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Persistent Worlds - Battles Royale


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#1 Khanublikhan

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Posted 27 April 2013 - 07:06 AM

The maps we have and use currently are representative of a 'drop'. An area of geography, a moment in time and a brief battle for the territory that map represents.

What if, as part of Community Warfare, the planets (all, some, keystone worlds) were themselves actually persistent? That is, the territory of that map is always available, running on a game server and that map can be accessed by anyone willing to pay the jump cost fee?

Overarching Concept:

- A much larger battlefield (a chain of territories, maps A, B, C - you can travel between them by entry/exit roads).
- A continuous stream of incoming combatants (Player lances drops, 10 minutes apart) Any survivors from previous drop can regroup with next drop.
- Players are tagged as to which side they are on.
- Raised max player limits per map (24 vs 24 max, 4 vs 4 drop every 10 minutes).
- Repair Facilities / Mech Recovery Vehicles to carry your mech back to base for repair).
- Team-mates can tag your downed mech to be recovered by an AI Mech Recovery Vehicle and transported home (the repair of that mech takes time. X minutes sat out - you may choose to jump into another mech instead).
- A player can continue to play and play as long as they want, as long as they have a spare mech and are willing to drop with the next lance. As long as a team-mate has previously tagged their mech (for it to be recovered and repaired).

Edited by Khanublikhan, 27 April 2013 - 07:09 AM.


#2 Zyllos

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Posted 27 April 2013 - 07:22 AM

Well, that is an interesting suggestion.

Persistent battlefields that their states stay in even if people are not playing.

The problem becomes a logistical nightmare on how does a battlefield stay active and what if there is not enough battlefields? What happens if there is too many battlefields?

It's a much better suggestion to keep matches isolated to their own game, but their overall outcome effects the next state of the battlefield.

Have a planet that has just gotten attack. So the battlefield is a Defense type mode. The Attacker has to amass 200,000 kills or 100,000 victory points over X amount of time, if they don't they lose. If the Defender gets 200,000 kills or 200,000 victory points over X amount of time or time runs out, they win.

Then, just let the games run until the battlefield scores or timelimit is exceeded. Then calculate the damages to both sides based on the scores and award the victory.

Also, you can begin to introduce specific tonnages for the match based on the situation. I believe PGI is moving to a system where you select 4 mechs and drop. Those 4 mechs has to match a specific tonnage limit before you can ready for the drop. You are allowed to select fewer mechs to increase your tonnage on each mech but you have less respawns as someone else who chooses less.

#3 Khanublikhan

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Posted 27 April 2013 - 07:41 AM

View PostZyllos, on 27 April 2013 - 07:22 AM, said:

Well, that is an interesting suggestion.

Persistent battlefields that their states stay in even if people are not playing.

The problem becomes a logistical nightmare on how does a battlefield stay active and what if there is not enough battlefields? What happens if there is too many battlefields?

It's a much better suggestion to keep matches isolated to their own game, but their overall outcome effects the next state of the battlefield.

Have a planet that has just gotten attack. So the battlefield is a Defense type mode. The Attacker has to amass 200,000 kills or 100,000 victory points over X amount of time, if they don't they lose. If the Defender gets 200,000 kills or 200,000 victory points over X amount of time or time runs out, they win.

Then, just let the games run until the battlefield scores or timelimit is exceeded. Then calculate the damages to both sides based on the scores and award the victory.

Also, you can begin to introduce specific tonnages for the match based on the situation. I believe PGI is moving to a system where you select 4 mechs and drop. Those 4 mechs has to match a specific tonnage limit before you can ready for the drop. You are allowed to select fewer mechs to increase your tonnage on each mech but you have less respawns as someone else who chooses less.


Persistent could mean: Always on (server node always active); or Always on (for a specific time frame) Always On (whilst combatants on battlefields or queue exists / entry fee system).

The intention of the suggestion is to:

- Have a persistent battlefield.
- have a multi-map environment.
- Waves of player reinforcement beyond the initial drop.
- Players may continue to play on the map as long as their mech is recovered; they are willing to commit another mech into the next drop queue.
- First contact wave is small. Subsequent waves reinforce with the chance to increase the size of the battle.
- A steady stream of combatants moving from outlying maps to the core maps.
- The chance for a victor to push out into outlying maps.





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