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Enough Assault....give Us Mission-Type Game Mode Please


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Poll: Mission-type Game Mode (234 member(s) have cast votes)

Would a Mission-type game mode balance gameplay?

  1. Voted Yes. MechWarrior is more than just a TDM (223 votes [95.30%] - View)

    Percentage of vote: 95.30%

  2. No. MechWarrior is best as a TDM. (11 votes [4.70%] - View)

    Percentage of vote: 4.70%

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#21 Acid Phase

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Posted 25 February 2013 - 03:01 PM

I understand that MWO is stil in BETA, but I do believe if we are to test it's mechanics we should have been given the other gametypes by now. We need to give PGI our informed feedback. I'm glad to see most people are on board with my opening post. It is what I firmly believe is the essence of MechWarrior.

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 zverofaust

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Posted 25 February 2013 - 03:06 PM

It is hard to do cool types of missions when all you've got is a TDM style game of once dead you're gone. This is the main weakness of Conquest at the moment as it will always come down to either killing the enemy team, or having one surviving dude in a Raven capping all the flags while a couple heavies/assaults try in vain to catch him. Though I do like that it breaks up the monotony of Assault which IMHO is the weakest gametype possibly imaginable.

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 One Medic Army

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Posted 25 February 2013 - 03:09 PM

Personally I'd love to see a MOBA style of match, or more accurately each side gets some AI armor and turrets to help them.
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 Chavette

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Posted 25 February 2013 - 03:15 PM

There are so many things that could be done, and wouldn't cost alot of programming resources, but PGI just seems to lack ideas and sheer creativity.

Edited by Chavette, 25 February 2013 - 03:15 PM.


#25 Acid Phase

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Posted 28 February 2013 - 08:21 AM

So....back to liven up this thread again. I am impressed at the votes. Thanks for voting, although I wonder if PGI ever reads and takes into consideration this type of informative feedback. MWO needs a gameplay balance overhaul.

#26 Grraarrgghh

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Posted 28 February 2013 - 08:24 AM

View PostNovakaine, on 24 February 2013 - 08:11 PM, said:

This is Casual Anrgy Farmville Mechwarrior Online!


This wasn't clever, funny or accurate the first time you posted it, so why bother again?

#27 YouMadQuiaff

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Posted 28 February 2013 - 08:34 AM

View PostOne Medic Army, on 25 February 2013 - 03:09 PM, said:

Personally I'd love to see a MOBA style of match, or more accurately each side gets some AI armor and turrets to help them.
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 Syllogy

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Posted 28 February 2013 - 08:38 AM

They have already confirmed that Dropship will be the next Game-Mode that is implemented.

#29 Fut

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Posted 28 February 2013 - 08:39 AM

View PostAcid Phase, on 24 February 2013 - 03:30 PM, said:

Here's my thought, Have the map with multiple Primary Objectives, (Capturing/Destroying/Defending) buildings or bases located at different NAV points. Return to extraction points also as an important primary objective. As for Secondary and tertiary objectives, have them be kill all enemy mechs.


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!


View PostTempered, on 24 February 2013 - 03:42 PM, said:

I think their answer will be drop ship mutator. It is still tdm, but you get more than one life ;)


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.


View PostAcid Phase, on 25 February 2013 - 03:01 PM, said:

I understand that MWO is stil in BETA, but I do believe if we are to test it's mechanics we should have been given the other gametypes by now. We need to give PGI our informed feedback. I'm glad to see most people are on board with my opening post. It is what I firmly believe is the essence of MechWarrior.


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 Paula Fry

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Posted 28 February 2013 - 08:43 AM

They canceld the Sp Game ...so i dont think we are getting Stuff like this in the near Future.

But i also would love Co op Missions.

#31 GRIMM11

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Posted 28 February 2013 - 08:53 AM

Dropship mode sounds like fun, the 4 mechs you select in your queue will be the 4 mechs you get for the match, if you have less than 4 mechs you get trials to fill in. Players will litteraly parachute down or walk out of a landed dropship, dropship will have defenses and you can win the game early if you destroy the enemy dropship? sounds like a badass game mode to me.

(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 Havyek

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Posted 28 February 2013 - 09:10 AM

How in a PvP game do you expect to win a mission by doing something besides capturing an objective, or killing the enemy team?

Edited by BDU Havoc, 28 February 2013 - 09:11 AM.


#33 Kraven Kor

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Posted 28 February 2013 - 10:18 AM

View PostBDU Havoc, on 28 February 2013 - 09:10 AM, said:

How in a PvP game do you expect to win a mission by doing something besides capturing an objective, or killing the enemy team?


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 Nunspa

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Posted 28 February 2013 - 10:32 AM

how to make it work?

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 Havyek

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Posted 28 February 2013 - 01:04 PM

All suggestions are based on respawns, which as soon as that word is mentioned, the collective buttcheeks of the BT purists pucker.

#36 Kraven Kor

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Posted 28 February 2013 - 04:45 PM

View PostBDU Havoc, on 28 February 2013 - 01:04 PM, said:

All suggestions are based on respawns, which as soon as that word is mentioned, the collective buttcheeks of the BT purists pucker.


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 Acid Phase

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Posted 28 February 2013 - 05:53 PM

Or how about rather than respawn, we are forgetting another vital pilot movement called the ejection sequence. Whoever succesfully ejects before getting destroyed (make ejections manual, not automatic) earns the right to get back out there with your next dropped mech.

#38 Ranek Blackstone

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Posted 28 February 2013 - 06:23 PM

The biggest problem with mission style objectives, is that "kill the other team" is going to be the unspoken secondary objective.

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 Acid Phase

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Posted 28 February 2013 - 06:38 PM

View PostRanek Blackstone, on 28 February 2013 - 06:23 PM, said:

The biggest problem with mission style objectives, is that "kill the other team" is going to be the unspoken secondary objective. 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


Not unless in some way, the primary objectives are given an allotted time to complete, for both parties.

#40 Kraven Kor

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Posted 01 March 2013 - 01:30 PM

View PostRanek Blackstone, on 28 February 2013 - 06:23 PM, said:

The biggest problem with mission style objectives, is that "kill the other team" is going to be the unspoken secondary objective.

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 :P





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