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New Game Mode


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#1 Hexidecimator

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Posted 11 November 2015 - 02:02 AM

I started playing this game over two years ago and I have played the same three major game modes over that period. I have seen game modes modified, rewards or c-bills changed, and now we even have the ability to vote on the maps and game modes we want. However, the overall view from the community is that there should be something more, something new.

The link presented here (https://drive.google...iew?usp=sharing) is a PDF I made back in March 2015 to highlight how using the current assets in game, PGI could not only make a new game mode, but could also allow players to fight in parts of the maps that do not always see a lot of action.

While I admit there could be changes to the game mode, the sole purpose of posting this here is to have a discussion about it and to gather player feedback. I have played other games that incorporate a similar idea and I think that MWO would benefit from this type of game mode.

#2 HBizzle

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Posted 11 November 2015 - 12:53 PM

This is dearly needed. Game play is very stale at the moment and I fear we are losing players because of it. Good ideas from Hex here that should hopefully start a discussion on this very important issue.

#3 Top Gun Killer

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Posted 11 November 2015 - 01:05 PM

I kinda hope russ looks at this and doesn't toss it away in the trash could really use a change in game modes.

Trump for pres.

#4 Hexidecimator

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Posted 12 November 2015 - 09:09 AM

Thank you for the replies, I think adding is always better than subtracting when it comes to video game content, and the current conversation is all about getting rid of or modifying Conquest instead of adding a new game mode. I agree with HBizzle that the game play has become stale and that, in itself, is the reason why players are looking for change.

Edited by Hexidecimator, 12 November 2015 - 02:03 PM.


#5 Iron Buccaneer

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Posted 12 November 2015 - 10:07 AM

I like it. We definitely need more modes.

#6 TygerLily

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Posted 12 November 2015 - 10:51 AM

I like the idea of the cap point being dynamic. (Also, random idea: what if the objective didn't show up on your team's maps until someone moved within 500 meters of it...meaning at the beginning you have to find the objective via scouting).

I only worry that if the objective "out of the way" then people would just ignore it and play it like Skirmish.

#7 0111101

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Posted 12 November 2015 - 12:20 PM

Casual thread bump because fresh ideas are a good thing. I read the PDF and liked what I saw.


TygerLily makes a good point - how do you set up this kind of game mode (or any new game mode for that matter) such that it cannot devolve into a basic skirmish? Even the current game modes have this problem.

#8 Hexidecimator

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Posted 12 November 2015 - 02:01 PM

View PostTygerLily, on 12 November 2015 - 10:51 AM, said:


I only worry that if the objective "out of the way" then people would just ignore it and play it like Skirmish.


If they used the turret system around the caps then whoever reached it first would have an advantage, thus people would rush to get to it, or find it as you suggested. The reason being that even if they picked off a few of your teammates the turrets would make up for the damage, we all remember how charging the old Assault mode turrets would win the game for some teams, it would have the same value. As stated in the document, kills would not matter if you controlled the cap at the end of time, so you could lose mechs and still win by controlling the cap.

Also, the turret system would make an interesting change in the fight as the turrets would change targets as the cap changed.
(Code Example: If, [Team1] owns cap; Then target [Team2]: If, [Team2] owns cap; Then target [Team1]: If No [Team] has cap, Then [Turrets] do nothing)

Imagine being in the middle of a fight and the cap changes so the turrets began firing on you!? It could literally swing the fight back and forth.

Edited by Hexidecimator, 13 November 2015 - 01:44 AM.


#9 C1audius

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Posted 12 November 2015 - 02:48 PM

How about Strong Point Assault which would be a watered down version of the clan wars attack mode. So less turrets, or turrets with lower powered weapons and no generator doors. Here are my 3 main points to the game mode.

1. The defending team would be restricted (using unique out of bounds zones) to a beefed up defensive area on a map and have to defend a cap zone. The restricted map boundaries for the defenders probably would not make it into the finalized game mode.

2. The attacking team who would have the regular out of bounds zone would try and take the strong point.

3. The attackers would have to cap to win. The defenders would just have to run out time and could still pull off a victory even if they were all taken out.

This would be difficult to work into every map but would sure be a blast on Forest Colony or Alpine Peaks.

#10 Tylerchu

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Posted 12 November 2015 - 07:47 PM

View Post0111101, on 12 November 2015 - 12:20 PM, said:

Casual thread bump because fresh ideas are a good thing. I read the PDF and liked what I saw.


TygerLily makes a good point - how do you set up this kind of game mode (or any new game mode for that matter) such that it cannot devolve into a basic skirmish? Even the current game modes have this problem.

Please forgive my shameless self-promoting.
http://mwomercs.com/...gamemode-ideas/
But I feel that entirely unique gamemodes are required to keep a skirmish from happening.

View PostC1audius, on 12 November 2015 - 02:48 PM, said:

How about Strong Point Assault which would be a watered down version of the clan wars attack mode. So less turrets, or turrets with lower powered weapons and no generator doors. Here are my 3 main points to the game mode.

1. The defending team would be restricted (using unique out of bounds zones) to a beefed up defensive area on a map and have to defend a cap zone. The restricted map boundaries for the defenders probably would not make it into the finalized game mode.

2. The attacking team who would have the regular out of bounds zone would try and take the strong point.

3. The attackers would have to cap to win. The defenders would just have to run out time and could still pull off a victory even if they were all taken out.

This would be difficult to work into every map but would sure be a blast on Forest Colony or Alpine Peaks.

That feels a lot like CW.

#11 Hexidecimator

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Posted 12 November 2015 - 09:49 PM

View PostTylerchu, on 12 November 2015 - 07:47 PM, said:

Please forgive my shameless self-promoting.
http://mwomercs.com/...gamemode-ideas/
But I feel that entirely unique gamemodes are required to keep a skirmish from happening.



While I would agree that a unique game mode would be better, I do not think PGI will take the time to develop them. This is why I have come up with numerous ideas that work with the assets currently in the game. I think that it is more reasonable to ask for PGI to incorporate these ideas because they take very little coding to implement, while still providing new content.

#12 C1audius

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Posted 13 November 2015 - 04:38 AM

Tylerchu read that first sentence carefully. I also read your ideas and escort is my favorite but i idea of it would be protecting a convoy of tanks, trucks and other military vehicles that are on rails to the waypoints. I don't think PGI is working on a way to have unbalanced teams.

Quote

How about Strong Point Assault which would be a watered down version of the clan wars attack mode.


The mode i suggested would be a long term project but i'm looking for game modes where the primary goal is something more then just kill 12 mechs or accomplish something else.

Edited by C1audius, 13 November 2015 - 04:39 AM.


#13 I 0____o I

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Posted 13 November 2015 - 12:03 PM

I agree the cap point must be dynamic for this game mode to be interesting. It forces some scouting at least at the beginning to find where that cap is. However I think PGI's biggest challenge with this is just designing the new backend logic to support it, even though all the frontend UI stuff is there. Design-wise, the cap points has to be equidistant from the team spawns and has to be accessible, so they must be at predetermined locations and not randomly generated by the game server. The strength of the turrets also have to be balanced in order for the first team to arrive to not have an insurmountable advantage. But overall this is a good idea. It's more like Assault than Conquest in reality.

#14 Hexidecimator

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Posted 13 November 2015 - 12:08 PM

View PostAustin Danger Powers, on 13 November 2015 - 12:03 PM, said:

It's more like Assault than Conquest in reality.


I call it "Capture and Hold" so in truth it should be a little of both, thanks for the input.





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