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Revamp To Assault Game Mode


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#1 Draxist

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Posted 07 June 2013 - 09:58 AM

I've read the forums, and I know (to some degree) from in and out of game the rage over losing a match to a simple light mech sneaking between your lines and getting a cap win despite your team having hard fought to win that match, or you both just happened to miss each other on alpine and your enemy had the lone scout that snuck behind while your lumbering team of heavies cant move to save their behinds. you can say all you want "just defend your base" but that is not always an option, nor viable for your team's survival once the brawl has begun. and no one wants to sit 6 minutes a game just to prevent base capping while the rest go out and get cbills and xp for fighting.

these are my suggestions to revamp the game mode and maybe make assault more enjoyable for more players, while still keeping the "capping" route a viable win option.

wall o text warning.


Option one: destruction objective

so each starting zone has some sort of drop terminal that is key for that sector right? well, why would you not just blow the thing to kingdom come instead of capturing it? why would you want your enemy to keep using that point?

the tower would become a field object and not just static terrain to play ring-around-the-rosie with a light mech. instead, it would either have a single armor count, or several components with armor counts which would have to be targeted and destroyed. the destruction of this base/tower would result in game win for the attacking team.

for multiple components to destroy, the armour count on each targetable component shouldn't be higher than the CT of a medium mech, giving it protection but not a whole lot, meaning a scout mech (or several) could take it out at length but an atlas could not just alpha it in one shot and win the game.

since the components would be targetable, this means indirect weapons would also be viable against the base tower.

in game this would mean once the base is being attacked (fired upon) there would be an alert that base is being attacked/destroyed

Option two: Destruction Capture Hybrid

in this case the tower would again have several components that would need to be destroyed, however it would be more lightly armored then the above idea. This is where the capping part comes in. Once a certain number of components are destroyed (say two for instance) the base becomes open to capturing. destroy more components, and the capture rate increases. the base cannot be fully destroyed, but destroying all components will yield the fastest capture rate and hence a faster capture win.

in game this would mean once you started to destroy components, Betty would alert you to base is under attack, and then base is being captured once the required amount of components have been nuked.

Option three: Reverse Capture the flag

the idea here is that each team has a single capture module starting at their own base. to equip the module, the desiring mech would walk up to the base, press a button, and begin a shot sequence of "mounting" the module (taking all of 10 seconds at most). this mech would carry the module to the opponents base to begin capturing if that is the plan. capture rate modifiers would work as normal (more mechs in square, capture faster).

if the mech carrying the module is destroyed, the module is dropped and can only be picked up by a mech with hands. an alert from Betty would indicate the module being dropped, and a marker on the minimap and maybe compass would indicate its location.

after a certain amount of time (say a minute) the module would self destruct, and a new module would be available at base for pickup, and any mech could pick this up once again.

a twist would be that if your team decides not to remove the module, it would actually slow the capturing of the enemy team (lets say by 50%) hopefully allowing you to get back to base to defend.

the final twist would be that mechs could capture without the module, but at a reduced rate (say 25% of current speed). the point of using the module would be to capture at the current normal rate.

I am assuming the "lore" behind the current capture mechanic of assault is when in rage of the base, your electronic warfare suite is hacking into the base and rewriting the code to your team's preferences or whatever. the idea here is that your mech's EW computer is not up to par and what the module does is speed up the process.


I do understand that all of the above suggested changes do lend to troll players (destroying own base, taking team module but never using it or hiding in corner), however I have rarely seen any in game myself (Team killers and people who strip off rear CT armor) and the game already tracks undesirable behavior, so any trolls could be tracked, reported, and "rewarded" for their unbecoming actions. not to mention there will ALWAYS BE TROLLS in any game imaginable.


all figures, numbers, and rates I put in this are just for examples, and what I thought would work within the range of MWO's current state as of 6/7/2013. Dev's hope this helps you make a better game, and I hope others like these ideas as well to some degree.

#2 Adrienne Vorton

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Posted 07 June 2013 - 01:14 PM

well, there are millions of ideas and suggestions (some similar to yours i am pretty sure, too :) ) around here, made over the last month´s ...

the best answer we got so far was "we are working on some kind of asymetrical game mode"... so PGI knows we all want to play mechwarrior and not Unreal Tournament 3050, but they seem to have trouble creating missions... what ever...





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