Jump to content

Missions Instead Of Generic Multiplayer Modes


11 replies to this topic

Poll: Missions in MWO (60 member(s) have cast votes)

Do you want missions in MWO?

  1. Yes (60 votes [100.00%])

    Percentage of vote: 100.00%

  2. No (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. Abstain (0 votes [0.00%])

    Percentage of vote: 0.00%

Vote Guests cannot vote

#1 Stormwolf

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 3,951 posts
  • LocationCW Dire Wolf

Posted 19 May 2013 - 05:41 AM

I've been playing the MW series since MW2 hit the stores and I always loved completing all the secondary and tertiary objectives whenever I launched a mission.

If you are absolutely new to this, then check this out for a example: Mechwarrior 2 Clan Wolf Mission 2

The problem with these missions were that you often only had stupid AI allies and enemies which in many ways limited the gameplay. This can however be fixed in MW online since we have large numbers of players online to participate.

Furthermore, the current gameplay modes seem horribly out of place for a game set in the BT universe. Conquest and Assault seem more like something that would be at home in a Solaris Arena instead of a battlefield. Patrick Kell's death would lose quite a bit of its epicness if he simply capped Yorinaga Kurita's base instead of fighting the Genyosha mechs.

We can easily adapt some older missions here from older titles even the TT offers some interesting base scenarios which can be expanded on. Most notably Era Report 3052 can be used for inspiration:

Recon sites:
Team 1:
Primary objective: Scan buildings located at NAV Alpha, Beta, Delta and Gamma
Secondary objective: Scan 50% of the buildings
Tertiary objective: Scan all enemy mechs
Return: Dustoff site NAV Omega

Team 2:
Primary objective: Prevent enemy units from successfully scanning all buildings and leaving the area.
Secondary objective: Destroy all enemy units

Setup:
Team 1: This team has 4 mechs and starts in a random corner of the map
Team 2: 8 mechs, every site has 2 mechs randomly assigned, these sites are spaced apart quite a bit.

Extra options:
Withdrawal: Team 1 can withdraw by returning to NAV Omega, the less buildings they scan the higher the bonus for Team 2.
NAV points: Nav Omega is not visible for Team 2 and might not be in the same location as where Team 1 started.
Weight limits: Team 1 can't deploy any mechs over 55 tons, team 2 can't deploy any light mechs (40 to 100 tons).
Scanning buildings: A building can be scanned by targeting within 100 meters for 15 seconds (example ratings, open for discussion).

Strategy:
Team 1: Team 1 has the element of surprise and could easily rush the first base if they have fast mechs. Team 1 can win by making use of their speed and quickly scanning all the buildings. A potential strategy here is to split up in 2 teams of 2 to hit two site at once and team up again for the last site since the enemy force could be gathering there.
Team 2: Team 2 has the numbers and tonnage, they could potentially leave one site to reinforce another and lay a ambush for team 1. Another strategy is to send faster mechs like the Cicada and CN9-D after team 1 and potentially reinforce other NAV points.


Base Assault:
Team 1:
Primary objective: Assault the base at NAV Alpha, destroy all buildings
Secondary objective: Destroy all enemy mechs
Bonus: Complete the mission with atleast 50% of team 1 intact

Team 2:
Primary objective: Defend Buildings, keep atleast 50% of all buildings intact
Secondary objective: Destroy all enemy mechs
Bonus: Keep all buildings intact

Setup:
Team 1: Team 1 starts at a random corner of the map with a dropship matching their unit numbers
Team 2: Team 2 starts inside the base at NAV alpha near a mech hangar

Extra options:
Variable unit size: The mission can be played as a 4 vs 4, 8 vs 8 or 12 vs 12 type game.
Withdrawal: Team 1 can withdraw by returning to NAV Omega. Team 2 can also withdraw to a NAV point that is at a random location.
NAV points: Team 1 and 2 can't see each other's NAV points apart from NAV Alpha.
Weight limits: Variable max total tonnage that is equal for both teams.
Turrets: The base has a turret in each corner that faces outward. The turret will alarm team 2 if it is being attacked.
Base: The base is a collection of structures surrounded by walls and gates. The gates are located at the north, east, west and south corners and will automatically open for friendly units. Gates can take a some punishment before being destroyed. The base also has towers with turrets on them.
Dropship: The dropship is online and has all its weapons powered up. There is little point for team 2 to attack it, since dropships can easily outgun most mech forces.

Strategy:
Team 1: Team 1 can simply rush the base from one side, the turrets aren't all that strong but should be taken out ASAP. A potential strategy here would be to have a light mech attack a turret located at the far side of the base to distract team 2. Mechs with jumpjets could jump over the base walls and land directly inside the base to wreak all kinds of havoc.
Team 2: Team 2 has its forces reinforced by AI turrets that attack any enemy mechs on sight. It would be smart for them to send out scouts to determine the enemy location. It's best to keep most mechs close to the buildings they have to defend. Team 2 does not need to fight to the death, they have a potential escape route.


Just some ideas for missions, feel free to add your own.

#2 Syllogy

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,698 posts
  • LocationStrana Mechty

Posted 19 May 2013 - 06:01 AM

Additional game modes are in the works after Community Warfare launches.

#3 1453 R

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Little Devil
  • Little Devil
  • 5,827 posts

Posted 19 May 2013 - 07:48 AM

I'd enjoy seeing more interesting mission structures in MWO quite a bit.

I also don't hold out any hope of seeing them, especially things as enormously asymmetrical as a light recon run against defended targets. Balancing all of that would be quite tricky, and PGI doesn't seem to care much for it. Kinda sucks, really - some real objective-oriented matches would probably quiet down the slobbering TDM hordes a little bit.

#4 Keifomofutu

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,547 posts
  • LocationLloydminster

Posted 19 May 2013 - 07:51 AM

Sounds awesome. Like a real MechWarrior game. They should really fast track the creation of a proper objective mode like this. Game is pretty stale right now.

#5 Oppresor

    Member

  • PipPipPipPipPipPipPip
  • 997 posts
  • LocationPortsmouth, England

Posted 19 May 2013 - 11:47 AM

Yes I came in on MW3 and prefer to have an objective based gameplay than the TDM approach that a lot of the MWO MechWarrior's seem to like. There is room for both styles as MWO develops, it's just going to take time.

#6 Zakie Chan

    Member

  • PipPipPipPipPipPipPip
  • 549 posts

Posted 19 May 2013 - 03:35 PM

Would add a lot of depth and mixed with the current assault in a CW mode would be fantastic

#7 Theevenger

    Member

  • PipPipPipPipPip
  • 194 posts
  • Facebook: Link
  • LocationCalifornia

Posted 30 May 2013 - 09:27 PM

View PostSyllogy, on 19 May 2013 - 06:01 AM, said:

Additional game modes are in the works after Community Warfare launches.


Does anyone have a source on this? I missed this one.

#8 Sephlock

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,819 posts

Posted 30 May 2013 - 09:34 PM

http://www.hark.com/...se-to-accept-it

#9 Hammerfinn

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 745 posts

Posted 31 May 2013 - 08:34 PM

View PostTheevenger, on 30 May 2013 - 09:27 PM, said:


Does anyone have a source on this? I missed this one.


Been in several ATDs, command chair posts, on their twitter, and on the AMA on reddit. I'd track them all down, but I'll make you do it instead. It's coming.

#10 BaronKobayashi

    Rookie

  • Survivor
  • Survivor
  • 6 posts
  • Google+: Link
  • LocationMontreal

Posted 17 June 2013 - 06:08 AM

Great suggestion.

To add to it...

Destroy/Defend objective missions would be great.


Scenario 1

Team A:
Must target drop ship to deny enemy forces from leaving off-planet.

Team B:
Defend drop ship.

Replace dropship with any of the following:
- Comstar HPG satellite
- Series of drilling rigs
- Logistics train
- Mech Bays and Troop Barracks
- Aerospace production facility
- enemy FOB or staging area

#11 MeiSooHaityu

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 10,912 posts
  • LocationMI

Posted 17 June 2013 - 07:59 AM

One thing I would like to see one day is single player DLC for this game, however I do not think they have the time or resources to do such a thing. I have a feeling they are taxed with the standard MWO part of it as it is (CW, balance, etc...).

You have to admit though, with the game engine in place, the only thing they would really need is an AI to make a single player story line DLC possible. It could even be linked to the MWO servers so you could play in co-op style with your friends.

I don't think it would be worth it for PGI to do, but I can dream. A new story driven Mechwarrior game like Mechwarrior 5 that they teased would be pretty great.

#12 Unrelenting Farce

    Member

  • PipPipPip
  • Overlord
  • Overlord
  • 59 posts

Posted 17 June 2013 - 09:11 AM

I wonder if the results of this poll would be different if it were posted in another place on the forum? I get the feeling that the people who go to this thread are actively looking for more modes, thus bias.

Just a thought.

Edited by Unrelenting Farce, 17 June 2013 - 09:11 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users