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Give Us Mech Warfare, Not Mech Arenas


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#1 Suprentus

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Posted 04 August 2013 - 08:44 PM

With the tagline: The Future Is War, MWO isn't delivering on the war. Community Warfare is on the horizon, but who wants to bet that it'll just be the same arena combat with a big point system that determines your place in war? Is that warfare? I believe it is not. I believe that PGI needs to actually put the war in Mechwarrior. So how can that be achieved?

I propose dynamic multi-mission campaigns. Give players a campaign mode that lasts several games. If it's something like base assault, split everyone into attackers and defenders. Attackers get a few mobile field bases to load up with extra parts and ammo to R&R between each mission (if you run out of ammo and parts, you'll be hurting later on).

Place the campaign on a big extended map divided into different areas, similar to how MW4 did it:
Posted Image

Instead of having each area revealed, however, allow scouting missions for scout Mechs to gather intel. The defenders can patrol and maybe attempt to counter the scouts. Also, the attackers can choose where to hide their mobile field bases.

Now suppose the scouts come across a transmission revealing that a supply convoy will run through a part of the map. The attackers can choose to try and destroy or capture it. The defenders get thrown in the same zone because they have spotted Mech activity by default. If successful, the defenders' ability to R&R will be limited for the rest of the campaign.

If the defenders somehow discover where the attackers' mobile field bases are, they can choose to counter attack if they want.

Another mission could be to take down a power grid or airfield somewhere else to deny the defending base turrets or air support.

By the time the final base assault happens, all preceding missions will have a dynamic impact, and whichever team was best at the art of warfare will have a clear advantage over the other. It could end up triumphantly repelling the crippled invaders, or a hopeless last stand to the death for the battered defending army. The most astute commander will give his or her team the greatest chance of victory.

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But I know these suggestions won't actually take hold in the minds over at PGI. To begin with, it takes them months upon months to make a single map. Imagine how impossible a task a series of maps over a single large area would entail. I mean really, how does PGI expect 10 or so maps to represent the entire Inner Sphere? Also, I know asymmetrical game modes are incoming eventually, but they're probably just going to be the same arena-style fighting, but with different objectives.

But I can dream, you know? If only MWO was in the hands of a bigger and more ambitious team, perhaps. I like MWO, but it will always just be an arena fighter with no actual Mech warfare.

#2 FIELD KOMMANDER

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Posted 05 August 2013 - 02:16 AM

I love this idea, I totally approve. I miss the war's that were initiated back in older mechwarrior games, MWO is more like MW4 Arena battles, all it needs is the announcer. :)

#3 jakucha

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Posted 05 August 2013 - 02:21 AM

Pretty much every multiplayer Mechwarrior game has essentially been TDM/DM. A mode where it feels like you are accomplishing something outside of singleplayer would be a first for the Mechwarrior series. Hopefully CW does this.

#4 Prezimonto

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Posted 05 August 2013 - 04:14 AM

The larger maps could be edited into smaller closed off sections or routes without stupid amounts of work...

#5 Kurshuk

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Posted 17 September 2013 - 10:44 AM

This idea sounds awesome.

#6 Mechteric

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Posted 17 September 2013 - 12:05 PM

I believe one of the NGNG interviews Russ said they were planning on asymmetrical game modes (like Rush in Battlefield). I certainly hope they'll do it justice!

#7 Katastrophy Kid

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Posted 03 June 2017 - 05:11 AM

I love this kind of thinking, two thumbs up! :)

Edited by Katastrophe Kid, 03 June 2017 - 05:14 AM.


#8 Nesutizale

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Posted 03 June 2017 - 03:12 PM

Like the idea in general. Think it will be hard to incooperate it into MWO for technical reasons.
For example I don't think we can have a single campaign map that is big enough but with some carefull planing it should be possible to just have maps come up in a specific order to kinda simulate on big battlefield.
Since FW is allready a "one bucket" system I think it could be done to have a more "campaign" like element.

On the other hand, how generic has this to be? I mean currently we have kinda like a "campaign" with the different gamemodes that happen depending on how much success your forces have.
Doing a more realistic campaign would require a lot of work. Not so much in comming up with a little story fluff to go with it but the work that is needed to make these campaigns feel unique enough.
How many sets of maps do you need to create, how many mini storys and how many assets that players won't get bored?

There is a certain problem with Storydriven games, they have a bad tendency to become boring after the first two playthroughs. In MWO campaign terms you would have to create enough different campaigns that the players have forgotten the first map they have played on when they encounter it again...and they will do in a game that is played for years.

Frankly I don't see how this could be pulled off with as little effort as possible and the tech limits that exist.
Still nice to see people thinking out of the box once in a while. Maybe we will find a workaround to these ideas at some point.





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