Objective Based Gameplay
#61
Posted 15 September 2014 - 10:20 AM
#62
Posted 16 September 2014 - 04:51 AM
CorranHorn, on 07 September 2014 - 02:11 PM, said:
I don't know how you could NOT want these types of game modes as they're actually story based. If you're a fan of any previous MW video games then the gameplay presented here is much closer to what we had in those games.
Balancing asymmetric game modes can be challenging, but as noted, flipping the teams so you play the map twice is as fine idea as any.
#63
Posted 20 October 2014 - 07:29 AM
(1) defend a choke point for a certain amount of time to allow for an extraction. Then withdraw in good order. Defender gets lots of points for each mech that escapes across a certain line. OR
(2) One team has an assault that starts out legged (so it is really slow) and that team has to escort its "commander/prince" from the battlefield. OR
(3) Assault on a facility (make small destructible targets) that you get points for destroying (or keeping alive). The defending team starts with just a lance but gets reinforced after 5 minutes with 3 more lances. The attacking team gets a dramatic increase in points for coming back alive. This would promote a quick strike (e.g. get in kill as much as you can and get out before the reinforcements come). This would simulate a raid. OR
(4) a single lance has to penetrate a large facility (e.g. mining collective) and photograph/scan 20 objects (add a camera/scan module). This would simulate a recon mission. Extra points for coming out alive. Attackers get no points for a kill.
(5) Defending team gets to hide a "flag" somewhere. Attacking team gets points for taking flag (objective A) and for each mech that survives objective. Another raid scenerio.
(6) Defending team defends the mouth to an underground bunker. They are outnumbered (to discourage them from going into assault mode). Object to be destroyed is in a tunnel (the bunker). This way it cannot be destroyed by LRM barrage. Maybe have two very heavy lances defending versus a mixed bag company sized unit.
Edited by MacCaileanMor, 20 October 2014 - 07:32 AM.
#64
Posted 20 October 2014 - 09:46 AM
This would definetely make me spend money on this game. I play it for some time but it never made me feel like playing the MW I played as a youngster. That´s because of the lack of PVE and objective based missions.
If at least some of this ideas are added, I think many oldschool MW players would give this game a try.
A shame the point and click shooting scheme won over the joysticks... I would love to play this with a Razer Artemis with Force Feedback...
Dreams.... only dreams....
#65
Posted 27 October 2014 - 07:46 AM
MacCaileanMor, on 20 October 2014 - 07:29 AM, said:
(1) defend a choke point for a certain amount of time to allow for an extraction. Then withdraw in good order. Defender gets lots of points for each mech that escapes across a certain line. OR
(2) One team has an assault that starts out legged (so it is really slow) and that team has to escort its "commander/prince" from the battlefield. OR
(3) Assault on a facility (make small destructible targets) that you get points for destroying (or keeping alive). The defending team starts with just a lance but gets reinforced after 5 minutes with 3 more lances. The attacking team gets a dramatic increase in points for coming back alive. This would promote a quick strike (e.g. get in kill as much as you can and get out before the reinforcements come). This would simulate a raid. OR
(4) a single lance has to penetrate a large facility (e.g. mining collective) and photograph/scan 20 objects (add a camera/scan module). This would simulate a recon mission. Extra points for coming out alive. Attackers get no points for a kill.
(5) Defending team gets to hide a "flag" somewhere. Attacking team gets points for taking flag (objective A) and for each mech that survives objective. Another raid scenerio.
(6) Defending team defends the mouth to an underground bunker. They are outnumbered (to discourage them from going into assault mode). Object to be destroyed is in a tunnel (the bunker). This way it cannot be destroyed by LRM barrage. Maybe have two very heavy lances defending versus a mixed bag company sized unit.
I'm game to try any of them!
Dianesion, on 20 October 2014 - 09:46 AM, said:
This would definetely make me spend money on this game. I play it for some time but it never made me feel like playing the MW I played as a youngster. That´s because of the lack of PVE and objective based missions.
If at least some of this ideas are added, I think many oldschool MW players would give this game a try.
A shame the point and click shooting scheme won over the joysticks... I would love to play this with a Razer Artemis with Force Feedback...
Dreams.... only dreams....
I know right! This game has seriously good mech combat. I just want to be fighting for a purpose in an environment with real and changing goals.
#66
Posted 13 November 2014 - 04:27 PM
#67
Posted 17 November 2014 - 08:54 AM
I doubt it though.
#68
Posted 17 November 2014 - 09:38 AM
#69
Posted 17 November 2014 - 10:02 AM
TygerLily, on 17 November 2014 - 09:38 AM, said:
Anytime! There's a couple of thread's that were started around the same time as this one. I believe Acidphase linked to his as well in here, and it's slightly older.
I should try to curate this thread a little better and aggregate the ideas and link in the OP one of these days.
#70
Posted 07 July 2015 - 07:51 PM
The attack/defend and counter attack modes were a pretty good addition, though players have once again resorted to killing all the enemy mechs instead of completing the objectives.
That just tells me that there is not enough of a c-bill, XP and point reward associated with the objectives, or some sort of condition that unless the objectives are completed, the mission is a failure even if the enemy team is defeated.
Not sure how that would work out though.
Looking at the existing CW game modes, I would like to see them combined and become more of a fluid ongoing engagement.
To try and elaborate:
In the standard attack/defend mode the attacker's primary objective is to disable the orbital gun. But why?
What happens if the objective isn't completed?
Nothing, because the elimination of the enemy team can be substituted for the win.
I'm not overly fond of the time limits to end a match... or even calling them matches... doesn't seem right for a battle.
What I would prefer is to have the timer act as the limit for achieving the primary objective - disable the orbital gun.
If that is not met, then the mission does not end but it will be considered a failure for the attacking team.
The mission ends when there are no more mechs left on one of the teams.
The reasoning behind this is that the disabling of the gun should be a requirement for the second stage of the invasion which is waiting to launch. Don't do it in time and the second stage cannot commence when it is meant to.... and that has some sort of flow on effect into another separate mission.
In essence, failure to complete an objectives on time needs to have some sort of consequence.
It's similar for the defenders.
I'd elaborate more but it probably needs it's own post.
#71
Posted 07 July 2015 - 08:22 PM
It's stupid, to me, that this game was not already built to be that way. What's going to be the point of having a Solaris VII mod for the game, it's going to be the same ********, with different maps, we deal with, now. (shrugs)
One of these days, I'll actually stop posting on this forum; it does about as much good as adding another hole to my head.
#72
Posted 12 July 2015 - 09:48 AM
#73
Posted 12 July 2015 - 10:00 AM
#74
Posted 12 July 2015 - 12:04 PM
Maybe one day I'll be part of a company that gets the license.
....Maybe one day I use it to make my own game with mechanized combat.
Either way, so far it's looking like a mix between an RTS (dead pilots and live players with Command Console can command limited amounts of conventional forces) / Titanfall ('Mechs, while the mainstay, are not always immediately deployed. Retreat mechanic also.) / Megamek's campaign system, and a dash of Star Citizen-esque simulator. Considering it's a huge project,
I'm likely to start smaller and build up to it in terms of real production.
#75
Posted 12 July 2015 - 02:47 PM
#76
Posted 19 July 2015 - 08:36 PM
I'd like to see you run your own small house/company/noble/corp, that keeps a few pilots and/or stable of mechs. If you want to run Liao, that's an independent stable from your Steiner stable. You'd recruit pilots, who would slowly level, get injured, die or retire (and if retired with enough XP, perhaps stick around and help train new recruits), as well as tech, political officers, and whatever else sounds fun... everything adding up to being able to field a Mech into battle.
Battles would be fought in series (as in you've limited resources when you go on campaign, including human resources) and fights should be over important sites. Your mech(s) should degrade over a campaign, and/or you lose all your pilots and have to go home and recruit again. While at home you bring everything back up to 100% and look for another campaign to join (and therefore lock in your mech's loadout for another 4 or 5 matches). It'd be fun to see whole campaigns played out on a map of a planet as well, rather than just systems.
IE... I want to be immersed in the setting while outside the game.
Heck, I'd LOVE different rules sets as well. 3020's would have stables that have older mechs and tech only available, with very little customization (read like stock mech night rules), 3045 might be primarily Houses, with modern mechs and more customization, and 3050's would be clans.
#77
Posted 23 July 2015 - 07:37 PM
Imagine a briefing room more like this when you go to join a battle.
Room starts filling up with player avatars.
Lance and team commanders could appear out the front.
And the screens have the various bits of data for the mission.
Don't need it to be animated or to wander about, it's replacing the menus with more of a visual asthetic.
However, that's another topic to objective based game play.
There was post showing an ongoing battle from MM:LL which I'll provide the link to:
What I am seeing here is a mode which has the following setup:
There are different mechbays for both teams spread around the map for players to start from.
The player objective is to capture these points and dominate the map.
From an MWO perspective, this sort of territorial domination of a map would be absolutely brilliant but with the following amendments to enrich the mode and keep it within some of the restrictions we have already:
- Firstly: No timer other than it ends once the attack phase 8hr period expires and there are in battle messages when this time is about to expire.
- Second: Players can drop in and out of the battle making it a continuous event.
- Third: The drop decks remain. When one of your mechs are destroyed, you return to the staging area but return to a queue to rejoin the map when a space becomes available within the team limit. This will cycle players through the battle getting more people involved in a single outcome.
- Fourth: The match is won when one team has captured all the mechbays and drop points. Otherwise at the end of the attack phase, the team with the greater number of captured points is the victor.
- Fifth: There are other strategic locations on the map that can be captured and held to provide a benefit such as:
Repair Facility - while this is held, when ever you return to the staging area, if you have a destroyed mech in your drop deck, you can elect to repair it. That mech will then be available again 1 or 2 drops later.
Artillery Site - while this is held, your team can use the artillery consumables.
Airfield - while this is held, your team can use the air strike consumables. - Sixth: Players can retreat back to a friendly mechbay or drop point to leave the battle and return to the staging area without losing their mech. The mech can return to your drop deck with a status of 're-arming' and be available for use again in 1 or 2 drops.
- Lastly: Once you have lost all the mechs in your drop deck, you can no longer participate in the battle for that attack phase and have to wait until it starts again.
#78
Posted 24 July 2015 - 03:27 AM
that there appears no one who disagrees with it.
I think the simplest method for this type of game play might be to make conquest a capture and hold game.
i.e. the team must hold all 3 points simultaneously for 2 minutes (or something). If no one does it no one gets the big Cbill bonus (say 1 million for each player on the winning team)
That could provide more depth and strategy
#79
Posted 24 July 2015 - 09:53 AM
No more maps.
No more mechs.
No more tweeks.
Work on the game content, pull it out of the hole it is stuck in.
Edited by Araevin Teshurr, 24 July 2015 - 09:58 AM.
#80
Posted 24 July 2015 - 10:48 AM
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users