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Cw- 8V8 (Convoy/ambush Mode)


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Poll: Good or bad idea? (14 member(s) have cast votes)

Is this idea ...

  1. Brilliant, it should be worked on immediately! (8 votes [57.14%] - View)

    Percentage of vote: 57.14%

  2. Meh, may work, may not... (2 votes [14.29%] - View)

    Percentage of vote: 14.29%

  3. Cool, but unrealistic (3 votes [21.43%] - View)

    Percentage of vote: 21.43%

  4. Terrible idea, stop talking c33tz! (1 votes [7.14%] - View)

    Percentage of vote: 7.14%

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#1 c33tz

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Posted 01 November 2016 - 05:27 PM

Just a quick suggestion to help keep CW growing:

So we've got a 12v12 mode, a 4v4 scout mode... I feel like either a skirmish or perhaps something unique like a "protect the convoy" would be a nice addition to give that final "suite" of match sizes.

If something liek a convoy/ambush mode were to go in... I'd say ti stages across a map with variable "convoy paths" (which perhaps have a series of forks/random paths to follow which makes them less predicable for attackers and requires scouting).

I picture a lance to the left and a lance to the right escorting the convoy (or one in front, one behind, branching off to combat as needed). Attackers on opposite sides of the convoy to start with some distance to secretly setup their vantage point (which gives a scouting job to the defenders as well).

To go in line with the "mobile" feel, you could, like for scout 4v4 missions, restrict tonnage, but perhaps a bit higher to allow one to bring from lights to "mid"-heavies, but not assaults.


Only "new" thing I see is the game mode itself which would require some pathing, de-bugging, de-griefing, etc to make sure the objectives are mobile, remain mobile and cant get horribly exploited in some way with the new "moving objective" mechanic thats not found in anything as of yet.


In either case, an 8v8 mode would be great to give that "middle" value to CW. Very similar to scouting... rewards for "dominating supply chains" can be had for a faction on a planet...

one cool thing would actually be adjusted tonnage limits, or perhaps # of reinforcement waves (if completely dominated) reduces for the the winning/losing teams fighting over the supply chains.

... another alternative is to sync it closer it scouting somehow such as for example: "Long Toms" (those things ppl really hate to face). Perhaps you need 90+ scouting AND 90+ supply routes in order to activated long toms (ie: you have targeting information and ammunition/weapons supply to put the guns in place)... making this very powerful game changing weapon much much harder to keep active.


Anyways... it's an idea, obviously would need work, but I think it has a host of opportunities to make a very dynamic power struggle in CW and help build it to where I needs to be. (that and gives an excuse for an 8v8 mode to bring that old style of combat back other than just in private lobbies and tournaments)


Thoughts are always appreciated!

Cheers,

c33tz

#2 50 50

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Posted 03 November 2016 - 08:14 PM

I think it's great to have extra options and dynamics in the game that we can respond to but would suggest that instead of breaking it out into yet another mode, mission features such as this could be incorporated into Faction Play.
The more we split the modes, the further we split the player base and development resources.
I would think it would be pretty straight forward to build in some missions and other dynamic events, PvE elements and that single player style of campaign in Faction Play if it was an open system.
I really think we need to head more towards utilizing the functionality and assets from the different modes into one complete Faction Play mode.

#3 c33tz

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Posted 09 November 2016 - 08:37 AM

View Post50 50, on 03 November 2016 - 08:14 PM, said:

I think it's great to have extra options and dynamics in the game that we can respond to but would suggest that instead of breaking it out into yet another mode, mission features such as this could be incorporated into Faction Play.
The more we split the modes, the further we split the player base and development resources.
I would think it would be pretty straight forward to build in some missions and other dynamic events, PvE elements and that single player style of campaign in Faction Play if it was an open system.
I really think we need to head more towards utilizing the functionality and assets from the different modes into one complete Faction Play mode.


Couldn't agree more. :) Thanks for the feedback!

To be the devils advocate, my only "counter-argument" would be that PGI is used to and has experience making new game modes for future implementations. To blend things into one FP mode (as awesome as it would be), would require a great deal more work and innovation, in addition to risk of breaking the existing modes as they stand.

If nothing works, then they have even less player base in the end :P... though I still certainly agree this should be something to strive towards regardless of risk (from a long-time player perspective that is :S)

#4 Hoffenstein

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Posted 09 November 2016 - 11:46 AM

A variable bucket could work really well with this. For example, if it's not peak hours and there are 6 people waiting in queue for an invasion match and they've been waiting for 2 or 3 minutes with no new player additions, bump them into this game mode. Same bucket, different game mode, fun guarenteed :D





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