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Suggestions For Future Game Modes


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#1 Chuff

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Posted 19 December 2012 - 02:52 AM

[I wrote this and then just saw a post by Thomas Covenant talking about an escort mode... I chose to post this anyway, but kudos to Thomas for his similar idea]

I played a dozen or so games of Conquest last night, and I think with some tweaking(currently it appears more beneficial just to kill everyone, capturing the points needs to be faster and give a better pay out) that it could turn out to be a good alternative ‘mode’
So I got to thinking about what other game modes would fit into the MW universe, and into the MWO format.

Please feel free to add your own suggestions or tell me how crap my ideas are.

Convoy Escort
  • Slow moving convoy of vehicles must be defended from your start point until they leave the map. I think this might be suited to smaller teams, perhaps 4 per team, and possibly with a weight restriction limiting it to lights/mediums .
  • More points for number of convoy vehicles surviving/killed
  • Perhaps this would also have to be a 2-part mode so that both teams get to attack/defend

Mech Escort
  • One mech on a team has to carry an item(whatever, big box of cookies, new experimental technology, valuable material etc), while this mech holds the item his location is lit up like a beacon on everyone’s map. Friendly team have to defend him, enemy team win by taking him out.
  • Possibly the item can be passed from mech to mech. Possibly while said mech holds the item his weapons don’t work(encouraging teamwork)
  • Both teams have an item? Or item is in the middle, whichever team picks it up must hold it for longest to win.

Tag Team
  • Small teams consisting of 1 of each weight class, playing in a small arena style map.
  • Mechs are released one at a time as defined by the team and fight to the death. Upon death next mech is released. During the bout teams can watch the battle and give tactical ‘advice’.
  • Do you send out your light first, or your heavy? If you get it wrong you’re in for some serious pain. This will force people to bring balanced loadouts. The winner of a bout carries his damaged mech through to the next round and fights the next one released.
  • Last man / team standing. I think this could be really competitive

‘Solaris’ One on One
  • This has been talked about and I believe is faithful to BT lore, 1 on 1 duel – With or without strict weight restrictions to ensure fair fights.
  • The ability to issue a challenge, call someone out, throw down the gauntlet
  • Allow Mechwarriors to stake c-bills on their own performance, winner takes all.

Free for all
  • Of course MWO is predominantly a team game, but who wouldn’t fancy an occasional royal rumble?
  • Limit this to random drops only and disable in game voicechat.
  • Last man standing

Slice and Dice
  • Standard battle but with a heavy emphasis on salvaging the oppositions mechs.
  • Zero c-bill rewards for this mode, but any GREEN undamaged components that are either surgically removed from an opponent or if you can take them out leaving most of the mech unhurt would be available as new items in your mech bay(possibly after paying an ‘admin’ fee to salvage the item and make it re-usable
  • I imagine this could be tricky to implement, certainly the distribution of said items but I can dream


#2 pjnt

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Posted 19 December 2012 - 03:38 AM

Convoy, can't see how this would work. If someone drops they miss the second match and the rest drop.
Mech Escort. Perhaps try Kill the King. The biggest mech on each side needs to stay alive? When he/she dies, you all die.
Tag team. Sounds like fun.Not certain how much this will be like the propose Drop that they will bring in, but smaller scale.
1on1 - yah. I have some scores to settle and this is the nuts.
Free for all - expected.
Slice&Dice.- Just add this to the 1on1. Go in with your mech and the winner takes the salvage - actual salvage. If you lose your ac10, the guy who shot it off, walks away with it. You keep your carcass, but the winner takes the bits that drop off.

#3 Chuff

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Posted 19 December 2012 - 03:56 AM

I really like the idea of taking salvage, it has negligable c-bill value if you were to sell it, but I hope to one day have a fully pimped out mech garage with multiples of everything so I can play around with builds to my hearts content.

I think to balance this they'd need to limit it to undamaged gear, and possibly pay c-bills to make them usable.

Also, you could win but still have a good chance of losing bits of your own mech so you could come out of there having lost a gauss rifle but gained an AC2. Thats the gamble you take :)

#4 Sythe

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Posted 19 December 2012 - 04:51 AM

Assuming they actually implement a repair or re-spawn option:

[Destroy or Defend] An altered assault mode with a repair bay instead of an extractor. Objective is to destroy the enemy’s generator and repair bay (Mech bay if using re-spawns). Space them far enough apart so they aren’t the easiest to defend both at once. Say 500m apart. The match only ends with either all mechs completely destroyed (lives used if going with re-spawns) or all buildings destroyed.

[King of the Hill] Two teams spawn on the same side of a map. One in bottom left the other in the bottom right. There is a single base located on the top middle of the map, essentially a triangle between the two teams and the base. In the base is a repair bay (Mech bay if using re-spawns) and supporting equipment. The match is over when the other team is destroyed or powered down for over 2 minutes. The meta game here being do you take and hold the base or assault the enemy directly.

[Defend the supply line] Each team starts on opposite sides of a map. Each has a powered down drop **** and associated base with repair bay (Mech bay if using re-spawns). In the middle of the map is a supply warehouse. Your team must hold the warehouse until a supply truck spawns. You must escort it to your drop ship. If your truck makes it to your drop ship the first one will power on ship weapons (medium range weapons). Truck three will increase the drop ship weapons to long range. The third one when docked means you win. Trucks can be destroyed after docking and r the drop ships capabilities fall back to the previous level. Trucks should spawn after the previous truck is halfway to the drop ship or 30 sec after the previous one is destroyed. The match ends with either the other team completely destroyed (powered down for two minutes) or you launch your drop ship. The meta game here is do you defend the factory or focus on defending you truck? Do you attack the enemy’s truck or push them off the warehouse? Can you get a light to sneak in and destroy an already docked truck?

This could be modified for multiple supply points but a larger number of trucks needed to achieve liftoff.

#5 Chuff

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Posted 19 December 2012 - 06:54 AM

View PostSythe, on 19 December 2012 - 04:51 AM, said:

Assuming they actually implement a repair or re-spawn option:

[Destroy or Defend] An altered assault mode with a repair bay instead of an extractor. Objective is to destroy the enemy’s generator and repair bay (Mech bay if using re-spawns). Space them far enough apart so they aren’t the easiest to defend both at once. Say 500m apart. The match only ends with either all mechs completely destroyed (lives used if going with re-spawns) or all buildings destroyed.

[King of the Hill] Two teams spawn on the same side of a map. One in bottom left the other in the bottom right. There is a single base located on the top middle of the map, essentially a triangle between the two teams and the base. In the base is a repair bay (Mech bay if using re-spawns) and supporting equipment. The match is over when the other team is destroyed or powered down for over 2 minutes. The meta game here being do you take and hold the base or assault the enemy directly.

[Defend the supply line] Each team starts on opposite sides of a map. Each has a powered down drop **** and associated base with repair bay (Mech bay if using re-spawns). In the middle of the map is a supply warehouse. Your team must hold the warehouse until a supply truck spawns. You must escort it to your drop ship. If your truck makes it to your drop ship the first one will power on ship weapons (medium range weapons). Truck three will increase the drop ship weapons to long range. The third one when docked means you win. Trucks can be destroyed after docking and r the drop ships capabilities fall back to the previous level. Trucks should spawn after the previous truck is halfway to the drop ship or 30 sec after the previous one is destroyed. The match ends with either the other team completely destroyed (powered down for two minutes) or you launch your drop ship. The meta game here is do you defend the factory or focus on defending you truck? Do you attack the enemy’s truck or push them off the warehouse? Can you get a light to sneak in and destroy an already docked truck?

This could be modified for multiple supply points but a larger number of trucks needed to achieve liftoff.


Loving all of these ideas, especially Destroy and Defend. The concept of having a mech repair bay on a map would open up a plethora of tactical possibilities

#6 arkani

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Posted 19 December 2012 - 07:03 AM

CONQUEST MODE
Two simple ideas:

1) For current Conquest mode : 3 teams per map.
Will you split your forces? will you push for another cap and risk been in between two teams?
Will you try to take out the weakest team, but with the losses risk becoming the weak one?

2) MECHBAYS : (no re-spawn crap)
This is game changing in ANY GAME MODE, go back to base to repair. Will you make it or not, will the lights pick you apart before you get there? will the other team blow it up to prevent your team repair?
You can repair but if you lost an arm its lost period, and there is a limit in how many repairs the mechbay can make.



[Destroy or Defend] and [Defend the supply line] are excelent (see above)

Edited by arkani, 20 December 2012 - 07:18 AM.


#7 Lancer Deistler

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Posted 19 December 2012 - 07:31 AM

Extraction

One team must escape the battlezone by moving to a dropship. The other team must hunt them down. You must stay in the dropship area for 20s to be loaded in (exit the match to observer mode). Every Mech escaping will add C-Bill bonus to the team. On the hunter team every destroyed Mech will add C-Bill bonus. Key issue with this mode could be the start points, map size and blocking the dropship as hunter team. The blocking issue could be solved by making the dropship area out of bounds for the hunter team or make the dropship/turrets fire with medium lasers at hunter team mechs within 180m or so. The hunter team should have 2 dropzones with 4 mechs each zone. Maybe the escaping team is scattered.

Example: River City
Hunter lance 1 starts at upper city.
Hunter lance 2 starts in lower city.
Escapers start in port area (or scattered along g/h line)
Dropship is at starport.

Edited by Lancer Deistler, 19 December 2012 - 07:47 AM.


#8 Haas360

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Posted 20 December 2012 - 03:31 AM

[color=#959595]Assault Waves:[/color]

[color=#959595]What if you could select two mechs? And enter them both? Your first dropship lands with your first selection and you are playing with that. At a certain time (i.e 10 min) your 2nd mech becomes available for deployment. If your first mech has fallen, you join to reinforce the battlefield. Different Class, Different Mech.[/color]

[color=#959595]So you basically have two waves, i think this would spark a lot more teamwork, such as a couple of heavies holding out until reinforcements can arrive and help! This is also going to make games longer, more tactical[/color]

[color=#959595]Conquest Waves[/color]

[color=#959595]If you would to blend it with the new conquest you could select your dropship location (i.e sigma) but if you don't control that point, you lose that area of opportunity for reinforcements. If you control all points before the 2nd wave comes you cut off reinforcements and win. Game times will be around 15-20 max.[/color]

[color=#959595]Now yea these can defiantly be exploited, you are going to see people who just walk in and try to steam roll and don't care because they have a backup mech. Thats a flaw i can think of, so maybe a incentive for staying alive? C bills per mech? If you die early your still going to have to wait till your dropship comes? [/color]

[color=#959595]Like i said guys just a fun idea, what do you think? what other issues do you see? This is a casual idea, and i personally think it will give it a battlefront like experience.[/color]

#9 CrashieJ

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Posted 20 December 2012 - 03:37 AM

This will be part of an ongoing "Operations Pack" aimed to give the player and team different objectives and scenarios...

Mass Scale Operations: Operation Alpha: Liberation...

Whats the Op?:

There's a Factory and that needs to be... Liberated, from enemy hands. The plan is simple, we get to it before they do, we hold it, and we fight until they don't exist anymore. Simple right? Sure, If your smart.

Rules:

Respawns? we wont call it that, we'll call it... a "Reinforcement Timer", a timer counts down until the next force will come into play, around a minute. Killing and capturing gets the boys up is orbit riled and wanting to drop and replace the dead (speeding up the Timer). If two of your guys die, tough ****, they'll have to wait until the timer runs down before they can re-drop as a group.

*a timer determines how long until reinforcements can arrive, Killing and staying in the designated capture zone accelerates the drop timer.*

*the game does not end when all enemy units are killed, but when the building in question is under a teams complete control*

*reinforcements are dropped as a group, if all 8 allies die in the battle before the reinforcement timer runs out, all 8 allies must wait until they can drop as a group. Dying after the timer restarts is not recommended.*

Mechanics:

Did I say there was a factory? well, its a pretty small on the surface, most of it is is dug in under parts of the mountain and some other terrain. so that leaves a pretty wide area to fight over.

Influence is key to getting that control point. You stand in it, you pave the way for our infantry to clear it out (you don't see them because you're not looking hard enough, plus your not supposed to be looking for them, you're supposed to be clobbering the other team). clear the way for enough time, and we'll send those scum packing. But here's the deal, once an enemy mech gets wily enough to set a foot into that designated area, he'll send his own troops in to stop our men from clearing it out, until the ******* gets waxed.

*the capture zone runs on an influence bar mechanic, the more allies that are in the capture zone, the faster influence is gained in that region.*

*enemies in the capture zone stop the progression of influence, and must be eliminated before influence can be regained*

Winning Conditions:

If we can hold out until we either clear the factory out, or hold just enough until our blockade arrives we'll be golden and you guys can get your paycheck.

*when the influence bar reaches maximum for a set amount of time, it will result in a victory*

*when the Match timer runs out, the team with the most influence will result in a victory*

Notes:

You want to be stupid and get yourself cored in the first 10 seconds, it's on you, you're going to have to sit this one out until we can arrange the next drop, so smart up. Killing and assisting your fellow warriors not only puts some more cash into your pocket, but hastens the speed we can call more reinforcements.

This is Operations on a Mass Scale, Mechwarrior. Just because you kill two or three guys doesn't mean you have it in the bag, there are always more out there itching to rip you out of your cockpit

#10 Mr Mantis

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Posted 20 December 2012 - 04:29 AM

I had a poll with my ideas of what game modes people would like to see, that was awhile ago and they already put in conquest. but if you want to vote or check out some other ideas.

#11 Baliel

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Posted 20 December 2012 - 10:17 AM

For assault I would like to see some sort of fortification that needs to be breached to reach the destructible objectives mentioned in prior posts. A walled complex with gates that the defenders have access to. This facilitates a few items: consolidated defense for the defending team, protection of the buildings from long range sniping, an avenue for sneaky jump jet attacks and variety in game play. My suggestion would be to permit the walls or gates to be damaged down or to allow a gate generator or switch object to be destroyed from inside the base to lower gates.

Being that the defending team would have an advantage due to the ability to concentrate fire on mechs coming through breached gates or walls, or on those brave enough to jump jet into the base there should be some sort of numerical advantage to the attacker. The suggestion I like is having the attacking team be 10 with the defending team as 6 (or something like that). Another option would be to allow the attacking team one re-drop per player. The 2:1 may be a little too much, but you could offset this by allowing dead defenders to man a turret once they die (perhaps a solution to turrets people are so fond of; no automated turrets, only manned turrets), or by having a mech repair facility in the base.

#12 William Draven

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Posted 20 December 2012 - 04:11 PM

Better Conquest: (Probably works best for Post-release)

I am bringing my post about Conquest out here so it doesn't get Archived and locked away with the next update, and thus forgotten.

I understand it's a beta and this is the first attempted implementation of Conquest. However there is not much of a change of pace from assault, as several members mentioned in the Conquest Feedback section. However, in time adding larger maps and teams could make it work better, but there is a LOT of tweaking to be done, we all know this. If I may humbly suggest, to get an idea on a better version of the conquest, take a look at Star Wars Battle Front. Granted there was respawning, but it was limited. However, I quadruple the thought of bigger teams and maps. I actually had a dream about this mode that night after reading about it.

Two teams of three or four lances (12-16 'Mechs in case some of you aren't quite familiar with BT unit names) on a map about twice the size of Caustic with AI emplacements and small vehicle and BattleMech reinforcements that are deployed/arrived after each capture.

Now now, I KNOW that would be a HUGE thing to do with conquest in MWO, but it is a direction that could be ridiculously fun to try for. Another thing we could think about is a drop request implementation. I.E. open a virtual chat window thing and request what you would like for defense as far as 'Mechs.

Say these are the BattleMech request options:
Full Lance of Lights
Three Mediums
Two Heavies
One Assault

However, each of these requests would reduce the team's count of resources, i.e. spending the resources to deploy the defense teams. In spending the resources, more emphasis would be placed on defense by making sure you get to keep your income. And I do not believe we should end the match with all points capped, EVER. Of course, I also know that the version I am describing would require a MINIMUM of 30 minutes. Or have fun with it and make it ten minutes per cap point. I.E. 20min for two, 30 for three, etc. So in a way you could have the conquest type determined by map size, so small conquest rounds would be shorter, but faster and more furious.

Just some outlandish thoughts for you all to think on. Also, I do not think adding respawning would be overly necessary with this setup for conquest, like so many other suggest. Just a repair/rearm feature, the the Mobile Field Bases in MW3 and Pirate's Moon.

Side Note: One thing we could do for time reasons and such is make this part of Community Warfare, though I'd like to see this in the pick-up conquest games too.

#13 Bhael Fire

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Posted 21 December 2012 - 07:33 AM

(REPOSTED FROM http://mwomercs.com/...ith-more-bases/ )

While I appreciate Conquest Mode as a slight variation on the Assault Mode (they basically just added more bases to capture), there NEEDS to be truly different game modes. I'm talking about clear objectives, destructible non-mech targets, and complex mission parameters. For example:

OFFENSE
Check command map frequently to check on the status of current objectives. All Primary Objectives must be completed in order to win.

Primary Objectives
- Destroy all Comsat Stations: Locate and destroy all enemy comsat stations then proceed to their base.
- Locate Data File K-271: There are several facilities around the enemy base. Scan each building to locate Data File K-271.
- Download Data File K-271: Download Data File K-271 then proceed to dustoff site
- Proceed to Dustoff Site: Wait at dustoff site for extraction.

Secondary Objectives
- Destroy All Enemy Mechs (+150,000 c-bills)
- Download All Data Files (+20,000 c-bills)
- Destroy Fuel Depot (+20,000 c-bills)

DEFENSE
Check command map frequently to check on the status of current objectives. All Primary Objectives must be completed in order to win.

Primary Objectives
- Destroy all enemy mechs OR Hold off enemy mechs until reinforcements arrive (10 minute timer)

Secondary Objectives
- Protect Comsat Stations (+25,000 c-bills for each remaining station)
- Prevent enemy mechs from downloading Data File K-271 (+75,000 c-bills)
- Each enemy mech destroyed (+5,000 c-bills)

NON-MECH TARGETS
The game really needs destructible non-mech targets like gun turrets, convoy vehicles, fuel tanks, comsat stations, bunkers, etc. These should be extremely easy to implement as the code is already in the game to select "characters" (i.e., mechs). These "characters" would not require complex AI, as things like structures just sit there and blow up once they take x damage. Same thing for vehicles, except they would follow a prescripted path. Things like gun turrets would just target and attack the closest enemy mech.

Also, the missions should be catered to the map. Another example:

OFFENSE
Check command map frequently to check on the status of current objectives. All Primary Objectives must be completed in order to win.

Primary Objectives
- Rendezvous with Mobile Field Base at Nav Point Able
- Escort MFB to Nav Point Baker
- Wait for bridge to be repaired at Nav Point Baker
- Destroy Missile Platforms at Nav Point Charlie
- Escort MFB to Nav Point Charlie

Secondary Objectives
- Destroy All Enemy Mechs (+150,000 c-bills)


DEFENSE
Check command map frequently to check on the status of current objectives. All Primary Objectives must be completed in order to win.

Primary Objectives
- Destroy Mobile Field Base
- Destroy all enemy mechs before they reach Nav Point Charlie

Secondary Objectives
- Prevent enemy from crossing bridge at Nav Point Baker (+150,000 c-bills)

Adding these things to the game would make it feel more like Mechwarrior and greater depth to the game modes.

Edited by Bhael Fire, 21 December 2012 - 07:36 AM.


#14 Bhael Fire

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Posted 21 December 2012 - 12:04 PM

View Postpjnt, on 19 December 2012 - 03:38 AM, said:

Convoy, can't see how this would work. If someone drops they miss the second match and the rest drop.
Mech Escort. Perhaps try Kill the King. The biggest mech on each side needs to stay alive? When he/she dies, you all die.


Multimap Campaigns work just fine in other games, like Enemy Territory. In fact, ET is an excellent example of how objective-based campaigns should be done.

If someone drops from a map, it's no different than how it is now. When the next map loads, the matchmaker drops in new player to fill in the gaps.

#15 jajsamurai

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Posted 21 December 2012 - 04:25 PM

I would like to see a training grounds mode where you can drop in to one of the existing maps with a friend and go against each other as a training exercise. Obviously you could not give XP or C-bills for this, and in context of the story it would even make sense to charge c-bills. Live fire training exercises would be part of the training program for any merc or military unit, and would use dummy ammo and powered down lasers to avoid damaging valuable mechs. This dummy ammo would cost money, though maybe not much.

I think 1 on 1, 2 on 2, and 4 on 4 would be good, also some odd combinations such as 2 on 3 or 1 on 2. Maybe make the training grounds hold up to 8 mechs, and you can arrange them in up to 4 teams however you want in order to train against each other.

Allowing a newbie to train 1 on 1 with an experienced merc could really help the newb learn valuable skills such as focusing fire, and hitting legs/center torso/ cockpit. The training grounds could also be useful for forming clans and merc companies, since you could test out and train new recruits, and practice your standard clan tactics so they can learn to function as a smooth team.

This mode could also let you "rent" mechs and try out customizations, again perhaps for a fee. Real mechwarrior schools would have mechs they would use for training purposes so this again makes sense in context of the battletech universe. Of course mechwarrior schools are not free, so pay C-bills or MC.

Since the maps already exist, and forming groups already exist adding this mode should take very little effort on the part of the game developers. They also wouldn't need to balance money and XP in the mode, since there wouldn't be any.

Since this game mode could help people form clans, and help newbies become true mechwarriors much faster I think it would pay lots of dividends in helping the rest of the game be more fun and more competitive.

#16 CrashieJ

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Posted 22 December 2012 - 01:00 PM

This will be part of an ongoing "Operations Pack" aimed to give the player and team different objectives and scenarios...

Mass Scale Operations: Operation Bravo: Cat and Mouse

What's the Op?:

Attackers:
We got orders, pretty big ones too. We're tasked with escorting an ambassadorial envoy across the plains and into the city, once there we are to continue to the capitol building where negotiations will start... that's it.

The convoy will follow allied lances until they reach the city, then they'll take it from there. Protect that convoy at all costs, if the Ambassadorial vehicle is destroyed, the mission will be a failure.

Once at the Capitol, hold position and make sure no hostiles come near to disrupt negotiations.

Defenders:
we've received new information from local agents around the area, that convoy is not holding an ambassadorial envoy, but an assassin body double. We're going to have to kill the mech escort around the convoy and capture the "ambassador".

The convoy will follow the enemy lances until they reach the city, then they'll make a break for it. Don't shoot the Ambassadorial Vehicle at any cost, we want the assassin alive, and we'll pay handsomely for it.

If the assassin reaches the Capitol building we'll need to eliminate any remaining hostiles and recapture that building.

Rules:

Attackers:
*Protect the convoy at all costs, the destruction of the ambassadorial vehicle will result in a mission failure*

*defend the capitol building for 1 minute*

Defenders:
*neutralize the escorts around the convoy to capture it, then escort it to the military compound designated on the map, if not able then recapture the capitol building*

*Capturing the Ambassadorial Vehicle is recommended, Destruction of Ambassadorial vehicle or failing to recapture the Capitol will result in a mission failure.*


Mechanics:

The convoy will follow the back-most mech until it reaches the city, the mech will have a symbol which designates itself as the escort. If the escort mech is destroyed the convoy will pause or scatter before designating a new mech to follow. If the convoy is is not able to "attach" itself to an allied mech around a 200m radius, it will be designated as being "Captured" and will follow the nearest enemy mech.

The capitol building works on influence and timer, if any team is able to keep their influence bar when time runs out, victory will be achieved.

Attackers:
A bonus will be paid out if the ambassadorial envoy reaches the capitol building, the capitol is fully captured and if the envoy is not harmed.

Defenders:
A bonus will be paid out if the convoy is intercepted, captured and lead into the military district.

Winning Conditions:

Attackers:
envoy reaches capitol, and building is defended for 60 seconds.

Defenders:
envoy is intercepted and lead to the military district, or capitol building is recaptured.

Notes:

War is a double-sided ordeal, treat it that way.

Edited by gavilatius, 22 December 2012 - 01:03 PM.


#17 Demon Horde

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Posted 22 December 2012 - 02:48 PM

View PostChuff, on 19 December 2012 - 02:52 AM, said:

[I wrote this and then just saw a post by Thomas Covenant talking about an escort mode... I chose to post this anyway, but kudos to Thomas for his similar idea]

I played a dozen or so games of Conquest last night, and I think with some tweaking(currently it appears more beneficial just to kill everyone, capturing the points needs to be faster and give a better pay out) that it could turn out to be a good alternative ‘mode’
So I got to thinking about what other game modes would fit into the MW universe, and into the MWO format.

Please feel free to add your own suggestions or tell me how crap my ideas are.

Convoy Escort
  • Slow moving convoy of vehicles must be defended from your start point until they leave the map. I think this might be suited to smaller teams, perhaps 4 per team, and possibly with a weight restriction limiting it to lights/mediums .
  • More points for number of convoy vehicles surviving/killed
  • Perhaps this would also have to be a 2-part mode so that both teams get to attack/defend
Mech Escort
  • One mech on a team has to carry an item(whatever, big box of cookies, new experimental technology, valuable material etc), while this mech holds the item his location is lit up like a beacon on everyone’s map. Friendly team have to defend him, enemy team win by taking him out.
  • Possibly the item can be passed from mech to mech. Possibly while said mech holds the item his weapons don’t work(encouraging teamwork)
  • Both teams have an item? Or item is in the middle, whichever team picks it up must hold it for longest to win.
Tag Team
  • Small teams consisting of 1 of each weight class, playing in a small arena style map.
  • Mechs are released one at a time as defined by the team and fight to the death. Upon death next mech is released. During the bout teams can watch the battle and give tactical ‘advice’.
  • Do you send out your light first, or your heavy? If you get it wrong you’re in for some serious pain. This will force people to bring balanced loadouts. The winner of a bout carries his damaged mech through to the next round and fights the next one released.
  • Last man / team standing. I think this could be really competitive
‘Solaris’ One on One
  • This has been talked about and I believe is faithful to BT lore, 1 on 1 duel – With or without strict weight restrictions to ensure fair fights.
  • The ability to issue a challenge, call someone out, throw down the gauntlet
  • Allow Mechwarriors to stake c-bills on their own performance, winner takes all.
Free for all
  • Of course MWO is predominantly a team game, but who wouldn’t fancy an occasional royal rumble?
  • Limit this to random drops only and disable in game voicechat.
  • Last man standing
Slice and Dice
  • Standard battle but with a heavy emphasis on salvaging the oppositions mechs.
  • Zero c-bill rewards for this mode, but any GREEN undamaged components that are either surgically removed from an opponent or if you can take them out leaving most of the mech unhurt would be available as new items in your mech bay(possibly after paying an ‘admin’ fee to salvage the item and make it re-usable
  • I imagine this could be tricky to implement, certainly the distribution of said items but I can dream


actually i suggested the convoy mode and the solaris 1v1 a long time ago during closed beta. not sure how the devs would work it but i still think it needs to be in there , i want to see this game be more than a mish mash of typical FPSer game play modes, it's a simulator not a FPSer and it needs and deserves something different for modes. also they need to make assault an acutal assault not a renamed king of the hill match that it is now





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