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Why Do We Only Have 3 Game Modes?


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#1 PappySmurf

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Posted 07 August 2014 - 07:13 AM

When I look back at my topics and posts and others posts I can see hundreds of requests for new game modes like.

Stock
IS Vs Clan
King Of The Hill
Attrition
Respawn

I just don't understand why PGI is so reluctant to add more game modes to MWO?
and I don't understand why PGI has so few maps also?

I think most of the starter money for MWO was spent on other PGI games in development and the staff might be stretched so thin they cannot even get MWO fixed right.

What are your thoughts on what going on? and I know about Cw and RUSS posts but it did not say any new game modes or maps were coming any time soon.

Posted Image

Edited by PappySmurf, 07 August 2014 - 07:19 AM.


#2 Rhaythe

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Posted 07 August 2014 - 07:14 AM

Available resources is one reason. Fear of dividing the public queue is another.

Stock mech is best mech.

#3 darkkterror

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Posted 07 August 2014 - 07:52 AM

Because they've only finished 3 game modes so far?

#4 MeiSooHaityu

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Posted 07 August 2014 - 07:56 AM

I'm not big on any respawn mode, but a King-of-the-Hill mode might be nice.

I would like to see some reworks of current modes too (especially Assault).

Assault turrets are fine, but they should be a heck of a lot more fragile. Two solid hits from most light mechs should destroy a turret. The idea of turrets should be to slow down a base rush to allow time for a team to respond, not negate it all together.

Skirmish is what it is.

Conquest seems fine, but I understand why some people want quicker base captures.

#5 Tsig

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Posted 07 August 2014 - 07:56 AM

"Hey Guys, Let's make a King of the Hill game mode and force the enemy to stand in a relatively small spot in order to get points!"

"Hey Yeah, then our Arty/Air Strikes will do MAXIMUM DAMAGE!!!!"

#6 MeiSooHaityu

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Posted 07 August 2014 - 08:02 AM

View PostTsig, on 07 August 2014 - 07:56 AM, said:

"Hey Guys, Let's make a King of the Hill game mode and force the enemy to stand in a relatively small spot in order to get points!"

"Hey Yeah, then our Arty/Air Strikes will do MAXIMUM DAMAGE!!!!"



The defending base would need to be a lot bigger than you are imagining (10% to 20% of the size of Alpine). That would make the defending team more spread out.

Series of walls and other cover to give the advancing team some cover to bounce back and forth to so they can get close with limited/timed exposure to fire.

Defending team may need to drop with one less lance depending (12 attacker vs 8 defenders). That is open to tweaking though. Defending teams have a natural advantage over an aggressor, it would need to be balanced out a bit.

Maybe once in the base, the attacking team has to capture 2 of 3 nodes to take the base and win the game mode.

It would take good and unique map design to pull off, but it would be cool I believe. You really need to use some imagination before instantly thinking the idea is bad.

Edited by MeiSooHaityu, 07 August 2014 - 08:02 AM.


#7 Tsig

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Posted 07 August 2014 - 08:09 AM

View PostMeiSooHaityu, on 07 August 2014 - 08:02 AM, said:



The defending base would need to be a lot bigger than you are imagining (10% to 20% of the size of Alpine). That would make the defending team more spread out.

Series of walls and other cover to give the advancing team some cover to bounce back and forth to so they can get close with limited/timed exposure to fire.

Defending team may need to drop with one less lance depending (12 attacker vs 8 defenders). That is open to tweaking though. Defending teams have a natural advantage over an aggressor, it would need to be balanced out a bit.

Maybe once in the base, the attacking team has to capture 2 of 3 nodes to take the base and win the game mode.

It would take good and unique map design to pull off, but it would be cool I believe. You really need to use some imagination before instantly thinking the idea is bad.


What you're describing isn't King of the Hill. That's Attack/Defend.

King of the Hill is a relatively small location that a team has to control in order to gain points. It'd be like taking the Conquest cap point Theta in every map, but the only way for your team to gain points is to have a mech standing on the cap. Generally, the more people you have on the cap, the faster you gain points. Now imagine this game mode when a mech can stand off at 2k+ meters and drop air and arty strikes on the cap point.


TL;DR - King of the Hill is a bad idea because of Arty/Air Strikes.

#8 MeiSooHaityu

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Posted 07 August 2014 - 08:11 AM

View PostTsig, on 07 August 2014 - 08:09 AM, said:


What you're describing isn't King of the Hill. That's Attack/Defend.

King of the Hill is a relatively small location that a team has to control in order to gain points. It'd be like taking the Conquest cap point Theta in every map, but the only way for your team to gain points is to have a mech standing on the cap. Generally, the more people you have on the cap, the faster you gain points. Now imagine this game mode when a mech can stand off at 2k+ meters and drop air and arty strikes on the cap point.


TL;DR - King of the Hill is a bad idea because of Arty/Air Strikes.


Make the Base elevated :ph34r:

I get what your saying, but the hill and capture area does not have to be small. It can be a larger area that the team needs to hold longer to get points.

#9 mogs01gt

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Posted 07 August 2014 - 08:14 AM

View PostMeiSooHaityu, on 07 August 2014 - 07:56 AM, said:

I'm not big on any respawn mode, but a King-of-the-Hill mode might be nice.

Having respawns is the only way to make a CtF or Conquest game work properly. Simply turning them into TDM doenst make them a different game mode.

#10 Tsig

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Posted 07 August 2014 - 08:21 AM

For MWO, there would be two ways to win a King of the Hill match: Kill all opposing players or Point Cap. If you restrict players to having to stand in a certain area, no matter how big, you pretty much guarantee that the opposing team will launch all their Arty/Air Strikes on that area where they're positive that the enemy will get hit. King of the Hill doesn't work in MWO. Not as long as there are Air/Arty Strikes.

#11 VixNix

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Posted 07 August 2014 - 08:23 AM

Because everyone plays one game, skirmish, with a couple different flavors, assault and conquest...

It's sad that people don't get that you need to cap on a conquest map and that assaulting the enemy base is the objective in assault mode.

#12 Budor

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Posted 07 August 2014 - 08:24 AM

A game mode costs aprox. 500 bazillion €$ to develop.

#13 anonymous161

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Posted 07 August 2014 - 08:25 AM

I dont believe pgi has the imagination and talent to put anymore game modes in, their so called cw will likely be a very dumbed down version of what we are all have been seeing in our heads.

#14 PappySmurf

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Posted 07 August 2014 - 08:48 AM

[color="#b27204"]Darth Bane001[/color]<p class="author_info">

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Posted Today, 09:25 AM
I dont believe pgi has the imagination and talent to put anymore game modes in, their so called cw will likely be a very dumbed down version of what we are all have been seeing in our heads.


I don't want to sound condescending towards PGI/DEVS but dam how hard is it to pick up PC CD'S of Mechwarrior2-MechWarrior4 Mercenaries' and copy the game modes??

#15 Trevor Belmont

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Posted 07 August 2014 - 08:51 AM

No respawn mode. Ever.

#16 Sug

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Posted 07 August 2014 - 09:14 AM

I wouldn't mind a respawn mode if it was kept separate from CW. It would have to be Skirmish only on a very small map.

#17 Conductor Rarity

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Posted 07 August 2014 - 09:43 AM

I could go for a War Thunder style respawn style where you drop in another mech of your choosing. Unfortunately it would probably have to limit your personal drop deck to one weight class so you couldn't do light/assault/assault cheesing. Oh and none of that 'buying more slots for real money' business that war thunder does.

#18 Graugger

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Posted 07 August 2014 - 09:45 AM

To answer the title...

MC sinks are more important than free content apparently.





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