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Game Mode Ideas - Please Discuss!


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#21 Mechwarrior Buddah

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Posted 26 March 2013 - 08:04 PM

View PostPANZERBUNNY, on 25 March 2013 - 09:20 PM, said:

Apparently already ditched dropship mode.

Meh.

Hell at this point I'd accept "protect the VIP" mode with someone designated as the target on each side.

no, they replaced dropship mode with the lobby ppl have been screaming for

Hell no, no CTF in this game. We already have Arathi Basin, I dont want Warsong Gulch with mechs. **** THAT

Edited by Mechwarrior Buddah, 26 March 2013 - 08:07 PM.


#22 Utilyan

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Posted 26 March 2013 - 08:23 PM

I like the idea of combining ctf with a destructible escort flag. So like you might have to get a slow moving truck home, the truck is the flag. Folks can shoot the truck then it respawns at its own house. Could make it a hovercraft truck for more aquatic places.

#23 Caleb Lee

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Posted 26 March 2013 - 09:34 PM

View PostWardenWolf, on 25 March 2013 - 08:52 PM, said:

The reason for the timer would be to prevent one last enemy mech from hiding out until the 15 minutes are up. That is the whole reason that there is a base cap mechanic in Assault now, but the problem is that it can be exploited.

As for a 'retreat to dropship' mode, I think something like that could be interesting - but I'd like to see more complex games like that as part of a bigger campaign to take a planet in Community Warfare.



Just change Assault to your Battle mode suggestion and implement the timer. When they are ready for an actual 'Assault' mode, then put in your 'Defend' mode and call it good.

Either way, I'm all for a change as I'm sick of Assault being cap warrior online. Already started one post trying to get the devs to at least increase the cap time proportionately with map size.

I already just defend the base these days. No point in moving out anymore as you'll just lose to a cap on the larger maps half the time.

#24 WardenWolf

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Posted 27 March 2013 - 08:52 AM

View PostCaleb Lee, on 26 March 2013 - 09:34 PM, said:

Just change Assault to your Battle mode suggestion and implement the timer. When they are ready for an actual 'Assault' mode, then put in your 'Defend' mode and call it good.

Either way, I'm all for a change as I'm sick of Assault being cap warrior online. Already started one post trying to get the devs to at least increase the cap time proportionately with map size.

I already just defend the base these days. No point in moving out anymore as you'll just lose to a cap on the larger maps half the time.

Yeah, the big maps (Apline & Desert) are particularly bad about that. I watched some of the NGNG stream yesterday with Garth, and there was at least one instance where they were winning 6 kills vs 2 but then got capped and couldn't get back in time to stop it (this was on Desert). Their comments in-game were to the effect of 'we won the fight but they are capping'.

Edited by WardenWolf, 27 March 2013 - 08:53 AM.


#25 WardenWolf

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Posted 27 March 2013 - 08:58 AM

View PostUtilyan, on 26 March 2013 - 08:23 PM, said:

I like the idea of combining ctf with a destructible escort flag. So like you might have to get a slow moving truck home, the truck is the flag. Folks can shoot the truck then it respawns at its own house. Could make it a hovercraft truck for more aquatic places.

That is a decent idea, but respawns feel out of place to me in MechWarrior. I mean, if the stuff in the truck was so important and yet it got blown up why would it suddenly reappear? That is why I like the idea of 'downloading sensitive info' more, since that could be re-done (or even done by both teams) and still make sense.

However, there is small adjustment you could make to your truck idea that could be really cool. Lets say that when you get to wherever it is located you have to 'capture' the truck (like current base cap mechanics) before it starts to move in the direction of your base. Then the enemy team can either destroy it (resulting in a draw, since neither side got whatever it was carrying) or they can try to drive off your defenders and 'capture' it themselves... at which point it begins moving back to their base instead. Then there is just the one truck / 'flag', and whoever captures it wins... but if destroyed its a draw.

#26 BlackCloudX

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Posted 27 March 2013 - 11:27 AM

Escort Mission
Two convoys appear at a time on opposite sides of the map (north and south). The teams spawn at the east and west side of the map. The defending team will have the planned path plotted on the battlegrid and hud map.

Each convoy consists of 5 transport vehicles.

The defending team must decide whether to put all 8 eight mechs to defend 1 convoy, split up, or go straight for the enemy to destroy all enemy mechs. Each transport vehicle is with 10% of the reward. So if the defending team saves 6 transport vehicles it gets 60% of the rewards + enemy mech salvage. The attacking team would then get 40% of the rewards in this case.

#27 HighTest

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Posted 27 March 2013 - 11:39 AM

I like the timer concept in the 'Assault' game mode. Seems to me like it would nicely solve the issue of that last hidden light on the other team. Clever.





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