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New Gamemode Ideas


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#1 Klappspaten

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Posted 14 January 2014 - 07:46 AM

Although I really love this game, I always thought that it would be missing something.
Not only the Community Warfare, but different gamemodes.

Yes, we have Conquest, Assault and Assault without bases. But those are fairly standard.
MW:O could really benefit from more unique modes.
I´d like to give 3 ideas I had, to hopefully launch a discussion about that.



1. Escort:
Blue Team has to escort a delivery on a heavily armored transport towards a certain goal. The company commander is able to set a path for the transport, and even the speed it travels at.
Red team has to intercept and CAPTURE the transport. For this they will have to find out where it is, and where it goes.

2. Infil & Exfil:
This would be a asymetric situation. Blue team is significantly weaker than red team.
Blue team has to reach a certain position to capture intelligence data, free prisoners or steal supplies. And then exfiltrate and leave the map with it.
Red team has to find and destroy blue team.
If the time runs out blue team will be declared the winner, but will only recieve a XP reward and no cBills.

3. Ménage à Trois
Again, this is a asymetric situation. But now there are three teams.
Blue team and red team are equally strong. Yellow team has smaller numbers. The team which is the last one standing wins.
Red and blue teams have a fixed starting position. The position of yellow team is random and thus unknown. Both of the larger teams may decide to attack their major opponent first and risk to get whiped out by yellow team afterwards. Or they may decide to find and attack yellow team and to risk getting attacked from the other major team whilst doing so.



I think adding gamemodes like that would really make this game a better one.
What do you think of my ideas? And what about your hopes and ideas on what may come in the future?

Edited by Klappspaten, 14 January 2014 - 07:49 AM.


#2 Buckminster

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Posted 14 January 2014 - 08:00 AM

I think that something more "mission" is what a lot of people are really looking for in MW:O. The trick is finding a way to recreate that single player campaign feel when you have no control over the enemy AI. I also think we'd need more environmental variables - things like sensors and turrets. I know that turrets are in the works, but I'd think that you'd need more than that.

I really like the idea of an Infil & Exfil mode, but it'd need a lot of random variables to keep interesting. If the Blue team is always going to the same position, then it becomes way too easy for the Red team to anticipate and defend.

Another thing to keep in mind is play time. As much as I love missions, I also understand that not everyone will want to be involved in a half hour match.

Edit: reread my comment. I don't want you to think that I'm against the ideas - I think that you've got some great ideas here. Hopefully UI 2.0 would make implementing some of this stuff easier.

Edited by Buckminster, 14 January 2014 - 08:01 AM.


#3 Klappspaten

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Posted 14 January 2014 - 10:31 AM

Yeah you got some points there.

Especially the Infil & Exfil mode would ask a LOT from the blue teams commander. But also the red team would need to operate carefully. Because if they depend on the blue team going for a obvious sollution they would make it rather easy for an smart attacker to infiltrate unseen.
But that is exactly what I would want from those modes. It would force us to adapt and overcome again and again. You just could not win with a standard tactic.
The hardest thing about that would be the balancing. Red Team would need to have a SERIOUS advantage in force. Whilst the blue team just could wait for an easy victory or go full risk in order to claim a major reward if they realy make it.

Both teams would need really good scouts to gather intel on the enemys position. Red team to be able to find and take on the opponent. And blue team would need to gather intel on a possible breach in the defense, and that without being detected themselves.
I´m talking proper tactical choices and smart thinking instead of the go there kill that we have right now.

Same thing in the ménage à trois mode. Yellow team would have just a tiny chance to actually win this.
But if they manage to evade the other teams until they are entangled in battle, they actually have a good chance to take on and out whats left. If they were really good they could possibly even weaken the superior of the larger teams to level the playing field until they wipe each other out.
Again, if they would manage that ther would have to be a major reward in there for them.

But I´m just daydreaming. Would be cool of PGI to bring something similar though.

Edited by Klappspaten, 14 January 2014 - 10:32 AM.


#4 Buckminster

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Posted 14 January 2014 - 10:48 AM

Keep daydreaming though. I do believe that it's the one thing a lot of us are missing. Sure, there's always going to be the CoD kiddies that want to come in and rush and shoot and kill kill kill, but I'd love for there to be more tactics involved.

I think the addition of turrets is going to be a big step in the right direction. I know they're going to start small while balancing is sorted out, but down the road they may become a tactical liability.

The new UI screens should also help, as it's supposed to give us a chance to tweak our team composition before a game starts. I think the hardest part right now would be that the map and game mode are all random. I know I'd hate to get stuck as an infiltrating team on Canyon Network when I've decided to bring my LRM boat Stalker.

#5 Klappspaten

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Posted 14 January 2014 - 11:07 AM

Even with the flaws this game has. I really think PGI made a terrific job.
I remember MW4 times where you had whole server CLUSTERS with only Masakaris equipped with PPCs on them. MW:O is really well balanced compared to a lot of the games out there.

And before they do more gamemodes they really need to work on the basics I think.
Turrets will be a step forward, UI 2.0 and the possibility to organize a team properly befor dropping will be too.
And private matches! Im organising a 4v4 tournament at the moment and its a pain in the *** to figure out how to get the teams together on one map. ;)

But after UI 2.0, Attack & Defend and CW, there will be other modes. And I shure hope they get super tactical.

#6 luxebo

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Posted 14 January 2014 - 05:54 PM

For those asymmetric team modes, I think the best thing to do about them is to maybe wait for after Clans are in. Then maybe the Yellow Team could be all Clans, while Blue and Red are all IS, or the prisoner one could have the Blue team all Clans.

Also, the problem about these game modes is that if they are allowed in Pugs, likely everyone would have a tough time. Imagine if the company commander comes in and trolls, leading the team stupidly to do stupid things or stuff similar to that. Another problem would be AI needs.

Edit: I also did create a longish mode, with potential ways of spawning completely new ideas. http://mwomercs.com/...73#entry3046973

Edited by luxebo, 14 January 2014 - 05:57 PM.


#7 Klappspaten

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Posted 15 January 2014 - 03:24 AM

I really would not like that.
I would have to play clan to do the rally interesting stuff of that. And I hate those fashist pigs.

#8 Lazor Sharp

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Posted 15 January 2014 - 12:01 PM

I would like to see objectives, that are beyond standing in a square...

1. mech's that have Hands can use them to open / close Door's / Gates, turn on / off turrets, or the HPG transmitter, etc..... mech's with out hands, or perhaps the correct kind of hand, cant do these tasks, so a commander has to plan on using the right mech's for the objective, and if that mech dies, then there is no way the objective can be met....

2. Recovery / Salvage Mode, where after a major battle on a map, the winner gets to send out Mechs chassies that are designed to recover dead mech's, arms and legs from the spot where they were killed. We have to defend these recovery mech's from lite's / mediums while they retrieve Dead mech's of ether team from the map, back to the drop ship and defend the recovery and salvage crew drop ship, till it can take off with what ever mech's that could be recovered. The attacking force would have to come from a long distance, so the recovery team would have some time to recover mechs, before having to defend the recovery crew.......

if the recovery mech's can be piloted by PPL vs AI it would be really cool.....
this might require special recovery mech chassis, some with winches to load arms and legs, and some pulling a flat bed trailer to put small mech's and arms /legs on to haul them back, or a over head lift trailer to pick up large mechs to haul them back....... Just putting a hitch on the back of all mech's to pull these trailers, or winch's, would work too........
The more mech's you can recover in the allotted time, the more Salvage points you get at the end........

#9 Klappspaten

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Posted 15 January 2014 - 02:04 PM

I like the idea. The amount of reward you get would depend how well you are able to distribute your forces for salvaging and defense.

#10 Oppresor

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Posted 15 January 2014 - 02:13 PM

Hi Lazor Sharp, I really like the salvage idea and have put this forward before. I see future missions where specialist recovery or salvage units would need to deploy with Recon / Escorts in order to complete recovery based objectives. Some of these units already exist in lore, for example http://www.sarna.net/wiki/SalvageMech .

The mission framework would be simple.
  • Recon - Locate the Salvage
  • Escort - Guard the Salvage units
  • Recon & Escort take Salvage units to sight and recover items
  • Recon & Escort fight rear guard action while Salvage units head to LZ for Drop Ship Extraction


#11 Syrkres

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Posted 15 January 2014 - 02:38 PM

How some of these could be implemented:
Info Recon:
- You would simply have one or more Capture points (with much lower timers) where the attackers would need to come in and gather (capture) the data. Since it's uneven sides you could have more than one capture point where they can get to (otherwise they just sit there and wait), thus the larger team needs to cover all access data points. Then the units must escape to pickup (extraction) point.

#12 Klappspaten

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Posted 16 January 2014 - 11:39 AM

View PostSyrkres, on 15 January 2014 - 02:38 PM, said:

How some of these could be implemented:
Info Recon:
- You would simply have one or more Capture points (with much lower timers) where the attackers would need to come in and gather (capture) the data. Since it's uneven sides you could have more than one capture point where they can get to (otherwise they just sit there and wait), thus the larger team needs to cover all access data points. Then the units must escape to pickup (extraction) point.


I really like that idea. I really would like to see some asymetric gamemodes in the future. That would be something that only MW:O would have, too.

#13 Sug

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Posted 16 January 2014 - 12:47 PM

New game mode idea:

An actual game! Where is CW?

#14 Klappspaten

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Posted 16 January 2014 - 02:20 PM

View PostSug, on 16 January 2014 - 12:47 PM, said:

New game mode idea:

An actual game! Where is CW?


Please dont even start that here. This is meant to be an constructive thread. If you dont have anything to contribute just let it be.





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