

Give Us Mission-Type Game Mode Please
#41
Posted 09 May 2013 - 09:45 AM
#42
Posted 28 May 2013 - 05:20 PM
#46
Posted 02 July 2013 - 05:16 PM
Pilot of the {LT-MOB-25} Pit, on 30 April 2013 - 05:30 AM, said:
Just make steal/safe information from an enemy headquarter.
Just let me hunt down an specific enemy for extra cash.
Just let me backup a truck convoy.
Just let me destroy a couple of security points.
Just let me stomp on civilians.
Just make me use a specific mech layout for a special purpose.
Just throw a bunch of elementaries at me.
Just let me gamble my cash on a gladiator mech.
Thank you.
This this right here ^ .
I remember mech warrior 3 with its different objectives and styles non of which you had to do unless it was a primary and or secondary objective everything else was just gravy. Mechwarrior 4 had some elements as well but if anyone remembers microprose and its missions i had to say just wow i loved each one and i still play em. Leave the TDM to the Arena to gain infamy and C- bills but this could spawn the universe in a way PGI never thought possible. With Clan wars getting ready to heat up that could really add to the game and it could provide something that would make this so much more while not taking away from it to much. PGI wants to build the battletech universe and go year by year lets help make it worth while.
#47
Posted 23 July 2013 - 12:27 PM
#48
Posted 23 July 2013 - 04:25 PM
The longest running game type for MechWarrior 4 was Mission Play. The NBT-Sunder server was up YEARS past the popularity of the other game types.
For those of you that might not have played that game type, or MW4.... Mission Play worked like this.
Team 1 - The attack team
Team 2 - The defending team
Team 1 usually had two objectives to destroy (Coms relay and HQ). These were not only guarded by Team 2, but also NPC turrets. The turrets were nothing too fancy, but prevented Team 1 from simply bull rushing the targets. Team 1 won by destroying all the defenders or both objectives. Team 2 won by fending off Team 1 for 15 minutes or destroying all the attackers.
In some scenarios, Team 1 had a dropship or two that had automated turrets as well, so Team 2 could win by destroying Team 1's dropships. This variant was fun as well, because it prevented the defending team from bull rushing the attacking team after the attacking team had lost a few mechs.
I would LOVE to see this game type added back in. It was challenging, required a lot of thought into your mech builds, and required mechs that utilized weapons of different ranges. (usually less boating occurred) Also, it required team work and that is something that is sorely lacking while pugging in many games. And lets be honest, there are more pug games that organized team games. Not only that, but it would give a purpose to all the fancy command tools that PGI added to the game. The commander would actually use them to pick where to attack, defend, etc.... Right now most games don't even have a commander, it just isn't needed.
River City comes to mind as a perfect map to put a missing play on. One team defends the dam, and the other attacks it from the ocean. Destroyable turrets could be set up on the hills around the dam. Just one example....
#49
Posted 24 July 2013 - 07:14 PM
Tactical terrain could be a bonus as well. the canyon rivers have an oily sheen, so a spider with a flamethrower should be able to light that up for heat damage to an enemy going through it. Not to mention the trees in caustic valley and forest colony should be lightable for the same reason.
And the fuel tanks in caustic, alpine and river city should be a VERY BAD thing to hide behind...BOOM!
Convoy would be a good play, but instead of supply trucks, A command vehicle to destroy. But has it's own tanks and LRM trucks for it's own defense. Not enough to stop a lance, but more than enough to see off a couple of lights. So the defense team can't leave it alone, but are not stuck to it. And an attack team would have to do more than sucker the defenders off and run a stealth spider in to win. And give the command and control vehicle the same armor as a catapult, and active anti ecm equal to three guardian ECM's just to stop a stealth team cold and give it's own LRM's a chance to count.
#50
Posted 24 July 2013 - 07:22 PM
attackers capture refinery or destoy defenders win
defenders destroy dropship or attackers win.
Leopard class dropship with appropriate armor and weapons.
Edited by Bartholomew bartholomew, 24 July 2013 - 07:23 PM.
#51
Posted 26 July 2013 - 08:46 AM
#52
Posted 02 August 2013 - 04:31 AM
Team A:
Objective A: Destroy the refinery. Scaling rewards with damage done(DPS better than alpha, favors light/medium mechs)
Objective B: Defend the dropship: (favors heavy/assault mechs)
Objective C: Make it to extraction point(dropship) in 15 minutes or less. Scaling rewards with number of mechs alive.(mobility favors light/medium mechs)
Objective D: Kill enemy mechs Only activates if you lose objective B.
Team two has the following objectives, which only open up over time, or as certain objectives are achieved.
Objective A: defend the refinery (favors heavy/assault mechs) until reinforcements arrive (15 minutes)
Objective B: destroy the enemy dropship/extraction point (favors fast/strikers/dps builds)
Objective C: Survive: Scaling rewards with number of mechs alive.
Objective D: kill all enemy mechs: Only activates after achieving objective B.
This kind of a game mode would need only the added functionality of tracking damage done to a static object to really achieve the basic goals. Everything else is theoretically already part of the game modes in some way shape or form.
#53
Posted 02 August 2013 - 05:25 AM
[Raven 3L yus. erppc 2ml 2ssrm ecm ~fullarmor fullperks 124kh 4 mods still building ok i'll tell you 360 target - rank2 seismic - rank 1 retention - UAV]
Look at that sentence. " " I take pride in so nerdy a claim!
So I do thus have a good god given absolute irrefutable right and privilege to expect and deserve:
-Uninterrupted chat dialog from the first moment of game starting- it cuts you off twice! How can I feel like a witty team player when my opening phrase/squad plan disappears three ticks before I hit send?
-TOGGLE arm lock. one tap=on next tap=off or let caps lock be arm lock if you like
-RENAME MECHS. My Raven is supposed to be called HOT MESS* yes in caps =)
--hey it wouldn't be a bad idea to show other player's mech names somewhere, mb in info window teen censored whatever
-pgup/pgdn to view/scroll thru prior chat so you can read the things your teammates and opponents are typing AFTER you fight and stay alive. Or die. Or remember after 1 minute. Someone said something that looked funny/relevant 6 entries ago. Nope!
-Spot/markmytarget button. It's okay to use WOT/Battlefield/others for references. They didn't invent the first person shooter either.
-Sure, it'll only take a focus-driven team a couple years to accomplish, but a little coop vs npc would be RAD and could even fit in with pvp territory control by match, risk style.
-Fkey quick chat. Help! Attack! Balls! WTFNOOBSQUITDYING! That sort of thing.
-Not asking for third person ingame. Asking for third person and free camera in REPLAYS. THINK OF THE FREE ADVERTISING on u-toob. Machinema, even
-More objective-based gameplay. Mix and match other gametypes, you rebels. Throw in a transport escort mission! Grab resources for your House! Offense/defense, or central grab and pull to base. Something. Use those rail tracks! PUSH the objective home! Sentry guns on captured bases/trains/spicecrawlers, upgrades paid for from your mercenary, c-bill toting players.
-C-bill centered gametypes. Fight for a pot! Three teams! SIX TEAMS of THREE and one team of 2 or 4. And a mime. and some guy playing tactics. (which I will NEVER do.)
-Chaos, even the predictable kind. Avalanche on Alpine peaks. Flash flood on forest colony. Volcanic eruptions causing smog. Meteor impacts.
-One off-center capture point. AND capturable bases.
-Dropships. Cinematics, animatics, real deployment. or no deployment! put a crashed DS on a map! Just put some dropships in the game! -You're watching a turbulent atmospheric insertion pregame, with some glimpses of each player on your team in the mechbay before you land, and the dropship takes off after team deploys. (not a vehicle, doesn't go anywhere, but cool)
-neutral/hostile npc presence at capture points. turrets, vehicles, fauna. redundant statement. good idea.
Yeah, you can pay me. =)
thx again guys, it's a blast
#54
Posted 02 August 2013 - 02:33 PM
"Intelligence Gathering"
Team A
Objective 1: deactivate a sensor node (4 different equidistant nodes to choose from(cap points as you hack the systems quietly or just destroy the towers, may deactivate more than one, Active sensors reveal mechs for indirect targeting)
Objective 2: observe designated site for a total of 1 minute with a single mech(multiple mechs are not additive)
Objective 3: defend dropship
Objective 4: extract
Team B
Objective 1: defend the perimeter (keep all 4 sensor nodes active)
Objective 2: deny the enemy sensor data (keep any mech from accumulating 1 minute of sensor time on the site.
Objective 3: destroy any mech containing data before they extract
Objective 4: destroy dropship
#55
Posted 02 August 2013 - 03:44 PM
Nation Uprise, on 30 April 2013 - 04:08 PM, said:
That's a misinterpretation.
19% of Assault matches end with successful caption of the enemy base.
81% of Assault matches end with the total destruction of one side - that include also matches there the last defender / attacker is destroyed while capping.
Getting killed while capping is no uncommon fate for a light Mech.
Nation Uprise, on 30 April 2013 - 04:08 PM, said:
-Defend/attack convoy, structure, base
-Gather intel and flee to extraction zone
-Base Defense with Waves of NPC Enemies (like Gears of War's Horde or COD's Zombie mode) that can also have deployable defense objects like turrets, tanks and the consumable air strikes would play a big role here.
More game modes would be nice, but to avoid victory by destroying all Enemy's the reward for fulfilling objectives must be greater than the reward for killing a enemy Mech.
#56
Posted 16 September 2013 - 05:22 PM
in my opninion:
i only play this game, because its fun, there are no set goals, no tech tree or anything, so when i get my new mech and play a few battles in it, i dont feel terribly accomplished. now going on with the versatility that the battletech universe provides, a sort of "clan wars" feature could be added, where lances joust (ba-dum-ch!) over a map or whatever to provide a sort of drive to play the game more, in a tactical manner
#57
Posted 16 September 2013 - 05:25 PM
#58
Posted 17 September 2013 - 11:26 PM
#59
Posted 18 September 2013 - 02:15 PM
Also, there should be the option to play OPFOR. A toggle in options. Maybe 20% of co-op Strike / Raid missions have a lance of Mechs, fully player piloted, to defend. The OPFOR should be at either a numerical or weight disadvantage, but they have surprise on their side, and the advantage of the tanks + guns of the NPCs. The NPCs will also spot targets for them, so they can lurk and scope out the enemy as they advance. If they do it right then the enemy might think they are in a routine bug stomp until the big boys suddenly arrive at the decisive moment!
I can dream.

#60
Posted 19 September 2013 - 10:24 AM
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