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New Game Modes


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#1 Corwin Vickers

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Posted 22 March 2013 - 09:57 PM

We're getting new maps and new mechs regularily and they help to freshen things up but it still feels like a grind.

I don't know what they are going to do with community warfare but it's supposed to be a long ways off.



What we need are more game modes.

These are just game types we play in airsoft that work pretty well.

King of the hill (could be team or FFA)
Capture the flag (flag at enemy base, bring back to yours)
Center flag (flag in center, bring back to your base)
Bomb (bring the bomb from your base to theirs)
Downed Pilot (retrieve a team member from hostile territory, don't know if this would be good in Mechwarrior)

Advance and Secure (something from Project Reality)

#2 BladeSplint

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Posted 22 March 2013 - 10:30 PM

Everyone complained too hard about losing to caps because of improper base defense, so they've effectively nerfed all games to TDM, at least from a rewards standpoint. It is never cost-effective to fastcap.

#3 Pater Mors

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Posted 22 March 2013 - 10:31 PM

Doubt we'll see any of those modes until CW, but I agree they should all be added.

#4 xxx WreckinBallRaj xxx

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Posted 22 March 2013 - 10:41 PM

Team Death Match. Why it's not already here is beyond me. NO ONE, I repeat, NO ONE, likes this base racing BS. Conquest would be ok on the larger maps, but Assault is a serious pile of shat. We need a mode where we can just queue up and FIGHT, without any "Base under attack" trash ruining the fun. Also, if you're going to have 2 bases, put some effort into it. Instead of tiny dropships, how about real bases? With walls? gates? turrets? NPC tank defenders? Anything other than a magic square that magically makes me surrender after a magical time limit. Make something that has to be destroyed instead. I'd care about a real base. I however don't care at all about magic squares. If this is all you're going to do with it, then give us a TDM so no one has to play it. As Mack said, once TDM is released, no one will ever bother with Assault again except cowards, grievers, trolls, etc. Fair enough though. Let them have at it and give us all the TDM we want. And Conquest needs to be specific to the larger game modes with a slower ticker. It's currently ruined by dropping you on the tiny maps or having too fast a clock on the larger ones.

In the future I'd also like scenarios, attackers vs defenders, not equally sided or reflected multiplayer modes. I'd love to have a huge base with full defenses and be charged with defending it vs attackers, or be the attackers charged with taking it. This is MechWarrior you guys. I hope you're planning to actually put MechWarrior stuff into it; not just copy every other mode every other game has.

Edited by Bluten, 22 March 2013 - 10:44 PM.


#5 Corwin Vickers

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Posted 22 March 2013 - 10:56 PM

Well I like TDM as much as the next guy but I also want something different. I have 19 mechs all ground out, sure I had premium time since I'm a founder but drop, smash, repeat does get repetitive.

Something like Advance and Secure with a linear or tree'd base progression would force more combat since you know they had to go to base Y and not any of the 5 bases on the map.

I can only take so much straight TDM though before it starts to bug me. Thing is, the modes we have now are not much better than TDM.

#6 TygerLily

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Posted 15 April 2013 - 02:09 PM

I think a swaying battle concept could be fun:

Each team plays a series of matches (3 or 5?). The first casualty of the losing side, joins the wining side. Basically, it becomes progressively harder if you win.


I also think a Battlefield conquest-esque Siege Mode would be fun:

Matches are played on Tourmaline/Alpine sized maps but start with a small section revealed (the size of Rivercity/Forest Colony sized maps). The attacking team tries to capture a first and second Forward Base and finally a Home Base. In Battlefield's mode, the Attackers have limited lives per "stage" that is reset after each capture, while the defenders have unlimited lives.

The map reveals don't have to be linear, that could create interesting dynamics.

Also, a roving king of the hill Dustoff Mode might work:

A grid is designated the "hill" for a set amount of time and the team gets points for standing in it (maybe x points per ton). It is marked with colored smoke? and doesn't show up on the mini-map until a teammate gets line of sight. After so long, the grid is free and another grid is designated. That leaves room for scouts to rove around and find the hill and then the assaults can stand and deliver.

Edited by TygerLily, 15 April 2013 - 02:13 PM.


#7 MasterErrant

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Posted 15 April 2013 - 02:46 PM

View PostBluten, on 22 March 2013 - 10:41 PM, said:

Team Death Match. Why it's not already here is beyond me. NO ONE, I repeat, NO ONE, likes this base racing BS. Conquest would be ok on the larger maps, but Assault is a serious pile of shat. We need a mode where we can just queue up and FIGHT, without any "Base under attack" trash ruining the fun. Also, if you're going to have 2 bases, put some effort into it. Instead of tiny dropships, how about real bases? With walls? gates? turrets? NPC tank defenders? Anything other than a magic square that magically makes me surrender after a magical time limit. Make something that has to be destroyed instead. I'd care about a real base. I however don't care at all about magic squares. If this is all you're going to do with it, then give us a TDM so no one has to play it. As Mack said, once TDM is released, no one will ever bother with Assault again except cowards, grievers, trolls, etc. Fair enough though. Let them have at it and give us all the TDM we want. And Conquest needs to be specific to the larger game modes with a slower ticker. It's currently ruined by dropping you on the tiny maps or having too fast a clock on the larger ones.

In the future I'd also like scenarios, attackers vs defenders, not equally sided or reflected multiplayer modes. I'd love to have a huge base with full defenses and be charged with defending it vs attackers, or be the attackers charged with taking it. This is MechWarrior you guys. I hope you're planning to actually put MechWarrior stuff into it; not just copy every other mode every other game has.

yeah sorry wrong...if no one liked it no one would do it. having your base vulnerable inserts the need for tactics other than charge and kill. you need to be aware of what you're enemy is doing and position to cover yourself. and do the jobs as you mechs are intended to.

the number of times I've been the only one running to base to cover it (OFten in an assault mech) while my "Team runs after a couple of mechs or losing a conquest with a five or six to one advantage because a bunch of morons are chasing after a singe light make rather than cappig is astounding...as are the screams of "it's not tactics"





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