounds interesting though it begs the question - why not just still go ahead and kill the enemy team? Seems easier than trying to hold nodes.

#4 Biglead

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Posted 13 December 2012 - 06:02 PM

Invincible lag shield light mechs go!

#5 Sears

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Posted 13 December 2012 - 06:02 PM

I can see it being the folly of lag shielded ravens in 8V8 games.

Still though does favour lighter team builds which will make a nice change. Organising pug games may be somewhat of a challenge.

On the whole should be a laugh and add variety.

#6 zverofaust

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Posted 13 December 2012 - 06:04 PM

You could've at least linked the original post so people can see the images:

http://mwomercs.com/...-mode-conquest/

Sounds interesting, nice spin on the Conquest thing of "harvesting resources". It'll be very interesting to see how Conquest melds with permanent death -- may not go so well.

#7 Hawkwings

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Posted 13 December 2012 - 06:04 PM

I'm going to get rich selling Germanium. Instead of moisture farming mining, I'll just create Germanium from a commonly available element: Sulfur. Toss some into a fusion reactor, crank up the fusion, and watch as alchemy occurs!

Anyways.

Looks like light mechs just got another buff. Assuming equal skill, a team of 8 Atlases is not going to win this mode ever. The smaller, lighter team will just maneuver around the opposing team. You could split your forces 3 ways and sit on the points, but then the light mechs will just swarm and kill one defense team.

#8 Joseph Mallan

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Posted 13 December 2012 - 06:05 PM

So more than just a Brawl I hope. As a person who used to make scenarios for Conventions and local events I like how this sounds, but I still think it'll just be come Death match for diggers. But I will reserve final judgement till I play a few matches!

#9 One Medic Army

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Posted 13 December 2012 - 06:06 PM

Well, it will at least keep base cap from being a viable tactic.

Unfortunately, I see that it will make light and fast mediums really really powerful, unless they also roll out netcode/collision improvements so that assaults can actually kill fast things in a reasonable timeframe.

A lot depends on the rate of germanium income and the rate of capture.

Oh, and should also provide a buff for long-range weapons like Gauss, LRM, AC/2, PPC and the like. Being able to provide supporting fire at two points will be very helpful.

Edited by One Medic Army, 13 December 2012 - 06:08 PM.


#10 N0MAD

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Posted 13 December 2012 - 06:06 PM

Hmmm, first impression..Swarms of light mechs.

#11 LionZoo

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Posted 13 December 2012 - 06:06 PM

Two quick thoughts:

1) I can see how this game mode will favor faster Mechs, but maybe not light Mechs. The need to remain in the capture zone will place a bit of a premium on toughness. My initial expectation is that Cicadas or fast heavies like the Dragon will be favored. At least in the beginning.

2) The payout seems awfully low. 18,750 for a win? I hope that's on top of what is paid for winning/losing a match and not as a way to replace the payout.

#12 pesco

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Posted 13 December 2012 - 06:07 PM

My remarks:

  • First of all, this sounds like a nice sound game mode; because it is basically a straight-up copy of the Terrain Control mode of Mechwarrior: Living Legends. IMHO this should have been in the game since day one, possibly to the exclusion of "Assault".
  • "In Conquest, players will vie over Germanium resource collectors. These mobile mining units refine Germanium for the team that controls them. The more units under a team’s control, the faster that team will be gathering resources."
    This is really cheesy. I would have highly prefered a purely abstract form of "strategic point". That would have been much more believable than magic oil rigs. Really, they suck the Germanium right out of the earth or what? Uninspired and silly. m(
  • "Conquest", eh? The naming is as inappropriate as "Assault". If you were going to literally copy MWLL's game mode, you might as well have taken the name with it.
  • Once again, reward payouts are not believable. Trashed two lances of multi-million C-Bill Mechs for 18,750CB worth of magic ore? Good job!

Edited by pesco, 13 December 2012 - 06:10 PM.


#13 Voridan Atreides

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Posted 13 December 2012 - 06:08 PM

Sounds good...can't wait to try it out.

#14 Hawkwings

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Posted 13 December 2012 - 06:09 PM

Light mechs can just run in circles around the cap point and still be hard to hit. And I interpreted that payout as on top of the usual winnings. If so, conquest mode will be the preferred cashgrinding haven.

#15 Tennex

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Posted 13 December 2012 - 06:09 PM

lIGHT MECHS WILL ****

only reason to ever take assualt mechs was firepower. but **** you cant hit light mechs nowadays

Edited by Tennex, 13 December 2012 - 06:09 PM.


#16 YouMadQuiaff

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Posted 13 December 2012 - 06:09 PM

Send fastest mechs to quickly capture any of the middle points. As long as you have early point advantage you can just defend points as enemy comes to capture. Or you could just roam around as 8, quickly knock out 2-3 enemies and have adv that way. When knock down comes back 1-2 lights would be optimal I imagine.

#17 Greyfyl

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Posted 13 December 2012 - 06:11 PM

If only I hadn't played Arathi Basin 8 million times in the past 5 years or so.

#18 TruePoindexter

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Posted 13 December 2012 - 06:15 PM

View PostGreyfyl, on 13 December 2012 - 06:11 PM, said:

If only I hadn't played Arathi Basin 8 million times in the past 5 years or so.


Obviously you haven't been around for the UT/Quake/Tribes generation then... I've been doing this for 20+ years at this point.

Moving on I really don't see why just killing the other team outright won't be the way to go. A couple of fast movers to get early caps (the Spider will be a god at this) and then the rest to act as a slaughter unit. I get the feeling everything will revolve around the central resource point and the inevitable brawl that breaks out on top of it.

#19 Hawkwings

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Posted 13 December 2012 - 06:18 PM

Why would the other team stick around to let you kill them? They could just leave their point, let you have it, and then go cap the point you just left. A team built for that would be fast, equipped to kill lights and mediums, and run away from heavies and assaults.

#20 Sears

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Posted 13 December 2012 - 06:20 PM

It also explains the pickle factories at your spawn in assault. Or what they are at least.





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