New Game Mode: Mech' City
#1
Posted 27 April 2013 - 08:35 AM
The players must define zones, each having limits on the kind of development that can occur there. Development of the zones is not performed directly by the player, but happens when certain conditions are met, such as power supply, adequate transport links or acceptable tax level. The residential zones, in green, provide housing for Mech Warriors and their families; the commercial zones, in blue, provide shops and offices; and the industrial zones, in yellow, provide Mech' factories, laboratories and farms. There are three different densities in this mode: low density for small buildings, medium density for low to mid-sized buildings, and high density for anything up to large tower blocks.
The players (acting as mayors) are given a blank map to start with, and must expand their city with the budget they have. As the city matures, the players may get to place government and other special buildings (such as a mayor's houses or courthouses), depending on how large their city is. The players must supply services to their citizens. These include health, education, safety, parks and leisure. These come in the form of different buildings, where each building covers a circular "range" of service. Inadequate funding of these services can lead to strikes.
Cities must also provide basic utilities, namely electricity, water and waste management.
The primary source of income is taxation, which can be altered by one percent increments. Legalizing gambling and placing certain "special" buildings (such as military bases or federal prisons) can generate income as well. The player may also make deals with neighbouring cities to sell or buy services, as long as a connection is made to the neighbor for that service.
The team that reaches a certain number of citizens wins.
I think those players that get annoyed by base capping and poptarts might enjoy this new game mode.
#2
Posted 27 April 2013 - 10:06 AM
slash b slash, on 27 April 2013 - 08:35 AM, said:
The players must define zones, each having limits on the kind of development that can occur there. Development of the zones is not performed directly by the player, but happens when certain conditions are met, such as power supply, adequate transport links or acceptable tax level. The residential zones, in green, provide housing for Mech Warriors and their families; the commercial zones, in blue, provide shops and offices; and the industrial zones, in yellow, provide Mech' factories, laboratories and farms. There are three different densities in this mode: low density for small buildings, medium density for low to mid-sized buildings, and high density for anything up to large tower blocks.
The players (acting as mayors) are given a blank map to start with, and must expand their city with the budget they have. As the city matures, the players may get to place government and other special buildings (such as a mayor's houses or courthouses), depending on how large their city is. The players must supply services to their citizens. These include health, education, safety, parks and leisure. These come in the form of different buildings, where each building covers a circular "range" of service. Inadequate funding of these services can lead to strikes.
Cities must also provide basic utilities, namely electricity, water and waste management.
The primary source of income is taxation, which can be altered by one percent increments. Legalizing gambling and placing certain "special" buildings (such as military bases or federal prisons) can generate income as well. The player may also make deals with neighbouring cities to sell or buy services, as long as a connection is made to the neighbor for that service.
The team that reaches a certain number of citizens wins.
I think those players that get annoyed by base capping and poptarts might enjoy this new game mode.
So what do you do when somebody comes by and caps your city?
#5
Posted 27 April 2013 - 12:12 PM
#6
Posted 27 April 2013 - 01:58 PM
Deliv3rance, on 27 April 2013 - 12:12 PM, said:
Yeah pretty much this. Now a game where you take control of one of the great Noble Houses and fight the Succession Wars on a grand scale covering the entire Inner Sphere .....
#7
Posted 27 April 2013 - 09:41 PM
Fabe, on 27 April 2013 - 01:58 PM, said:
Such a thing does exist.
Edited by FrostCollar, 27 April 2013 - 09:41 PM.
#8
Posted 28 April 2013 - 12:59 PM
#9
Posted 28 April 2013 - 04:27 PM
#10
#11
Posted 29 April 2013 - 02:09 AM
#12
Posted 29 April 2013 - 06:04 AM
#13
#14
Posted 01 May 2013 - 05:01 PM
I would much rather see a Mechwarrior game mode that focused on logistics. You would be charged with transporting different kinds of minerals and raw resources to factories, and these factories would manufacture military supplies that you would transport to bases and stations around the map. The mechs would run back and forth between stations to earn C-bills, and the team with most C-bills at the end of the match win the game.
This is a crude mock-up of what it might look like.
#15
Posted 01 May 2013 - 05:38 PM
Alistair Winter, on 01 May 2013 - 05:01 PM, said:
I would much rather see a Mechwarrior game mode that focused on logistics. You would be charged with transporting different kinds of minerals and raw resources to factories, and these factories would manufacture military supplies that you would transport to bases and stations around the map. The mechs would run back and forth between stations to earn C-bills, and the team with most C-bills at the end of the match win the game.
This is a crude mock-up of what it might look like.
All this does is make me sad that we'll never have a logistics/resource based mechcommander with strategy on a scale we've previously seen from the series, and then strategy on a much, much larger scale.
Basically, make Mechcommander: Dark Crusade.
#16
Posted 02 May 2013 - 07:46 AM
SovietPanda, on 01 May 2013 - 05:38 PM, said:
Basically, make Mechcommander: Dark Crusade.
That would be nice, but I would prefer Succesion Wars : Total War, with turnabesd strategy, and when armies meet it is fought out Mechwarriror like
#17
Posted 02 May 2013 - 10:53 AM
Alistair Winter, on 01 May 2013 - 05:01 PM, said:
I would much rather see a Mechwarrior game mode that focused on logistics. You would be charged with transporting different kinds of minerals and raw resources to factories, and these factories would manufacture military supplies that you would transport to bases and stations around the map. The mechs would run back and forth between stations to earn C-bills, and the team with most C-bills at the end of the match win the game.
This is a crude mock-up of what it might look like.
Interesting idea. But I found it lacks a certain social aspect that many people miss. To remedy this I propose the following game mode:
The Mechwarriors
The Mechwarriors is a strategic, Mechwarrior life simulation game mode that focuses on the Mechwarrior in Mechwarrior Online. This mode would be more of a sandbox mode in that it lacks any defined goals. The players create their virtual avatars called "Mechwarriors" and place them in houses and help direct their moods and satisfy their desires. Players can either place their Mechwarriors in pre-constructed homes or build them themselves. The Mechwarriors could then roam in the cities build in the Mech' City game mode and visit the houses of other Mechwarriors, pursue careers, make friendships, manage the lives of their Mechwarriors and pretty much build an in-game community that is lacking right now.
This is a pretty well made mock-up of what it might look like.
I think this might be the new cashcow of PGI as basically everything here might be regarded as vanity items and sold for MC. Of course there might be a few basic items and colors that could be bought for C-Bills.
People that are missing a lobby and social interaction might enjoy this new game mode.
#18
Posted 02 May 2013 - 11:18 AM
slash b slash, on 02 May 2013 - 10:53 AM, said:
Interesting idea. But I found it lacks a certain social aspect that many people miss. To remedy this I propose the following game mode:
The Mechwarriors
The Mechwarriors is a strategic, Mechwarrior life simulation game mode that focuses on the Mechwarrior in Mechwarrior Online. This mode would be more of a sandbox mode in that it lacks any defined goals. The players create their virtual avatars called "Mechwarriors" and place them in houses and help direct their moods and satisfy their desires. Players can either place their Mechwarriors in pre-constructed homes or build them themselves. The Mechwarriors could then roam in the cities build in the Mech' City game mode and visit the houses of other Mechwarriors, pursue careers, make friendships, manage the lives of their Mechwarriors and pretty much build an in-game community that is lacking right now.
This is a pretty well made mock-up of what it might look like.
I think this might be the new cashcow of PGI as basically everything here might be regarded as vanity items and sold for MC. Of course there might be a few basic items and colors that could be bought for C-Bills.
People that are missing a lobby and social interaction might enjoy this new game mode.
I can't wait till PGI implements this!
Although you'd probably get a ticket the way that mech is parked
#19
Posted 02 May 2013 - 03:42 PM
Jammerben87, on 29 April 2013 - 02:09 AM, said:
Perhaps they forgot to install the sarcasm plug in for their browser?
slash b slash, on 27 April 2013 - 08:35 AM, said:
The players must define zones, each having limits on the kind of development that can occur there. Development of the zones is not performed directly by the player, but happens when certain conditions are met, such as power supply, adequate transport links or acceptable tax level. The residential zones, in green, provide housing for Mech Warriors and their families; the commercial zones, in blue, provide shops and offices; and the industrial zones, in yellow, provide Mech' factories, laboratories and farms. There are three different densities in this mode: low density for small buildings, medium density for low to mid-sized buildings, and high density for anything up to large tower blocks.
The players (acting as mayors) are given a blank map to start with, and must expand their city with the budget they have. As the city matures, the players may get to place government and other special buildings (such as a mayor's houses or courthouses), depending on how large their city is. The players must supply services to their citizens. These include health, education, safety, parks and leisure. These come in the form of different buildings, where each building covers a circular "range" of service. Inadequate funding of these services can lead to strikes.
Cities must also provide basic utilities, namely electricity, water and waste management.
The primary source of income is taxation, which can be altered by one percent increments. Legalizing gambling and placing certain "special" buildings (such as military bases or federal prisons) can generate income as well. The player may also make deals with neighbouring cities to sell or buy services, as long as a connection is made to the neighbor for that service.
The team that reaches a certain number of citizens wins.
I think those players that get annoyed by base capping and poptarts might enjoy this new game mode.
Oh, and by the way, the players in your mock up look a little rebellious. Perhaps you should point the Atlas' guns at them to improve their morale?
#20
Posted 03 May 2013 - 09:21 AM
TVMA Doc, on 02 May 2013 - 03:42 PM, said:
First of all you quoted the wrong post and second of all they are probably standing there discussing if MWO is dying, how PPCs are OP, how Missiles are broken and why MC prices for paints and patterns are too high, followed by how much they like this new game mode.
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