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Raid Mode


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#1 Theaus

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Posted 08 May 2016 - 09:14 PM

A big map, three objectives. Airfield, Supply Depot, and Army Base. 8 v 8 only 10 minute matches.
One side attacks the other defends. And what you do affects Invasion and Scouting on a planet.

#2 Livaria

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Posted 09 May 2016 - 12:59 AM

I've been thinking about another game mode. However, the player base might need to be bigger before PGI can introduce an 8v8 CW mode. Since that eventually boils down to more players needed to fill in important roles. Also, your game mode suggestion may need a bit more development behind it. Just a thought.

Edited by Livaria, 09 May 2016 - 04:08 AM.


#3 Elendil

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Posted 09 May 2016 - 10:41 AM

A lot of people have been asking for a quick 8v8 mode like that that works like scouting, because a half hour for an invasion is a big chunk of time, and 4v4 scouting is cool, but just not the full MechWarrior experience (the game isn't really balanced around a single lance).

As Livaria said, the main issue to overcome is playerbase: There aren't a lot of people doing FW, and adding a 3rd queue will draw more people away from invasion matches and make it even harder to get those going.
It will also draw more people into FW who normally wouldn't do it, but nobody knows what the two numbers would look like.

But I don't think that should be a roadblock to discussing new ideas, so feel free to elaborate a bit on your idea.

#4 shakes

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Posted 10 May 2016 - 08:09 PM

I was actually thinking along the same lines – a raid mission with 3 objectives to destroy. These objectives would be semi enclosed by base walls or other structure so not easy to snipe from 1000m away. I definitely like the OPs idea of having 3 different objectives with different effects on the campaign – making attackers use scout mechs to visually identify which objective is which and prioritise targets.

In my version, it would be a 6v6, allowing for faster matches and not taking so much away from the other modes with the defending side having a tonnage advantage of 400 (a little over 65 per mech) vs 300 (50 per mech). You could potentially open up the flexibility by automatching with that ratio rather than having fixed tonnage.

Each objective would have a turret nearby that is mostly an early warning system for defenders so they know where the enemy will attack. The turret would only be able to target enemies within say 250m but further with the help of target info from defending scout mechs.

The combination of spread out defense objectives and tonnage imbalance would open up some interesting playstyles and strategies for both attack and defense, and allow heavier mechs than scouting mode to be useful but still have different roles and specialisations that are used. For example the defenders could put 1 assault near each objective and have 3 scouts roaming, or go with a more balanced force of fast mediums able to quickly respond and a couple of heavies.

The thing I like most about it is it is really stepping away from having 2 deathballs meet each other in the middle of the map or play nascar with each other. The defenders have to try and cover 3 points and the attackers have to scout and choose carefully when and where they will strike.

In regards to sharing queues, I think they need to have a tickbox for ‘I am available for (x) scouting (x) raid (x) invasion’, and then a separate dropdeck for each.





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