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Pgi Make A New Style Map That Doesn't Center Around One Point


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#21 MadPanda

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Posted 23 November 2014 - 02:49 AM

View PostEscef, on 23 November 2014 - 02:38 AM, said:

Play Conquest.


I would love to, I think its the best mode, but do you know what happens when you tick off skirmish? Your 5 minute wait time jumps to 50. I've tried this, its not a real option to try to play conquest games only.

View Postkapusta11, on 23 November 2014 - 02:44 AM, said:

It's up to players to decide where to fight, there is no "one point". Basing your opinion on public games is not very smart.


You are going to have to expand on that because right now your comment looks silly. It is the people who have decided 'that one point' and they head for it every game. And public games are the only thing in this game so not sure where you are going with that one.

#22 Escef

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Posted 23 November 2014 - 03:05 AM

View PostMadPanda, on 23 November 2014 - 02:49 AM, said:

I would love to, I think its the best mode, but do you know what happens when you tick off skirmish? Your 5 minute wait time jumps to 50. I've tried this, its not a real option to try to play conquest games only.

I only play with Conquest and Assault ticked, I hate Skirmish. Granted, most matches end up being Assault, but I also don't have terribly long wait times (usually) unless I pick a mech with a slammed weight class in the queue.

#23 Sachimon

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Posted 23 November 2014 - 04:22 AM

Let's be honest,,,idea is great but...
Like in any MMO "shooter" must played even if not most favorite maps are where actually teams face as much opponents as can or not to carry them. Yap, ssome preffer flnking sheaky manouvers but the most like to face enemy in one usuall point on a map. So that is only reason why in any, despite how good this map tacticaly is, go to that "one" point.

Veridian Frog is one of kind a "domination" map where you mostly use 80% of map during the batle, so as Forest Colony or Tourmaline... the rest including MechFactory(Mining Collective) despite of having an "other route" all went to small location fight.
So... actually we need something like this... just two passes on a map.

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#24 Jack Corban

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Posted 23 November 2014 - 04:52 AM

What this game needs is actual maps that stop beeing Arena maps.

They need to increase the size drastically to make this game for once use actual tactics and movement.

What good is a scout Mech if you only have to walk 200m to have scouted the entire enemy team allready. "Rivercity, Forrest Colony" i'm looking at you at the moment.

"Alpine and Terra Therma" were moves in the right direction but to be honest they are to small still and are too focused on the middle of the map.
Maps 2-3 Times the Size of "Alpine" would be maps i would call worthy of a mechwarrior experience. Not only would it increase the posibilities of movement it would also increase time to kill because most teams would have to fan out to actually be able to cover given ground effectively.

Asymetric game modes would be very nice too for instance one team attacks one team defends. For this to be interesting there should be multiple goals at the same time though. Simply having one team storm onto one capturepoint and one team defending that one capturepoint results in nothing but a big brainless brawl, like every match i've been playing ever since beta first started.

This game need depth to battles and while i do like the idea of Community Warfare around the corner which tries to achieve context to battles the actual battles still feel brainless and half-arsed.

What i want when i play a match of MWO is i want to take my lance into a big map i want to enter a valley without knowing theres gonna be a team sitting behind the next turn because the map ends after that turn and its the last place the enemy is able to hide. Looking at you "Canyon Network". I want to be actually able ambush a lance or even a company using terrain to my advantage. The old Mechwarrior games had plenty of good scenarios and map layouts that made this type of gameplay possible. MWO as of now has not.

Don't get me wrong MWO's maps are nicely done and really nice to look at. But the question we have to ask ourselfes is do we really want to keep playing a MOBA (Multiplayer Online Battle Arena) or do we want to start playing something that resembles warfare in the Battletech Universe. I know why we don't get Solaris Arena Mode. Its because we allready have it and noone dares to say it out loud. There i did it.

What i really think this game needs to become worthy of its name is these features i'm trying to portait to you now.

1. Bigger maps! 2-3 times the size of Alpine as a standart mapsize. Maps don't need to be clutterd with objects every 5 meters to be good maps. If Itemcount is of any concern during map production.

2. Asymetric Gamemodes as

2.1 "Secure Bridgehead" One team lands using Dropships or a Dropship (preferably Union Class or similar) @ a random location on the map. The other team starts in lances scatterd across the map @ random locations.

Team one (landing party) has to kill all opposition and secure the Landingsite for the ongoing Invasion. Team two (local garrison) has to take out the Dropship and destroy 1/2 of the landing party.The local garrison has a weight advantage as the Invading Party send a reconnicance expedition first to scout the actual landingsite. (Though processbehind that is that a Union Class Dropship is far from defenceless and the weight advantage should make up for that factor, secondly the Dropship is a key component to making this mode asymetrical as it is a fearsome foe and if ignored to long will become very dangerous)

2.2 "Attack on key asset" This can be anything from an HPG to a local Garrison maybe even a Palace or a Starport. The Invasion is underway and waring factions begin to engage in landlocked combat around Key Locations. The attacker has the advantage of tonnage over the defender but the defender has stationary defences and terrain advantages ( Minefields, Entrenched infantry, Defensive structures like walls with guarded gates etc.) The Attacking team has to secure between 2-3 Sub targets might that be a munitions depot or a mechbay for later repair & rearming (context is allways nice) or some other form of valuable target that gives context to why the factions are fighting over this specific piece of land.

2.3 "Convoy" Team one is guarding a convoy through contestet territory. (Politicians, Royal family, mobile M.A.S.H. unit, you name it) The convoy needs to reach a certain exit location or team one needs to eliminate all hostiles in the area for a win. The Convoy takes a random predefined path across the map. Team 2 is scattered across the map @ random locations in groups of two. They got intel somthing is comming their way but they needed to fan out thin to be able to make sure they do not miss it. Team two's objective eliminate all hostiles in the area or liberate the convoy from its defenders.


These are Gamemodes that resemble Warfare in the Battletech Universe and i'm sure if you think about this for a while you will come up with even better examples.

Fact is MWO as is at the moment is stale and i think that this will be the downfall of it rather sooner then later. And the fact that PGI needs to make up tournaments for "free stuff" shows that playercounts have been dropping. Now with the addition of CW on the Horizon these or similar Gamemodes could be implemented to make battles on planets or over planets last longer be more engaging and give the game a whole lot more depth to it.

And even if you use modes like these uncoupled from CW you can make both teams switch sides after the first round. The team that does best overall after 2 rounds wins.

What i'm trying to achieve with modes like these is to stretch out battles rather then having them all center around one location on the same spot every time you play a certain map.

The key to achieving that is random placement. It forces the player and subsequential the team as a whole to adapt to a new situation each game rather then running "attack pattern Bravo" - (circle caldera counterclockwise till everyone is dead)

3. Bring back the classic Radar mechanic so players can lure enemies using active radar or try to infiltrate enemy territory using passive radar. It would also benefit the BAP and ECM mechanics as they behave completly different in these enviroments. ECM decreases the detectionrange of enemy Radar whilst not giving away its own location at the same time. Where as BAP increases Radar ranges and makes passiv Radar users detectable earlier and also detects Powered down mechs.

Discuss!

Finding any typos or grammatical errors? Keep em.

Cheers,

Jack Corban

Edited by Jack Corban, 23 November 2014 - 05:43 AM.


#25 EGG

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Posted 23 November 2014 - 06:04 AM

One map/mode I'd point out that suggests "big maps" could deviate from the current trend of fighting in the same area each time is Skirmish on Tourmaline desert.

Assault does push you towards the middle so you won't get flanked, however Skirmish means you can choose other routes (apart from the top area near that crater, as there's no cover there) and can end up fighting in a number of fairly spaced out valleys. You do end up fighting in the same general area near the middle of the map, but that is partly due to the map not being all that large, and partly due to the north area being a deathzone.

#26 MadPanda

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Posted 23 November 2014 - 10:33 AM

I know this thread was like throwing silver coins to pigs, but pgi needs to see this and make it happen. It will be better for the game.

#27 Clydewinder

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Posted 23 November 2014 - 11:13 AM

The game needs LARGE maps with random base locations that are unknown to the other team.

Make scouts useful.

#28 Angel of Annihilation

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Posted 23 November 2014 - 11:29 AM

Totally 100% agree. Just make a map with random cover and leave out that central spire that predominates on virtually every map. Also get rid of the funnels and choke points that cause every mech to have to travel down one path while your at it. Let the battles be free form and happen where they will, quit trying to force everything.

Also you want a good example, look at Mining Collective. That is about the only map where you just never know where a battle will errupt. It can be center, sides or way off in the furthest corner on the map and alot of times those battles are just 2-3 mechs squaring off rather than the entire blob trying to take a choke point or prominent feature. This is what should be the goal for all maps moving forward. Honestly, I had thought PGI had figured it out when Mining Collective came out but Bog obviously shows they didn't. Love the map and it would be awesome as hell IF they got rid of that plateau in the center at C4.

#29 Taffer

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Posted 23 November 2014 - 05:29 PM

I'll take ANYTHING. FFS I can't believe how infrequently this game gets new maps.

#30 Alek Ituin

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Posted 23 November 2014 - 05:39 PM

View PostMystere, on 22 November 2014 - 06:58 PM, said:

All I see is WWI-style trench warfare.


All we're missing is the constant artill...

On the other hand, It could totally be called "WWI:Online".

#31 Commander A9

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Posted 23 November 2014 - 08:21 PM

How about a close-quarter map that's enclosed in some kind of hangar or compound?

Yes, we have cities, but I mean something that isn't open-air.





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