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Objective Based Play


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#1 White Bear 84

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Posted 09 May 2016 - 05:13 PM

This is what I am talking about!!

Remember the days playing Mechcommander, having to storm locations by destroying walls/turrets/gens etc.

"[color=#00FFFF]These additions include (pending full testing and tuning) turrets, destructible walls, a jamming tower that produces an ECM effect, a radar tower that produces a UAV effect, and an air control tower that periodically calls in a DropShip to protect the base. While heavier 'Mechs might be better suited to directly assault the opposing base and team, lighter 'Mechs can hunt down and destroy the generators that power the opposing base’s towers, shutting them down to weaken the base’s defenses."[/color]

Honestly have been waiting for this kind of content since the game came out - yes we get a taster in the form of faction play, but this was kind of ruined by the generic channel rush structure the maps were designed around. How it will be implemented in QP, who knows, but it sounds like a step in the right direction (and further from the purely skirmish focus the game has typically had, even though perhaps unintentional in some game modes.)

Will be interesting to see how matches would play out - will teams focus on taking out heavier mechs first to try and improve chances of base remaining? Will light rushes pop up like they did in the first iteration of FP? Will balance be skewed towards the defending team or do both teams have a base? How is that last smashed up mech going to fare if it needs to take on the base.. ..so many questions!

What are your thoughts on the new Assault concept? Any concerns or questions for the devs?? Post up below!

Alistair Winter opens some discussion on destructible walls

Edited by White Bear 84, 11 May 2016 - 05:55 AM.


#2 Karl Streiger

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Posted 10 May 2016 - 01:12 AM

Well one big base for each team. Really depends on the turret mechanic - can those turrets scout on their own or do they need Mechs to provide fire support.
The last would be better just to break up the typical death blob. With the Cache you also have a secondary target with is also a great addition (depends on the Cache - when you captured the cache twice and just get lemons you won't bother to collect it a 3rd time) -

General the more goals you have the better you have to communicate. Play Yolo Skirmish 1.0 may result in the destruction of the other 11-12 enemy Mechs but you may not have the force to conquer the enemy base.

The balance of those turrets would be mission critical - to much and you wouldn't have any movement. To few and you just send your lights to destroy the base - Light Rush.

Well maybe some additional bases would be a good idea either - so what if you have a neutral strategic fire base in the center - that can provide ECM, limited fire support and sensor sweeps.

So the first moments of battle would be a fast rush to get this base - resulting in the clash of light and mediums - while you need the assaults and heavys for the second stage.



In total MWO has a great pool of game gimicks and modes - when you take the big picture:
  • repair n rearm bases in the academy
  • sensor sweeps in FP
  • destructable buildings in FP
  • multiple waypoints /bases in conquest
  • drop ship inbounds
  • turrets
  • NPC bots
When they are able to mix everything in one game mode this could be the game we always wanted.

Edited by Karl Streiger, 10 May 2016 - 01:14 AM.


#3 Alistair Winter

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Posted 10 May 2016 - 01:37 AM

There's one thing that makes me scratch my head a little.

Quick Play maps are designed to make teams drop far away from each other, then wander towards the center and fight near the center. They are designed specifically to avoid too much fighting near the dropzones. This applies to both the first maps (e.g. old Forest Colony) and the new maps.

http://www.pcgamer.c...tion-to-detail/

So my question is:
Does PGI have a plan that will change Assault mode from playing out like Conquest or old Turret-Assault, in the sense that teams will try to deathball and fight near the center and defeat the enemy in a straight up battle, and then deal with base capping later? Will this actually add depth to the gameplay, or does it just mean we have another chore to do after we finish destroying the enemy team?

Put differently, is there any kind of incentive for playing the game differently from Skirmish, followed by a little turret-smashing to end the match?

#4 White Bear 84

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Posted 11 May 2016 - 02:14 AM

Could assault mode be designed in a 2-drop format where both teams have a go at taking the base?

#5 adamts01

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Posted 11 May 2016 - 02:34 AM

I really feel they need a defending team and an attacking team. Put the base in the center of the map so the defenders need to scout to see where they'll be hit from. Or possibly go out and engage early to keep the base from being rushed.

#6 Want0n

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Posted 11 May 2016 - 03:23 AM

Both of those last two ideas are proven to work in other games and would be vast improvement on what appears to be proposed here. I'll leave others to judge the likelihood of them being introduced as my apathy towards MWO at the moment prevents me from doing so.

#7 zeves

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Posted 11 May 2016 - 03:53 AM

i would keep my expectations low. by the sound of it prob a lite version of CW "base" with 2 extra tower types. but it could be another decent step towards something we want.
Big question is, will it be more fun?

Edited by zeves, 11 May 2016 - 03:54 AM.


#8 White Bear 84

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Posted 11 May 2016 - 05:55 AM

Shared link on Alistair Winters discussion focused on destructible walls.. (check OP)

#9 TLBFestus

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Posted 11 May 2016 - 07:34 AM

View PostAlistair Winter, on 10 May 2016 - 01:37 AM, said:

There's one thing that makes me scratch my head a little.

Quick Play maps are designed to make teams drop far away from each other, then wander towards the center and fight near the center. They are designed specifically to avoid too much fighting near the dropzones. This applies to both the first maps (e.g. old Forest Colony) and the new maps.

http://www.pcgamer.c...tion-to-detail/

So my question is:
Does PGI have a plan that will change Assault mode from playing out like Conquest or old Turret-Assault, in the sense that teams will try to deathball and fight near the center and defeat the enemy in a straight up battle, and then deal with base capping later? Will this actually add depth to the gameplay, or does it just mean we have another chore to do after we finish destroying the enemy team?

Put differently, is there any kind of incentive for playing the game differently from Skirmish, followed by a little turret-smashing to end the match?



Here is how I expect 80% of the matches to play out;

1. Teams drop


2. Teams both huddle near their bases to take advantage of the free firepower and bonuses of the bases


3. Teams wait til someone on one side or the other gets impatient and leaves the campfire to "take a look".


4. That person dies.


5. Short team is forced to engage, but does it piece meal and is chewed up. Game over.

#10 Wintersdark

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Posted 11 May 2016 - 08:14 AM

View PostTLBFestus, on 11 May 2016 - 07:34 AM, said:



Here is how I expect 80% of the matches to play out;

1. Teams drop


2. Teams both huddle near their bases to take advantage of the free firepower and bonuses of the bases


3. Teams wait til someone on one side or the other gets impatient and leaves the campfire to "take a look".


4. That person dies.


5. Short team is forced to engage, but does it piece meal and is chewed up. Game over.


Short team isn't forced to engage, because you can't win by kill lead.

So we go back to both teams huddle in their base.

#11 TLBFestus

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Posted 11 May 2016 - 08:27 AM

That was the other 15% I didn't mention.

I reserve 5% for the odd game where teams maneuver.

#12 Novakaine

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Posted 11 May 2016 - 09:00 AM

Naw I think most teams will do the face punch.
Then run back to base.
Smart.

#13 Khobai

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Posted 11 May 2016 - 09:02 AM

it needs to be attacker/defender

and it needs to be done in such a way that the defenders need to move out of the base to defend the generators

#14 DAYLEET

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Posted 11 May 2016 - 09:06 AM

View PostAlistair Winter, on 10 May 2016 - 01:37 AM, said:

There's one thing that makes me scratch my head a little.

Quick Play maps are designed to make teams drop far away from each other, then wander towards the center and fight near the center. They are designed specifically to avoid too much fighting near the dropzones. This applies to both the first maps (e.g. old Forest Colony) and the new maps.

The new Quickplay map follows CW map when you think about it. put defence in dropzone and you have highly concentrated aread surrounded with choke points and high walls. Coincidence?

#15 Madcap72

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Posted 11 May 2016 - 11:37 AM

It will be awesome for people who like immersion, challenge, and differnt things that shake up the meta.

It will be hated by people that just want to play call of duty robots and tryhards.





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