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Possible extra depth element to gameplay


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Poll: Team Resources element (19 member(s) have cast votes)

Would adding a element like this be a good idea in Mechwarrior Online?

  1. Yes, it could work and be balanced. (5 votes [22.73%])

    Percentage of vote: 22.73%

  2. No, it could be abused to easily, and could never be balanced. (9 votes [40.91%])

    Percentage of vote: 40.91%

  3. I really don't care, I'm just reading this to pass time while I try to pry my bloodied, dry eyeballs off the yellow pending button (8 votes [36.36%])

    Percentage of vote: 36.36%

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#1 Capnflintlock

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Posted 07 June 2012 - 07:35 PM

During the beginning of the match, I think it would be a cool idea if the team was given a set amount of C-Bills to spend and allocate on team bonuses. If the team chooses, they could not use much or any of it. As a result, if they managed to WIN the match, the amount leftover would be given as bonus paycheck, split up of course, to all the members of the team based on participation. Kinda like a clan wager, the less you bid with, the higher the honor, or in the innersphere's case, cold hard C-Bills.

Here's the order the match could possibly go down in:
Step 1: Team captain, and stars(or groups) are appointed/made
Step 2: Players would choose their mechs they would be piloting
Step 3: Team captain spends the team resources on bonuses for the team(listed below)
Step 4: Team is given 1-2 minutes to discuss battleplans, with a map of the area they'll be fighting on, and possibly look at recon data they received on the enemy(listed below on purchasable team benefits)
Step 5: Drop into battle
Step 6: Fight until one team wins
Step 7: If your team wins, the money left unspent on team bonuses gets split up to the team based on performance(not only K/D ratio, but how well you did, like if your a scout, how well you targeted enemies for your team and etc.) . Think of it as a small bonus for winning

Things the team resources could be spent on:
1: purchasable base defenses, like Laser, Lrm, or Calliope turrets
2: Selectable drop zones, would put you a **little** further out from your base at the start of the match, giving you a tactical advantage
3: Advanced tiers of fire support for the commander. The more you spend, the more powerful off map artillery your commander could use. (Can't remember if this was in game or not, clarification would be helpful)
4: Higher respawn number in limited respawns match, or faster respawn times in deathmatch. Would be EXTREMELY costily, and would only give you like 1 extra mech or a 10% faster respawn
5. Enemy team recon info. Team would be given various levels of intelligence based on how much they paid. The first level would say what the enemy team's general mech sizes, like light, medium etc were. For example.
Recon data tier 1:
Lights: 4 Mediums: 2 Heavy: 3 Assault: 5
The second tier would give you the mechs names, and the third tier would give you their weapons loadouts in addition to their mech names

These are just a few possibilities that could be used, so feel free to add any more ideas that could make this cool.

#2 Otto Carius

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Posted 07 June 2012 - 07:48 PM

sounds interesting, but balancing would be a huge issue, it could take time to implement if they were ever to do so

#3 Death Mallet

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Posted 07 June 2012 - 07:56 PM

I voted no, but its not a balance issue. . . its just too much 'admin overhead' before actually jumping into the game. Waste of time for how much it adds to gameplay.

#4 PANZERBUNNY

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Posted 07 June 2012 - 08:30 PM

They would make a lot of friends if there was a way to make a match type in conquest where people can actually load in and join when a 12V12 teams numbers start dropping.

Basically any player can only jump in once and they are locked out. It could create a small persistent battlefield that lasts as long as people want to join the meat grinder or the objectives are won.

It's not something that should be a normal match type, but if certain conditions occur, these rare mission types pop up.





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