Escort: VIP
Setup: A spy has given an informant key data that can not be transmitted and must be extracted. The data messes with a mechs electronic signature.
Goal: Escort one mech to the designated zone. The VIP will be picked at random at the start of the mission.
Objective: Players will create a route to the target location - enemy players will need to hunt down and destroy the VIP. It will be the job of the escorts to prevent destruction of the VIP. The enemy team will not know which mech is the VIP but will have an increased ability to pick up (think increased electronics signature). The enemy team will know where the extraction point is. Both teams should be equal distance away from extraction. Any team matches can vote for a VIP - no votes = random.
Pros: Objective based mission relying on more then just destruction of the enemy. Requires team work and planning. Utilizes all mech classes and loadouts.
Cons: Faster mechs can run to extraction quickly however with the debuff on them they can be more easily picked up on radar/locked on and destroyed.
Escort: Convoy
10 Medium armored supply vehicles are traveling from point A to B. At least one vehicle must survive to win.
Pros: Simple and straight forward
Cons: Enemy players will go straight for the convoy. To prevent this players should scouts to track down the enemy team and create a buffer zone.
Both game types will run two matches. VIP lives = win if both team's VIP lives its a draw. Each escort is worth one point whoever has the most points win the match.
Thank you for your consideration.
New Game Modes
Started by GenAce2010, Apr 16 2015 01:03 PM
6 replies to this topic
#1
Posted 16 April 2015 - 01:03 PM
#2
Posted 16 April 2015 - 01:13 PM
Based on my units attempts at simulating these game modes in private matches, there's a LOT of work that would need to be done to balance it.
Death's Knell for VIP = ggclose, VIP got to the extraction point before any other mech in the game could.
Assaults for VIP = ggclose, large and slow target that's easy to eliminate once identified.
AFK/disco player for VIP... ggclose.
Most of the maps in the game wouldn't work for this mode, they're nowhere near large enough, so it would require new maps specifically designed for the game mode.
Team balance would be difficult to achieve. Convey team would need a weight advantage and the attacking team would need to be lighter and more maneuver. How do you decide between tonnages and weight class balancing? How much of an advantage should which team get?
A lot more thought needs to be put into this, it's not as simple as it sounds.
Death's Knell for VIP = ggclose, VIP got to the extraction point before any other mech in the game could.
Assaults for VIP = ggclose, large and slow target that's easy to eliminate once identified.
AFK/disco player for VIP... ggclose.
Most of the maps in the game wouldn't work for this mode, they're nowhere near large enough, so it would require new maps specifically designed for the game mode.
Team balance would be difficult to achieve. Convey team would need a weight advantage and the attacking team would need to be lighter and more maneuver. How do you decide between tonnages and weight class balancing? How much of an advantage should which team get?
A lot more thought needs to be put into this, it's not as simple as it sounds.
Edited by Tarogato, 16 April 2015 - 01:14 PM.
#3
Posted 16 April 2015 - 01:17 PM
I like the vip mission, but so that all things are fair, no matter what mech is the vip, a speed reduction should be given to the vip. Lets say, no faster than 55kps. This will stop the 135kps + mechs from just running to the extraction point. Even with the increased radar signature, those very fast mechs could outrun the radar/lock-on debuff. Plus the speed debuff will allow Assault mechs to participate and not get left behind like they always do.
#4
Posted 16 April 2015 - 01:36 PM
Tarogato, on 16 April 2015 - 01:13 PM, said:
Based on my units attempts at simulating these game modes in private matches, there's a LOT of work that would need to be done to balance it.
Death's Knell for VIP = ggclose, VIP got to the extraction point before any other mech in the game could.
Assaults for VIP = ggclose, large and slow target that's easy to eliminate once identified.
AFK/disco player for VIP... ggclose.
Most of the maps in the game wouldn't work for this mode, they're nowhere near large enough, so it would require new maps specifically designed for the game mode.
Team balance would be difficult to achieve. Convey team would need a weight advantage and the attacking team would need to be lighter and more maneuver. How do you decide between tonnages and weight class balancing? How much of an advantage should which team get?
A lot more thought needs to be put into this, it's not as simple as it sounds.
Death's Knell for VIP = ggclose, VIP got to the extraction point before any other mech in the game could.
Assaults for VIP = ggclose, large and slow target that's easy to eliminate once identified.
AFK/disco player for VIP... ggclose.
Most of the maps in the game wouldn't work for this mode, they're nowhere near large enough, so it would require new maps specifically designed for the game mode.
Team balance would be difficult to achieve. Convey team would need a weight advantage and the attacking team would need to be lighter and more maneuver. How do you decide between tonnages and weight class balancing? How much of an advantage should which team get?
A lot more thought needs to be put into this, it's not as simple as it sounds.
Put in a code that says mechs with greater then or equal to X speed are excluded from the random selection. Prevents high speed mechs from making it an easy win. There's so many incentives to work as a team then just running to the end goal. The games c-bill earnings come from kills, assists, component destruction that a simple win wouldn't be fun or monetarily worth while.
Convoy is simple tactics. And don't forget what happens to one team can happen to another. Randomness is key to having fun and creating an experience. Fun isn't a science - its an art.
Your other points about the heavier mechs and map sizes I agree with. There are some maps that would work though. However PGI is working hard to create new maps so I'm confidendent that at some point they can implement this idea.
Edited by GenAce2010, 16 April 2015 - 01:53 PM.
#5
Posted 16 April 2015 - 03:49 PM
I like this idea.
Escort missions, retrieval missions, scouting missions within the existing game mode/s would be great.
Because of the need to develop an AI for an escort mission if it wasn't a designated player, there are a couple of complexities that would need to be overcome.
Whether they become full game modes in their own right, or they get introduced as missions within the existing game modes is a good question.
Escort missions, retrieval missions, scouting missions within the existing game mode/s would be great.
Because of the need to develop an AI for an escort mission if it wasn't a designated player, there are a couple of complexities that would need to be overcome.
Whether they become full game modes in their own right, or they get introduced as missions within the existing game modes is a good question.
#6
Posted 16 April 2015 - 05:59 PM
Any one remembers one of the first Unreal Tournaments?
The escort mission / node activating thing?
Or missions continuing after an objectives is won/lost- there was something like escorting a truck through 3 phases of an assault- defenders won- truck moved on, defenders lost- they had to defend their base.
Well as mentioned in another post: i would love to see an iceship again (ghost bears legacy) or whats about different basedefence: Attackers land which does stay on the map as respawn point- till it gets destroyed or the attackers destroy vital parts on the map (energy generators, turret controls, Mechhangars...)
Btw.: As defenders it would be creat to walk out of hangers instead of beeing dropped down.
Our whats about on the map moving mission targets (trains, mobile Artillery,...).
BT Universe is full of ideas you could use but atm its just repeating and repeating and repeating the same maps over and over again- in my mind it would not matter to have maps which are only for special missions!
And as said : Test of trial and Solaris Vll!!!!!!!!!!!!!!!!!!!!!!!
The escort mission / node activating thing?
Or missions continuing after an objectives is won/lost- there was something like escorting a truck through 3 phases of an assault- defenders won- truck moved on, defenders lost- they had to defend their base.
Well as mentioned in another post: i would love to see an iceship again (ghost bears legacy) or whats about different basedefence: Attackers land which does stay on the map as respawn point- till it gets destroyed or the attackers destroy vital parts on the map (energy generators, turret controls, Mechhangars...)
Btw.: As defenders it would be creat to walk out of hangers instead of beeing dropped down.
Our whats about on the map moving mission targets (trains, mobile Artillery,...).
BT Universe is full of ideas you could use but atm its just repeating and repeating and repeating the same maps over and over again- in my mind it would not matter to have maps which are only for special missions!
And as said : Test of trial and Solaris Vll!!!!!!!!!!!!!!!!!!!!!!!
#7
Posted 16 April 2015 - 07:22 PM
50 50, on 16 April 2015 - 03:49 PM, said:
I like this idea.
Escort missions, retrieval missions, scouting missions within the existing game mode/s would be great.
Because of the need to develop an AI for an escort mission if it wasn't a designated player, there are a couple of complexities that would need to be overcome.
Whether they become full game modes in their own right, or they get introduced as missions within the existing game modes is a good question.
Escort missions, retrieval missions, scouting missions within the existing game mode/s would be great.
Because of the need to develop an AI for an escort mission if it wasn't a designated player, there are a couple of complexities that would need to be overcome.
Whether they become full game modes in their own right, or they get introduced as missions within the existing game modes is a good question.
I would say scripted event, the convoy keeps going as long as there's one mech near it - no need for an AI.
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