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Active War Zone


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#1 SilentScreamer

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Posted 05 May 2016 - 01:42 PM

Suggestion for a new game mode - Active War Zone

This game mode would rely on a static map/server which would remain active cycling through players (and mechs) joining and leaving active play.

I realized that this proposal would be extremely resource intensive and may not even be possible depending on how the current servers set-up games. This is not a suggestion for today, tomorrow,but a suggestion for the next year or two.

This game mode could work either with the Quick Play or Faction Play system. Some general ideas around this:
- teams of either 8 (or 12 players if larger map size) per side
- an objective is assigned to each team, with 10 minutes given to complete the objective
- your team achieving the objective results in a "win" reward. Not completing results in a "strike"
- upon completion or time-out of an objective, a team will be assigned a new objective randomly
- players would be eliminated from the game instance under one of the following conditions:
a) destruction of the player's mech
b) the player ejects (by use of the same command as in Faction Play)
c) any player who has 3 "strikes" is eliminated
- upon elimination of a player from a team, a new player will be added to that team from a lobby (similar to the lobby for faction play) and spawn via dropship somewhere on the map. Dropships arrive every minute if needed.
- Warzone mode could continue indefinitely, or have a set lifespan (say 1 hour, or completion of 10 objectives by one team)

Example: game start
Team A and Team B both start the match with 8 players. Team A is assigned to destroy a building. Team B's objective is to capture map-grid H7.

5 minutes in - each team has taken 2 casualties and Team A meets their objective and is assigned a mission to kill Team B player #7 (who has the highest score for Team B at the time)

6 minutes - dropships add 2 players to Team A and 2 players to Team B from the lobby.

10 minutes in - Both teams take 2 more casualties and Team B fails their objective giving members of Team B 1 "strike". Team A also kills their target at the same moment. Both teams get new objectives.

11 minutes in - dropship spawn to replace casualties.

20 minutes in - Both teams have lost an additional 4 mechs (big brawl) and failed their missions, both teams receive 1 "strike" and new objectives.

21 minutes in - dropship replaces casualties.

23 minutes in - Team A completes their mission and receives a new objective. Team B loses 1 mech.

24 minutes - dropship spawn.

30 minutes in - Team B is still not performing, all members receive an additional strike. This eliminates any of the starting players from Team B, but any surviving players from later spawns are still active on the map.

etc.... If servers cannot run forever on this system, close it down at a set timespan (60 minutes) or after a certain number of missions are completed (say 10 objectives).

#2 Elendil

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Posted 05 May 2016 - 02:59 PM

Pretty cool idea, very well thought out.

If there aren't players waiting, reinforcements would be delayed until someone queues up. The other team would just be kicking butt until then. Although people who get eliminated could jump right back in if there's nobody else playing.

However, in FW the queues are usually pretty one-sided. So people on one side might be queued up for 20 or 30 minutes waiting for their turn (or forever if the current team is good enough).
And people aren't going to just sit there waiting forever.

You could probably limit that by making those matches random (have a button to join in the main FW screen, and you'll be queued up to join the next available spot in any battle your faction or allies are involved in).
Instead of making you queue up on a specific planet, like normal. Just something like that to merge the queues together.

One thing I especially like about the idea is that you can't really join as a group. You can queue together, but you'll only be dropped in a couple at a time (if you're even put into the same match).





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