Enough Assault....give Us Mission-Type Game Mode Please
#21
Posted 25 February 2013 - 03:01 PM
Heck, It's the missions in MechWarrior 2 that reminds me so much of how awesome the game was. One of my most memorable missions was called "Temper Edge", where the primary objective was to defend the repair truck headed to a Tarantula T-5 recon. Defend the Tarantula while it is being repaired. Secondary Objective is to destroy all attacking mechs.
All I've seen lately is that PGI are just providing eye candy so that the community throws down money. With every coming patch they have to release and work on things that are essential to MechWarrior. It's not about capping bases or team deathmatches. They have to work on making the player experience the best as possible. Balance should be priority.
#22
Posted 25 February 2013 - 03:06 PM
But anyway I think the coolest PGI will be able to do is Attacker vs. Defender maps. Have a Defending team with 1 or more objectives they have to defend while the other team attempts to take them out. Either they have to hack the thing, or destroy it, or stand in a square for 10 seconds to capture it.
#23
Posted 25 February 2013 - 03:09 PM
Would add some variety to the gameplay.
Heck, just adding turrets to Assault/Conquest would spice it up greatly. Make the capture mechanics more interesting.
#24
Posted 25 February 2013 - 03:15 PM
Edited by Chavette, 25 February 2013 - 03:15 PM.
#25
Posted 28 February 2013 - 08:21 AM
#27
Posted 28 February 2013 - 08:34 AM
One Medic Army, on 25 February 2013 - 03:09 PM, said:
Would add some variety to the gameplay.
Heck, just adding turrets to Assault/Conquest would spice it up greatly. Make the capture mechanics more interesting.
yes a moba style match would be great. Both bases could spawn tanks, srm/lrm carries (not in three seperate 'lanes' but make it so they spread out across the map on the way to opponents base) also could have turrets (towers) . It would just give mwo more depth with regard to the simulation feel of being in an actual battle.
Also some sort of planet capture mode would be cool. You know go through the whole disembark the dropship under fire, secure beachhead, advance to city fighting. Could be done in one map or spread out over like 3 maps (three different matches).
#28
Posted 28 February 2013 - 08:38 AM
#29
Posted 28 February 2013 - 08:39 AM
Acid Phase, on 24 February 2013 - 03:30 PM, said:
I've been wracking my brains trying to figure out simple ways to make the game feel more like Battletech, but I always wind up with something overly complex. What you suggested, quoted above, is brilliant!
Tempered, on 24 February 2013 - 03:42 PM, said:
Ugh. I'm one of the few (assuming this of course) who thinks that the Drop Ship game mode is going to be horrible. Sure it's cool that it's got a "drop ship" ($5 says you don't actually see it in game), but this concept is taking the game a huge step in the wrong direction - turning MW:O into more of a typical Shoot 'em up FPS for the twitchy ADD kids.
How many more people are going to just charge into the thick of battle, alpha-striking like mad, now that they have a few more "lives" to use up during a match?
Drop Ship mode should allow teams to choose their drop points on a map or something, not just let people spawn new 'Mechs when they die.
Acid Phase, on 25 February 2013 - 03:01 PM, said:
Well it's not as if this is a real BETA or anything.
The Devs seem to test everything internally for weeks/months before releasing things to us... the beta-testers. Things would speed up drastically if they sent things out right away, before they let their handful of testers check things out. But that would probably cripple their income because some people wouldn't want to pay for a game that's so wonky at times.
Edited by Fut, 28 February 2013 - 08:50 AM.
#30
Posted 28 February 2013 - 08:43 AM
But i also would love Co op Missions.
#31
Posted 28 February 2013 - 08:53 AM
(edit)And you can only move on to your next mech IF you successfully EJECT from your mech before you die.
Edited by GRIMM11, 28 February 2013 - 09:03 AM.
#32
Posted 28 February 2013 - 09:10 AM
Edited by BDU Havoc, 28 February 2013 - 09:11 AM.
#33
Posted 28 February 2013 - 10:18 AM
BDU Havoc, on 28 February 2013 - 09:10 AM, said:
I think you can add a lot more depth to the game modes while still sticking to the core mechanics.
For instance, escort Missions would just be a moving capture box around the escorted convoy.
Maps could be set up in multiple phases (like Gold Rush on BF3) such that, if the attackers achieve objective 1, the map borders expand, and the next objective is available.
They really can do, I would think, more than the simplistic modes we have and make this "feel more like warfare" while still not really moving away from the kill or capture mechanics.
It is all about designing maps such that fights are forced in certain locations (so you aren't spending half the map going "where are they?") but that those locations have multiple approaches, and having multiple objectives so there is "more than one way to win" as well as optional objectives for bonus points or whatever.
Edited by Kraven Kor, 28 February 2013 - 10:19 AM.
#34
Posted 28 February 2013 - 10:32 AM
apposed missions with point values, if you don't succeed in your mission you get less points.
If it can work in counter strike.. it can work here....
team 1) stop the VIP and recover X,Y,Z
team 2) destroy X,Y,Z, and get your VIP to safety.
once CW gets in gear.. points matter.... not just winning
also changing missions mid mission would be a blast....
#35
Posted 28 February 2013 - 01:04 PM
#36
Posted 28 February 2013 - 04:45 PM
BDU Havoc, on 28 February 2013 - 01:04 PM, said:
Not all of them.
Every idea I have ever recommended has been either for current YOLO or "Dropship Mutator with 4 Mechs."
Not that that makes my opinion any better or worse than anyone else's.
I do sincerely hope we never see true "respawn" in the sense of immediately and repetitively respawning on death, but having your four mechs to cycle through using a "reinforcement" system that makes some kind of sense in the given game mode would be just fine.
#37
Posted 28 February 2013 - 05:53 PM
#38
Posted 28 February 2013 - 06:23 PM
And depending on the mission, it might be easier to just kill all your enemies then it is to do something like kill the drop ship (horrible mission BTW. LRMs can just blind fire at the thing at max range and you'd have no real counter for it except pray you have more AMS ammo then they have missles.)
#39
Posted 28 February 2013 - 06:38 PM
Ranek Blackstone, on 28 February 2013 - 06:23 PM, said:
Not unless in some way, the primary objectives are given an allotted time to complete, for both parties.
#40
Posted 01 March 2013 - 01:30 PM
Ranek Blackstone, on 28 February 2013 - 06:23 PM, said:
And depending on the mission, it might be easier to just kill all your enemies then it is to do something like kill the drop ship (horrible mission BTW. LRMs can just blind fire at the thing at max range and you'd have no real counter for it except pray you have more AMS ammo then they have missles.)
The don't do "Kill the Dropship" like that.
For "Kill the Dropship":
Defenders spawn near the Dropship, which features some static defenses. Attackers spawn at a random map edge.
Attackers need only reach one of four capture points, each about 500m from the dropship, in order to "spot" for offboard artillery or orbital weapons platform. If the attackers can hold one (and they can only hold one) for, say, 3 minutes, then they win. Defenders just have to drive them out of their spotting perch to reset the timer (after which the attackers can attempt to hold the same, or a different, spotting perch / cap zone.)
Anything can be done in a truly awesome and unique way. Just needs someone to take the initiative and code it.
I don't code. My brain don't work that way, apparently
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