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Persistent Tactical Warfare


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Poll: Persistent Tactical Warfare (2 member(s) have cast votes)

Should persistant tactical warfare be a part of Mechwarrior Online

  1. Yes (1 votes [50.00%] - View)

    Percentage of vote: 50.00%

  2. No (1 votes [50.00%] - View)

    Percentage of vote: 50.00%

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#1 Supersmacky

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Posted 25 February 2014 - 08:35 AM

As an alternative to just match after match, how about something like a persistent tactical arena. I envision it looking something like the following:

- Persistent tactical map.
- Two or more "sides" to a map (three is optimal).
- Multiple capture points (6 or more a side) that also act as spawn points for a team member to choose to spawn at.
- One capture point per side is their home base and can only be captured after all other points are captured.
- When a base is captured, it then becomes property of the capturing team and a spawn point for them.
- No 4 or 12 man drops. Just a queue for anyone to join the way.
- Allow despawning at bases (capture points).
- Larger map with varied terrain to lead to more interesting and distinct engagements (could contain cities, bodies of water, hot spots, canyons, etc).
- A certain number of slots available per side with the ability for people to join on-the-fly if slots open up. Unless PGI ran several arenas like this is would be best to allow 24 or more a side.
- Ability to create in game missions that mechs from the same side can join in.
- Once one side had either been reduced tor the home base or the home base is captured the map resets. The side with the most capture points at this stage wins.
- When you die you can either choose to respawn or leave the arena.
- Disconnects are automatically cleared out of the roster so the slot becomes open.
- Map automatically resets after a certain time (hours, days) if no winner has been awarded.
- Mech wrecks would despawn after a certain amount of time in order to keep clutter down.

Optional ideas:
- Tonnage limits based on number of bases owned by a side.
- Bonus to C-Bills and XP is you are on when the war is won.
- The side you join could be selectable or automatically assigned (to maintain balance).
- Automatic kick for anyone that is AFK or has not given any client side action in X number of minutes.
- Bases have different ratings to limit the class of mechs that can be spawned there. For instance a small base would allow only lights or mediums, a medium base would allow lights, mediums and heavyies, and a large base would allow for any class.
- Rearm pads at bases to reload on ammo and consumables. I would suggest this require people to get onto the pad, power down and stay for a certain amount
- Different arenas for different time frames in the Battletech universe (3025, 3050, Clan War, etc).
- Simplify terrain in order to reduce client side performance impact.
- Include destructible buildings (they would respawn after a certain amount of time).
- Based have turrets to aid in defense of the base.

Pros:
- Gives something more to fight for that just winning the match.
- Encourages strategic thinking.
- Promotes team work.
- Gives more options for what type of combat a player wants to engage in.
- Greater immersion factor.
- Greater variety with each experience.
- No "clock" to race against.
- Matches would still be available for those that want shorter more action packed games.

Cons:
- None I know of, but I like the idea so I am biased.

Like, dislike, thoughts, ideas, suggestions?

EDIT: Added option idea of defense turrets.

Edited by Supersmacky, 25 February 2014 - 09:20 AM.


#2 Noesis

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Posted 25 February 2014 - 08:52 AM

Could be fun, especially on large Maps.

Some points for your model:

1) Legging and leaving Mechs, problem?
2) How ammunition will be balanced so that it isn't just a case of a trivial rinse and repeat exercise at the closest base.
3) How managed arrangements for planets effect bases. Especially considering player owned infrastructure.
4) Logistics, how do access to Mechs and tech become effected if your free to roam within these various game areas?
5) Some consideration to sides having organisational representation or loyalty interests for positive mutual motivations.

#3 Supersmacky

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Posted 25 February 2014 - 09:13 AM

View PostNoesis, on 25 February 2014 - 08:52 AM, said:

Could be fun, especially on large Maps.

Some points for your model:

1) Legging and leaving Mechs, problem?
2) How ammunition will be balanced so that it isn't just a case of a trivial rinse and repeat exercise at the closest base.
3) How managed arrangements for planets effect bases. Especially considering player owned infrastructure.
4) Logistics, how do access to Mechs and tech become effected if your free to roam within these various game areas?
5) Some consideration to sides having organisational representation or loyalty interests for positive mutual motivations.



Very good points. Some ideas;

1) Either they have to walk it back to closest base to despawn or they abandon it which awards a kill to the enemy (closest alive enemy, last enemy to hit it, etc). You might even put in a cool down timer for such a case to simulate the pilot having to get back to a base (as long as the timer was not too long).

2) Since they would have to go back to a base, stand on the rearm pad and power down for X amount of time it would likely limit players doing that sort of thing. PGI could also put in code preventing players from standing on the rearm pad and firing till empty so they can just power down and rearm again.

3) Not sure I entirely understand this point, but this should be fairly straightforward.

4) I assume this is in regards to the option idea of limiting arenas to certain time frames in the BT universe. Given that, it might be better not to have era based arenas.

5) Agree with that. Could have a faction represented per side and someone assume overall command. Perhaps that overall commander could have access to tactical information and give attack/defend/hold orders, but not be able to pilot a mech? Maybe you could have someone in control of arty and airstikes so when request come in they have to respond and send the shots out? Lots of possibilities there.

Thank you for the feedback.





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