I have been giving this some thought lately as it seems that there is a general grumble about game modes basically being the same "skirmish" type engagements
I was thinking that it skirmish can stay the team death match, once dead you are out type game it currently is
The problem is that in reality other game mode most often play out exactly like skirmish 90% of the time. There is little incentive to attempt to win via gaining resource points or capturing a base when killing the other team will achieve victory too.
My suggestion for this is to respawn after you die about a minute later in the same mech. Conquest mist be won through gaining resource points. This changes the meta of the game mode from offense to a mix of offense and defense. Holding a resource point becomes much more important then it currently is and makes this game mode stand out as very different from skirmish. Time limit stays in place. Winning team is the one with the most resource points.
My suggestion for assault is to change it to a drop deck of two mechs (140 ton limit.) Units respawn in their second mech after a minute as long as there is one person in their lance left alive. If an entire lance would go down all within seconds of each other none of them would respawn or adversely if the last in a lance goes down when the first to die only has seconds left until respawn they dont get that second chance. You could still win through attrition capturing the enemy base and winning would render a x2 modifier to all rewards (including win bonus). This changes the meta of the game away from attrition because people are going to want that x2 modifier and because it instills a slow trickle reinforce or second wave push aspect to the game mode which makes sense for a mode called "assault". Its almost like a miniature version of CW but not exactly because of the potential respawn cancel that killing an entire lance within a minute offers.
For recommendations for new game modes I would recommend
"Grand melee" aka straight death match. Everyone vs everyone.
And
"Recon". The "attacking team" has to "scan" at least 4 "buildings" by keeping them targeted and within their reticle for 15 seconds. This "scan" must happen from within 300m. The "attacking team must then have those mechs that "scanned" return to their drop point and "upload the information" to an "uplink device" at their alpha lance spawn, which also takes 15 seconds. "Attacking" team doesn't get respawn and once dead are out of the rest of the game. "Defense" team gets respawn conditions of my purposed assault changes but in the same mech. IOW the defense gets one respawn in the same mech as long as a member of their lance is left alive but their respawn would be canceled if their lance died within the minute it takes them personally to respawn. Again this can be won through attrition but with the "attacking team" only getting one life it strongly encourages team coordination and achieving the victory condition of recon information and return. Of course defense would win through killing all of the attackers. Normal time limit (note this may work better 8v8 or 4v4 but my understanding that smaller game options was something in the works anyhow)
I like this all. I think that with these suggested changes the feel and meta of each game is different and unique, giving a truly different experience for each game mode. I know that some people will argue that my suggestions offer an obvious rewards advantage for certain game modes over others but I don't feel that is a terrible thing and obviously the way XP and c-bills worked for each game mode could be redone.
I also suggest their be an "arena" map which juxtaposes several terrain types next to each other with obvious "man made obstacles" littering the field.
TL;DR: Please read it actually.
Thoughts? Counter arguments?
Also excuse any typos or wonkiness. I typed this on my phone during my lunch break at work.


Changes In Game Modes, New Game Modes, And A Map Suggestion
Started by Weepy Wanebow, Mar 19 2015 08:08 AM
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