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Game Mode: Attack And Defend


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Poll: Attack and Defend (46 member(s) have cast votes)

Do you like the idea?

  1. Yes (40 votes [86.96%])

    Percentage of vote: 86.96%

  2. No (4 votes [8.70%])

    Percentage of vote: 8.70%

  3. Abstain (2 votes [4.35%])

    Percentage of vote: 4.35%

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#1 Bhael Fire

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Posted 06 September 2013 - 11:57 AM

ATTACK and DEFEND Mode

I'd like to see an asymmetrical Attack and Defend mode. Here's a fun and simple game mode idea designed for the Forest Colony map. This mode can be implemented easily using mechanics and assets already in the game with some minor adjustments.

INVASION: Forest Colony

The Invading Team
Starting Location: Sigma
Number of Lances: 3
Goal: The invading team must capture the enemy base...but they can not do so until they capture all three ComSat stations on the outer perimeters of the defender's base (located at Kappa, Theta, and Epsilon). The defender's territory is guarded by (off-map) gun emplacements and artillery that will quickly decimate any enemies crossing the threshold (marked on the map). Capturing a ComSat station works just like Conquest, however once it's captured completely (100%) it cannot be reclaimed by the defenders. Once a station is captured, the defender's territory shrinks and allows the invaders access to the next ComSat station. Once all three stations are captured, the invaders may move in to capture the defender's base.
Invader Victory Conditions: If 4 or more invaders make it onto the defender's base cap area, the invaders win. If the invaders kill all of the defenders, they also win.

The Defending Team
Starting Location: Gamma
Number of Lances: 1
Goal: The defending team must prevent the invaders from capturing their base before reinforcements arrive (10 minutes on the clock). Defenders may return to the safety of their base to rearm and repair. This works just like capping, but it only takes 30 seconds to completely rearm and repair. Once the invaders capture all three ComSat stations, repair and rearm is disabled and they may enter the defender's territory to capture their base.
Defender Victory Conditions: If the defenders manage to hold off the invaders for 10 minutes or kill at least 9 of them, they win.


Posted Image

#2 Cybertek

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Posted 06 September 2013 - 12:46 PM

I think that there was a mission like this in one of the old Mechwarrior games. I think you had to destroy them instead but capture destroy same thing. Really neat idea.

#3 Ragtag soldier

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Posted 06 September 2013 - 07:20 PM

interesting, and i like the resupply option- it'd give players a better motivation than the "charge blindly, hope you hit their flank before they hit yours" i see most of the time.

#4 Deadmeat313

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Posted 07 September 2013 - 01:28 PM

I think the only thing I disapprove of is the Rearm/Repair bit. I'd make it 3 lances v 2 instead - or 3 v 3 but the attacker has a heavier weight force allowance.

#5 Bhael Fire

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Posted 07 September 2013 - 04:09 PM

The repair and rearm mechanic is for added strategic dynamics. If the defending team has about the same amount of mechs, it becomes a typical stand-off at the territory edges. By requiring the defending team to run back to their base to rearm in order to stay in the match, it allows the attacking team time to cap ComSat stations without being harassed. The defending team must make judicious use of this mechanic in order to win. That's all part of the thrill of going 4 vs 12.

#6 Sug

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Posted 07 September 2013 - 04:45 PM

Ha alright nice necro from 2012 you crazy ...oh

#7 Bhael Fire

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Posted 07 September 2013 - 05:17 PM

I know Attack and Defend style modes have been suggested for a while. Was there already a type of asymmetrical Attack/Defend mode suggested that required the attackers to capture 3 waypoints first before they could capture the defender's base?

I know Bryan mentioned they are working on an asymmetrical Attack and Defend mode in the last NGNG and that they are testing it internally, but they said they were having problems figuring how to balance asymmetrical teams without using spawns.

#8 TB Freelancer

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Posted 07 September 2013 - 05:19 PM

Its a good idea in theory...problem is if scoring makes fighting give the biggest payout for the individual player...we'd just have a 3rd gametype that everyone treats as TDM.....

#9 Bhael Fire

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Posted 07 September 2013 - 05:42 PM

That's what the mandatory cap points are for; to force the attackers to focus on breaking down the defender's defenses before they can actually fight or cap their HQ.

The off-limits territories prevent the attackers from entering, allowing the defenders to take refuge to regroup then go back to harass the attackers, making it harder for them to cap. With only 4 mechs to defend, the defenders are forced to budget their hit and run tactics and their repair runs intelligently if they are to have any hope of running the clock out.

This mode is pretty much as far from TDM as it can get in MWO.

#10 WVAnonymous

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Posted 02 October 2013 - 02:03 PM

Maybe add a defending lance at 5 minutes and then the next at 10 minutes, with no R&R?

#11 PawPaWuFF

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Posted 04 October 2013 - 05:37 PM

yeah it could be easily implemented just remove one cap point from assault :D

#12 Bhael Fire

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Posted 06 October 2013 - 02:07 PM

View PostWVAnonymous, on 02 October 2013 - 02:03 PM, said:

Maybe add a defending lance at 5 minutes and then the next at 10 minutes, with no R&R?


That could work. Might be more of a technical challenge to drop additional players into a match that's already in progress though.





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