I would really like to see a conquest type game play. And here's what I would like to be different.
Team 1. The defending team: Standard spawn in at what ever spawn is appropriate for the map. You have to control sections of the map for "X" amount of time to achieve "VICTORY"
OK that is all well and good, nothing too different there.
Team 2. The attacking team: Spawn in a mechbay of a Dropship. The dropship is in flight approaching the city, the warning lights sound as the bay doors open. Once the clamps release your mech from its stowed position, you have a choice. Ride the ship in to the spaceport for an assured hot LZ, or if you have Jump jets, do you jump now and pick your way through the metropolis? Engaging enemy forces in running battles and taking control of the city from them.
Thoughts anyone? Already addressed? Hopefully we'll get this or something like this.
Oh, no respawn on the map. Dead is dead.
Game modes and spawning
Started by JarheadEd, Nov 06 2011 11:59 PM
8 replies to this topic
#1
Posted 06 November 2011 - 11:59 PM
#2
Posted 07 November 2011 - 04:42 AM
Would love it!
The "X" amount of time to achieve "VICTORY" should be scaled in relation to the defending team size.
Hopefully not too short.
S!
The "X" amount of time to achieve "VICTORY" should be scaled in relation to the defending team size.
Hopefully not too short.
S!
#3
Posted 07 November 2011 - 07:17 AM
They already have the gamemodes made, they just have to show them to us, no changing now, so suggesting this isnt very helpful, but discussing what will they look like is nice.
#4
Posted 07 November 2011 - 07:29 AM
They have planned updates so upon release maybe not but they certainly can add later. I really like the drop ship idea but kinda hope it is on a lance level being the only raven at a zeus party is kinda dead.
#5
Posted 07 November 2011 - 08:58 AM
No Capture the Flag please. Mechs destroy things, like Cities and other Mechs, Planets even.
Having little ankle biters running about trying to steal a Flag seems... un-Mechwarrior like.
Dropping from Dropships, now that sounds MechWarrior like.
Having little ankle biters running about trying to steal a Flag seems... un-Mechwarrior like.
Dropping from Dropships, now that sounds MechWarrior like.
#6
Posted 07 November 2011 - 11:39 AM
That sounds amazing!
I'd love to see that as well as other insertion methods such as drops pods and such.
I'd love to see that as well as other insertion methods such as drops pods and such.
#7
Posted 07 November 2011 - 11:49 AM
Being able to choose a spawn point would help give maps more variety. Or even making it somewhat random to ensure there's variety.
#8
Posted 07 November 2011 - 01:16 PM
MaddMaxx, on 07 November 2011 - 08:58 AM, said:
No Capture the Flag please. Mechs destroy things, like Cities and other Mechs, Planets even.
Having little ankle biters running about trying to steal a Flag seems... un-Mechwarrior like.
Dropping from Dropships, now that sounds MechWarrior like.
Having little ankle biters running about trying to steal a Flag seems... un-Mechwarrior like.
Dropping from Dropships, now that sounds MechWarrior like.
Sounds boring. Mechwarriors don't detroy things just for the fun of destroying things. Usually there is a mission, with tactically important objectives. Flags just represent these objectives.
I wouldn't mind more concrete missions- defend the supply depot. Hunt pirates while they try to escape, escort missions, etc, etc. Just multiplayer gameplay has been worked out well with flag based games. Best thing about objective based play is it means the biggest hammer isn't always the best tool for the job.
#9
Posted 07 November 2011 - 03:32 PM
Flags really don't fit in BT based games, and that isn't what I was suggesting. I am more after having to capture/destroy nodes of an integrated metroplitan defense grid to allow , lets say techs and transport vehicles to transit from the spaceport to a manufacturing facility you are raiding. You can do a force with convoy escort type mission and just blow everything up while engaging opfor, or you can send in the anklebiters to hit the infrastructure of the defense grid to allow safe transit. Mix and match to what works. It should be open ended to allow multiple solutions. Certain sections of the city could already be open to limited movement due to orbital LZ prep. My premise is the initial smaller dropship that was to land in the target drop zone did not make it dirtside in one piece. The Overlord you jump from or land at the spaceport in is your one and only ride home.
This is a suggestion forum, I don't have to be overly coherent. LOL
This is a suggestion forum, I don't have to be overly coherent. LOL
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