Assault Mode Re-Evaluation Proposal.
#21
Posted 06 January 2015 - 08:04 AM
However, the problem is and always has been that 12v12 isn't what MWO is balanced against. Moving from 8v8 to 12v12 killed assault mode.
#22
Posted 06 January 2015 - 08:08 AM
NineTails, on 06 January 2015 - 08:04 AM, said:
However, the problem is and always has been that 12v12 isn't what MWO is balanced against. Moving from 8v8 to 12v12 killed assault mode.
Hence the proposal.
12 v 12 isn't the enemy, simply that the game mode was not originally built with 12 v 12 in mind. This is a proposal specifically geared to focusing on a field of battle spread out to where you would want 12 people operating as either a cohesive force or in smaller strike teams going up against multiple objectives.
In an 8 v 8 scenario, I can see this kind of gameplay being practically "barren" with 1/3rd of the forces gone and having objectives spread out around very large and wide area of terrain.
#23
Posted 06 January 2015 - 08:21 AM
I would give this post a +1, but it really deserves a +2. Well done.
#24
Posted 06 January 2015 - 08:33 AM
#26
Posted 06 January 2015 - 09:23 AM
Pohrawg, on 06 January 2015 - 08:33 AM, said:
That's a different match type, this being 'Assault' should be 'Assault'. If you don't see each other and your base is getting smacked you and your team done goofed. Use role warfare properly and that won't happen.
#27
Posted 06 January 2015 - 10:05 AM
#28
Posted 06 January 2015 - 10:35 AM
#29
Posted 06 January 2015 - 12:10 PM
#30
Posted 06 January 2015 - 02:20 PM
#31
Posted 06 January 2015 - 06:09 PM
#32
Posted 06 January 2015 - 07:17 PM
But it seems like a Border Skirmish if both sides have full bases like this, due to how many battles were one force invading from another planet IIRC.
Nonetheless, if one side would be a base (with base emplacements) and the other side a Dropship and maybe immobile tanks assets (as their sides' turret equivalents) then this would fit nicely as an Assault game mode.
#33
Posted 06 January 2015 - 07:47 PM
Bartholomew bartholomew, on 06 January 2015 - 04:40 AM, said:
Would it be possible, game code wise, for PGi to use the smaller maps with this game style design for 4 vs 4 and 8 vs 8?
I'm just wondering if this could be used as a way to get smaller battles into CW and alleviate the wait times during off-peak times.
Edited by xX PUG Xx, 06 January 2015 - 07:50 PM.
#34
Posted 06 January 2015 - 08:06 PM
It'll never happen and I'll be delighted to be proven wrong.
#35
Posted 07 January 2015 - 03:29 AM
#36
Posted 07 January 2015 - 05:55 AM
It might be a bit of challenge on smaller maps river city is really cramped on the current assault mode and this looks like it would take even more space for assets.
Having said that there are enough maps now that you could drop one or two smaller ones from assault mode and it wouldn't get too stale. Why not drop alpine from skirmish while you're at it, it feels a bit too big for it anyway.
#37
Posted 07 January 2015 - 09:28 AM
#38
Posted 12 January 2015 - 04:04 PM
TyrEol, on 07 January 2015 - 05:55 AM, said:
It might be a bit of challenge on smaller maps river city is really cramped on the current assault mode and this looks like it would take even more space for assets.
Having said that there are enough maps now that you could drop one or two smaller ones from assault mode and it wouldn't get too stale. Why not drop alpine from skirmish while you're at it, it feels a bit too big for it anyway.
The idea for smaller maps is that you base the base's HP on the total structures around the encampment.
So smaller maps would use less physical base pieces, and as a result, the base would have less HP then it would on a larger map. Making each piece of lethal and non-lethal structures that much more important to defend.
#39
Posted 12 January 2015 - 06:48 PM
Pohrawg, on 06 January 2015 - 08:33 AM, said:
Actually, that could become an interesting variant on the tactics. Kind of like CW turned into a race with the attacking side spending little time trying to kill opposing mechs.
It could be balanced by putting more emphisis on he core base, either as a capturable or destroyable target, than on the rest of the structures. Something like 45 - 55% of the "health" is tied up in the core base, with the rest spread between the turrets and forward structures. The team that goes all out offensive risks the opposition coring their base before they can stop them. A gambol, especially if the opposing team leaves 1 - 3 mechs back at their base as defense.
I think a few things would need to be in place to make it work as a better "role warfare".
-- Rewards for base / structure destruction would have to be as good or better than a win by killing mechs.
-- The rewards for winning by destroying the base / structures would have to be more evenly spread among the team, so someone playing defense didn't get left out of the rewards. I'm thinking 3/4 of the reward for the base destruction / cap is evenly spread between the winning team, 1/4 is assigned according to structures destroyed / captured, and rewards for destroying enemy mechs are assigned according o damage done / assists / kills.
#40
Posted 12 January 2015 - 07:04 PM
Another option for small maps would be to code a different type of turret - something almost immune to missiles but that also only had shorter range weapons. Maybe a turret that houses 2 small pulse lasers, 2 medium pulse lasers and 2 AMS systems, emplaced so that its hard to get a shot at it from more than 300 meters out. Use those on the obvious route across the map.
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