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Idea For A Fourth Game Mode.


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#1 Uncle Totty

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Posted 28 February 2014 - 08:08 AM

(I am sure PGI may not bother with my idea, but here I go any way.)

What I would like to see for the fourth game mode:

1. Make it a 12 man free-for-all game mode.

2. Make it a point based score type.

3. The points are based on how much damage you give, and take. (You gain points for giving damage, loose points for taking it.)

4. Bonus points are rewarded to those who survived the longest. (3rd longest-50, 2nd longest-100, Last Man Standing-150)

Thoughts?

Edited by Nathan K, 28 February 2014 - 10:45 PM.


#2 Voivode

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Posted 28 February 2014 - 08:10 AM

I'd rather see your idea turned into a fourth game mode than replace skirmish

#3 Uncle Totty

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Posted 28 February 2014 - 08:20 AM

View PostVoivode, on 28 February 2014 - 08:10 AM, said:

I'd rather see your idea turned into a fourth game mode than replace skirmish

Well the way I see it, the way Skirmish is now, is nothing more than Assault 1.5. (Lazy.)

#4 Koniving

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Posted 28 February 2014 - 08:23 AM

I think it'd be easier to make the other modes different.

Example: Assault mode:
Vary locations of bases on assault so that it's not always the same two locations. Have turrets limitedly randomize both location and weapon systems. Make capturing the enemy base a required objective. Supplement with optional objectives (turrets were supposed to have a power plant, control station, etc, that if captured or destroyed would greatly affect turrets and how they play). Gates where logical.

Example: Conquest mode:
Two choices here.
1) Modify objective. Capture all facilities (and holding those previously captured until accomplished) being a requirement for victory or collecting a set number of resource points first -- increase resource goal by 1.5 times. Remove kill all players as a victory condition.

OR


2) Modify the capture nodes themselves. Set to capture from neutral in 5 seconds, capture from completely enemy-owned in 10 seconds. Double required resource points for large maps only. This makes capturing nodes very fast.
  • On small maps fast node capture + fast resource points means protecting nodes matters more than total annihilation. Though total annihilation could still occur.
  • On large maps, the doubled resource point goal means more time to worry about capturing drilling platforms but at the same time capturing them is so quick if you're walking in a hobbling ball you will always lose; meaning the death train cannot occur and win.
    • Assaults are now charged with guard duty instead of killing everyone. Slower Heavies, too, may support Assaults in protecting capture nodes.
    • This means that Mediums will have to back up Lights in taking nodes.
    • After all a node can be captured from enemy status to ally status in 10 seconds or less and it takes a long time to get from node to node as an assault or heavy.
    • This can also lead to more interesting fights, such as 4 lights ganging up on a single assault or a medium and light pack ganging up on a pair of assaults or an assault and one or two heavies.
There. Now Skirmish is more unique by making the other two game modes more unique.

Edited by Koniving, 28 February 2014 - 10:03 AM.


#5 Voivode

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Posted 28 February 2014 - 08:53 AM

View PostNathan K, on 28 February 2014 - 08:20 AM, said:

Well the way I see it, the way Skirmish is now, is nothing more than Assault 1.5. (Lazy.)


I dunno. Besides the no cap point in Skirmish, Assault is going to have turrets added to all maps which will add a pretty significant differentiation in the game modes. Especially in the end of match phase where a small number of remaining mechs on Assault can use their friendly turrets to stage a more effective last stand.

#6 Koniving

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Posted 28 February 2014 - 09:43 AM

View PostVoivode, on 28 February 2014 - 08:53 AM, said:

I dunno. Besides the no cap point in Skirmish, Assault is going to have turrets added to all maps which will add a pretty significant differentiation in the game modes.

Tecnically you just draw the fight away from the turrets and you got Skirmish 0.5.

and the last stand requires that the turrets not be already eliminated. This video here shows how effective the last stand strategy is (not). In other words in most cases the turrets are destroyed before they can even fire.

Edited by Koniving, 28 February 2014 - 09:48 AM.


#7 Uncle Totty

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Posted 28 February 2014 - 10:42 PM

View PostVoivode, on 28 February 2014 - 08:10 AM, said:

I'd rather see your idea turned into a fourth game mode than replace skirmish

View PostKoniving, on 28 February 2014 - 08:23 AM, said:

I think it'd be easier to make the other modes different.

Example: Assault mode:
Vary locations of bases on assault so that it's not always the same two locations. Have turrets limitedly randomize both location and weapon systems. Make capturing the enemy base a required objective. Supplement with optional objectives (turrets were supposed to have a power plant, control station, etc, that if captured or destroyed would greatly affect turrets and how they play). Gates where logical.

Example: Conquest mode:
Two choices here.
1) Modify objective. Capture all facilities (and holding those previously captured until accomplished) being a requirement for victory or collecting a set number of resource points first -- increase resource goal by 1.5 times. Remove kill all players as a victory condition.

OR



2) Modify the capture nodes themselves. Set to capture from neutral in 5 seconds, capture from completely enemy-owned in 10 seconds. Double required resource points for large maps only. This makes capturing nodes very fast.
  • On small maps fast node capture + fast resource points means protecting nodes matters more than total annihilation. Though total annihilation could still occur.
  • On large maps, the doubled resource point goal means more time to worry about capturing drilling platforms but at the same time capturing them is so quick if you're walking in a hobbling ball you will always lose; meaning the death train cannot occur and win.
    • Assaults are now charged with guard duty instead of killing everyone. Slower Heavies, too, may support Assaults in protecting capture nodes.
    • This means that Mediums will have to back up Lights in taking nodes.
    • After all a node can be captured from enemy status to ally status in 10 seconds or less and it takes a long time to get from node to node as an assault or heavy.
    • This can also lead to more interesting fights, such as 4 lights ganging up on a single assault or a medium and light pack ganging up on a pair of assaults or an assault and one or two heavies.
There. Now Skirmish is more unique by making the other two game modes more unique.


Fourth game mode it is then.

#8 Moromillas

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Posted 01 March 2014 - 08:31 AM

View PostNathan K, on 28 February 2014 - 08:08 AM, said:

Thoughts?

How would you balance FFA? Zellbrigen?

#9 Uncle Totty

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Posted 01 March 2014 - 09:51 PM

View PostMoromillas, on 01 March 2014 - 08:31 AM, said:

How would you balance FFA? Zellbrigen?

The bigger you are, the more hits you can take. The more hits you can take, the more points you can loose.

The smaller you are, the less hits you can take. You loose less points, but may not last that long.

Over all, just hang back and wait it out. Do not just jump headlong into the fur ball. Let then soften each other up, then finish them off.

#10 Moromillas

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Posted 01 March 2014 - 10:50 PM

View PostNathan K, on 01 March 2014 - 09:51 PM, said:

The bigger you are, the more hits you can take. The more hits you can take, the more points you can loose.

The smaller you are, the less hits you can take. You loose less points, but may not last that long.

Over all, just hang back and wait it out. Do not just jump headlong into the fur ball. Let then soften each other up, then finish them off.

Sit back and avoid playing the game. This is not going to fly, at all.

#11 Uncle Totty

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Posted 01 March 2014 - 11:04 PM

View PostMoromillas, on 01 March 2014 - 10:50 PM, said:

Sit back and avoid playing the game. This is not going to fly, at all.

If you think playing the game is all about running out and taking hits...

#12 Moromillas

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Posted 01 March 2014 - 11:18 PM

View PostNathan K, on 01 March 2014 - 11:04 PM, said:

If you think playing the game is all about running out and taking hits...

Move the goalposts as much as you want, not possible to balance that kind of mess.

#13 Whatzituyah

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Posted 02 March 2014 - 12:46 AM

View PostVoivode, on 28 February 2014 - 08:53 AM, said:


I dunno. Besides the no cap point in Skirmish, Assault is going to have turrets added to all maps which will add a pretty significant differentiation in the game modes. Especially in the end of match phase where a small number of remaining mechs on Assault can use their friendly turrets to stage a more effective last stand.


That is a problem a friend of mine told me about you could use the turrets to defend yourself and you basically can camp where your turrets are located.

#14 Uncle Totty

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Posted 02 March 2014 - 01:45 PM

View PostMoromillas, on 01 March 2014 - 11:18 PM, said:

Move the goalposts as much as you want, not possible to balance that kind of mess.

How would it not be balanced? :)





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