

Mode Idea: Recon In Force
#1
Posted 11 April 2016 - 10:55 AM
What if we had a drop mode that required us to do Recon?
Imagine a game mode with no start screen information on the opposing team.
Team sizes are not fixed at 12, but may vary by 1-2 mechs in either direction (balanced by tonnage, perhaps?)
Since neither side knows how numerous the enemy team is, scouting and recon is a must.
(NB: This would go well with a slight change in game mechanic to give cash rewards to the first 'mech to target an enemy 'mech, the first to reveal their paper doll, etc).
In this mode, seeing 10-11 in the kill counter doesn't mean it's two of you hunting down their last guy. You don't really know how many enemy 'mechs there were - or who was piloting them.
(NB: Another good feature to add: - populating the enemy roster with pilot name and 'mech type as they are scanned!)
Removing some of the global 'meta game' knowledge from MWO would add tension and challenge to drops. Think it over.
#2
Posted 11 April 2016 - 11:22 AM
Maybe for Solaris the opposition names and even mechs could be shown I don't know.
Sim FTW.
#3
Posted 11 April 2016 - 11:25 AM
Plus I would rather see scouting made a thing in ALL gamemodes instead of one gamemode
To that end... the best idea ive seen to make scouting meaningful is to reduce damage done to targets when you dont have a target lock. Like -30% damage to anything thats not locked on. That forces you to get a target lock to do full damage which makes scouting important.
And lights/mediums should be way better at getting sensor locks than heavies/assaults which would give them a powerful role in the game and make heavier mechs dependent on them for sensor locks. That gives us something approaching role warfare.
Edited by Khobai, 11 April 2016 - 11:33 AM.
#4
Posted 11 April 2016 - 11:31 AM
Khobai, on 11 April 2016 - 11:25 AM, said:
Plus I would rather see scouting made a thing in ALL gamemodes instead of one gamemode
To that end... the best idea ive seen to make scouting meaningful is to reduce damage done to targets when you dont have a target lock. Like -30% damage to anything thats not locked on. That forces you to get a target lock to do full damage which makes scouting important.
And lights/mediums would be way better at getting sensor locks than heavies/assaults which gives them a powerful role in the game and makes heavier mechs dependent on them for sensor locks.
You mean that laser damage thing in the public tests that was universally panned?
I'd rather they tie convergence to targeting. Makes a little more sense than an outright damage reduction.
#5
Posted 11 April 2016 - 01:24 PM
#6
Posted 11 April 2016 - 04:46 PM
#7
Posted 11 April 2016 - 04:50 PM
#8
Posted 11 April 2016 - 05:01 PM
#9
Posted 11 April 2016 - 05:42 PM
There would need to be some kind of balance, not just a random number of players and a random chance of being hilariously outmatched.
#10
Posted 11 April 2016 - 06:49 PM
#11
Posted 11 April 2016 - 10:02 PM
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nope. I mean for all weapons not just lasers.
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except thats not feasible. if convergence was that easy to fix they wouldve done it by now.
#12
Posted 12 April 2016 - 12:56 PM
Tristan Winter, on 11 April 2016 - 05:42 PM, said:
There would need to be some kind of balance, not just a random number of players and a random chance of being hilariously outmatched.
Random number, but balanced by another metric, like closely matched tonnage or something along those lines.
The main point being that play changes completely if you remove all the meta-game knowledge we're handing at the start of a battle right now. We know what map we're playing. Most of us have memorized those routes. We know we're playing 12 enemy 'mechs, and that there will likely be 3 assaults, 3 heavies, 3 mediums, 3 lights, with slight variations if one queue is overstocked. Once you've knocked out a few enemy mechs, you know you have a numerical advantage and it's time to push. Once you've got 2-3 guys left it's time to chase them down and harvest kills.
What if you didn't have any of that data? You know there is an enemy force out there, but not how big it is numerically or tonnage-wise (only that it is roughly equivalent to yours). If you've knocked out three 'mechs, is that 30% of their strength? Or 20%? When are you ahead? When are you behind?
Denying meta-information to the players makes the matches more dynamic and dramatic, because you're facing unknowns. Is that one ECM light left over playing hide-and-seek, or is he leading you into a trap with his last two heavy buddies? You'll play entirely differently without exact knowledge of the enemy team - and that will remove some of the staleness that plagues MWO.
#14
Posted 12 April 2016 - 02:13 PM
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