Brainstorm! [Game Modes]
Started by Mad Dog Morgan, Jun 24 2013 08:39 PM
10 replies to this topic
#1
Posted 24 June 2013 - 08:39 PM
Now, I personally haven't come up with other alternatives to "Rush to the middle or seize the other base" or the "Conquest" modes, and TDM has probably already been talked to death so no sense in that.
Some primers to get the creative thoughts flowing...
What about something more similar to a mode where you call in reinforcements via holding spots on the map? *Hold X position for Y amount of time to gain Z tonnage in reinforcements until reinforcements are depleted*
Or... something similar to a "collect the items scattered on the map and bring it back to base" mode? I would call this mode Salvage.
I mean, these are super rough ideas, but I hope to get people discussing game modes that could potentially be better fleshed out through collaboration.
Some primers to get the creative thoughts flowing...
What about something more similar to a mode where you call in reinforcements via holding spots on the map? *Hold X position for Y amount of time to gain Z tonnage in reinforcements until reinforcements are depleted*
Or... something similar to a "collect the items scattered on the map and bring it back to base" mode? I would call this mode Salvage.
I mean, these are super rough ideas, but I hope to get people discussing game modes that could potentially be better fleshed out through collaboration.
#2
Posted 25 June 2013 - 06:04 AM
There are many great game modes in other games that MWO could "borrow" and even more people with novel ideas for game modes that we havent seen yet.
But having only one life per match is very limiting.
No matter what you come up with, most games will end in an Annihilation Victory or ,even if won by playing the objective, as a result of the enemy having only a few mechs left by the end(typicaly a light or two).
But having only one life per match is very limiting.
No matter what you come up with, most games will end in an Annihilation Victory or ,even if won by playing the objective, as a result of the enemy having only a few mechs left by the end(typicaly a light or two).
Edited by Bayamon, 25 June 2013 - 06:07 AM.
#3
Posted 25 June 2013 - 08:36 AM
We have brainstormed. And suggested. And offered. We've posted thread after thread. We've asked them in ATD's.
We aren't getting anything. We will see what the upcoming Community Warfare game mode is all about. We can only hope it will offer a sliver of what most of us asking for better game modes want (assymetrical objectives, less "stand in box and win," more forcing teams to split up and cover multiple objectives at once, etc.)
But the current "placeholders" are, well, the final product. And that is sad. Terribly sad.
And yes, more can be done and done well and be fun without needing respawns or even "dropship mutator."
We aren't getting anything. We will see what the upcoming Community Warfare game mode is all about. We can only hope it will offer a sliver of what most of us asking for better game modes want (assymetrical objectives, less "stand in box and win," more forcing teams to split up and cover multiple objectives at once, etc.)
But the current "placeholders" are, well, the final product. And that is sad. Terribly sad.
And yes, more can be done and done well and be fun without needing respawns or even "dropship mutator."
#4
Posted 25 June 2013 - 08:59 AM
Convoy protection mode. A siege mode where one team attacks a position and the other defends.
Convoy protection mode. A siege mode where one team attacks a position and the other defends.
Convoy protection mode. A siege mode where one team attacks a position and the other defends.
Convoy protection mode. A siege mode where one team attacks a position and the other defends.
Convoy protection mode. A siege mode where one team attacks a position and the other defends.
#5
Posted 27 June 2013 - 10:25 AM
I had proposed this a while back.
It's a variant on Conquest, but requires a bit of AI.
http://mwomercs.com/...t-type-variant/
Basically NPC mechs, vehicles, other would spawn on the map, and your team goal is to "cleanse" the attackers, be they Clan attackers, Mercs, whatever.
You can also kill the opposing team to slow them down, i.e. You are here to save the Town, not them.... and no way in the world are you going to let some low life merc company get in your way...
More details on thread above.
It's a variant on Conquest, but requires a bit of AI.
http://mwomercs.com/...t-type-variant/
Basically NPC mechs, vehicles, other would spawn on the map, and your team goal is to "cleanse" the attackers, be they Clan attackers, Mercs, whatever.
You can also kill the opposing team to slow them down, i.e. You are here to save the Town, not them.... and no way in the world are you going to let some low life merc company get in your way...
More details on thread above.
#6
Posted 27 June 2013 - 10:38 AM
Another mode, which was mentioned in another thread http://mwomercs.com/...ame-mode-chess/ here could easily be adapted to Assault.
Though I would call if Football or Touchdown... or better yet Carry the Flag.
All you would need to do is pick the Highest ELO player, put a Flag over his head (or attach it to his Mech).
The players with the Flag needs to make it to the enemy base, while you also need to destroy the enemy player flag carrier.
If The flag carrier gets killed it gets passed off to the next highest ELO player on the team (still alive). And so on...
If the flag carrier makes it to the base, Points scored.
Every time a flag carrier dies, loss of points.
What this does, is if your highest ELO player is in a Light and rushes to the Enemy base, he will score points, but likely get quickly killed because he is alone.
Once each team has at least one Flag carrier to the base, game is over.
Killing enemy mechs should also award points.
So if Light runs to enemy base caps flag 2 points and dies -1 point, they end up with 1 point, but because of death other team has 1 point as well. So tied.
A flag cap probably needs to be worth a bit more, but not too much, someone can figure out a nice amount. But running in and dying and then having the other team capture the flag should have the other team win. (if the first team is not on base at that point) and none of the second team lost any members.
Though I would call if Football or Touchdown... or better yet Carry the Flag.
All you would need to do is pick the Highest ELO player, put a Flag over his head (or attach it to his Mech).
The players with the Flag needs to make it to the enemy base, while you also need to destroy the enemy player flag carrier.
If The flag carrier gets killed it gets passed off to the next highest ELO player on the team (still alive). And so on...
If the flag carrier makes it to the base, Points scored.
Every time a flag carrier dies, loss of points.
What this does, is if your highest ELO player is in a Light and rushes to the Enemy base, he will score points, but likely get quickly killed because he is alone.
Once each team has at least one Flag carrier to the base, game is over.
Killing enemy mechs should also award points.
So if Light runs to enemy base caps flag 2 points and dies -1 point, they end up with 1 point, but because of death other team has 1 point as well. So tied.
A flag cap probably needs to be worth a bit more, but not too much, someone can figure out a nice amount. But running in and dying and then having the other team capture the flag should have the other team win. (if the first team is not on base at that point) and none of the second team lost any members.
#7
Posted 27 June 2013 - 03:53 PM
Conquest+ Hardcore Mode
12v12 or 16v16
2x2km maps or bigger only
30 to 60 minute matches
2 Main Bases w/ Mech Hangers and Base Defenses
Each side receives a X amount of respawns - Example, 120 Respawns Per Side
Each main base is undestroyable/uncapturable
Each main base allows repairs or rearm
- The maps contain 3 or more control capture points in the form of sprawling factories, forward outposts or bases, key choke points, etc. (capture of small territory, not drills)
- Some of these control points contain important things with certain bonuses -> Some have small Mech repair hangers or reload on ammo (at a reduced rate compared to main bases), some allow respawn at that location, some have strong defensive emplacements, etc.
- Whoever controls the most capture points causes the enemies respawn number pool to automatically decrease, if both sides have an even amount of control points, the respawn pool does not "bleed"
12v12 or 16v16
2x2km maps or bigger only
30 to 60 minute matches
2 Main Bases w/ Mech Hangers and Base Defenses
Each side receives a X amount of respawns - Example, 120 Respawns Per Side
Each main base is undestroyable/uncapturable
Each main base allows repairs or rearm
- The maps contain 3 or more control capture points in the form of sprawling factories, forward outposts or bases, key choke points, etc. (capture of small territory, not drills)
- Some of these control points contain important things with certain bonuses -> Some have small Mech repair hangers or reload on ammo (at a reduced rate compared to main bases), some allow respawn at that location, some have strong defensive emplacements, etc.
- Whoever controls the most capture points causes the enemies respawn number pool to automatically decrease, if both sides have an even amount of control points, the respawn pool does not "bleed"
Edited by General Taskeen, 28 June 2013 - 10:44 AM.
#8
Posted 27 June 2013 - 04:12 PM
Dropship Landing - Secure the LZ
Somewhere in the center of the map is a Landing Zone, marked out with those electric fence looking things around the drilling platforms. It's a bit bigger then a drilling base, so that 2 mechs could have a brawl inside without walking right on top of each other. At the start players are briefed that a dropship is entering the automosphere in X minutes - the time is based on about how long it would take a medium mech to reach the LZ, so bigger maps get more time before the Dropship hits atmo.
Once the dropship reachs the automosphere it has the ability to land, which makes the LZ goes live - it can now be capped. The LZ 'base' can be capped/uncapped by either side just like how the bases in conquest mode work. The objective is to either secure the LZ by fully capturing it or by destroying all enemy mechs. This forces a basic death match - you cannot run, you cannot hide, you cannot have a deliberate stalemate, and you cannot have matches where teams miss each other and get into a base cap race without a shot being fired.
Somewhere in the center of the map is a Landing Zone, marked out with those electric fence looking things around the drilling platforms. It's a bit bigger then a drilling base, so that 2 mechs could have a brawl inside without walking right on top of each other. At the start players are briefed that a dropship is entering the automosphere in X minutes - the time is based on about how long it would take a medium mech to reach the LZ, so bigger maps get more time before the Dropship hits atmo.
Once the dropship reachs the automosphere it has the ability to land, which makes the LZ goes live - it can now be capped. The LZ 'base' can be capped/uncapped by either side just like how the bases in conquest mode work. The objective is to either secure the LZ by fully capturing it or by destroying all enemy mechs. This forces a basic death match - you cannot run, you cannot hide, you cannot have a deliberate stalemate, and you cannot have matches where teams miss each other and get into a base cap race without a shot being fired.
#9
Posted 28 June 2013 - 05:25 AM
I'm posting this idea just for fun, but here goes...
This game mode is inspired from the game Unreal Tournament 2003/2004 called Bombing Run. The rules of the game are:
1. 2 teams/16 players.
2. At the center of the map there is a 1 nuclear bomb.
3. Each team must grab the nuclear bomb and bring it to the enemy base to score (score 3 to win). The bomb respawn after scoring.
4. Players that grab the nuclear bomb have their speed capped to 64 km/h.
5. Teams can pass the bomb to each other within 250m.
However this type of game mode requires respawning. I don't know if this fit in Mechwarrior universe. Using nuclear ICBM is so overrated lol.
This game mode is inspired from the game Unreal Tournament 2003/2004 called Bombing Run. The rules of the game are:
1. 2 teams/16 players.
2. At the center of the map there is a 1 nuclear bomb.
3. Each team must grab the nuclear bomb and bring it to the enemy base to score (score 3 to win). The bomb respawn after scoring.
4. Players that grab the nuclear bomb have their speed capped to 64 km/h.
5. Teams can pass the bomb to each other within 250m.
However this type of game mode requires respawning. I don't know if this fit in Mechwarrior universe. Using nuclear ICBM is so overrated lol.
Edited by Kidjal, 28 June 2013 - 05:30 AM.
#10
Posted 28 June 2013 - 05:28 AM
Kidjal, on 28 June 2013 - 05:25 AM, said:
However this type of game mode requires respawning. I don't know if this fit in Mechwarrior universe.
Yeah, it would require respawning, lacks on the believability aspect (I just fired at that nuclear bomb in his hands and he didn't go boom?!) and nukes are banned in the lore.
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