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Assasination - New Game Mode Idea


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#1 Vellron2005

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Posted 10 June 2016 - 03:45 AM

Here's a simple idea for a fun new game mode..

Let's randomly take 1 player on one team, and instead of dropping him/her in their chosen mech, drop them in a Hero mech instead. (standard variant, perhaps with some structure buffs to make it last longer in combat). Lets make that guy/girl the drop commander (they cannot give leadership away). Let's mark them with a special purple color on their teammates IFF so they always know where their commander is.Ofcourse, make it clear to that player that they are "it". (As if dropping in a Boar's head instead of their chosen Timby weren't a big enough clue)

Then, let's make the other team have to take that special hero mech out. And let's make the hero's teammates protect him.

Let's say that the game lasts until the "Hero" is assassinated, or until the timer runs out, in which case, the assassins lose if the Hero is still alive and kicking.

What better way to promote buying hero mechs?

Make the "Hero" a random hero mech from the ever-growing stable of such mechs.

Sound fun?

Sure does to me.. :-)

#2 Karl Streiger

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Posted 10 June 2016 - 03:53 AM

Issue is when the other team knows for 100% who the VIP is no force in this world is able to protect him.

We change this game mode into "collecting" data first: So we did know something about the Commanders Loadout (not everything)

Here the process:
The Commander was known to the enemy:


About the Commander was known that he is armed with a Mech with at least 1 Large and 2 Medium Laser:


Same procedure in the third but this time they attacked and killed the wrong person - and havn't had the force for a second run


While the attack in the 2nd mission was bad executed we killed the General....thanks to informations
The attack in the 3rd was well executed but had not so good inteligence

Edited by Karl Streiger, 10 June 2016 - 03:58 AM.


#3 Prof RJ Gumby

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Posted 10 June 2016 - 04:37 AM

Sounds very fun to have such mode, but without a balancing mechanics such games would be terribly imbalanced by the very fact that all the 12 people from one side need to do is to destroy 1 mech before they loose 12 of theirs, basically having a bonus 1/12 chance of autowin with their first kill, 1/11 chance for autowin with their 2nd kill, 1/10 chance of autowin with their 3rd kill etc....

To make it somewhere balanced, either the "hero" should be buffed up somehow, or the defending team would need to have some additional advantages, otherwise the "assassins" will win about 80% of the time if not more.

For starters, the defenders could have dropzones that favour them (like landing straight on the hill on alpine), but that may not be enough, especialy that some maps don't have such favourable positions at all.

The simplest, but rather not lore friendly way would be to add passive buffs to the 'hero', i.e. armor, fire rate, range, cooling.

A less lore unfriendly way would be providing the hero/his lance/all the defending team with buffed versions of consumables they've chose (also for those who does not have any consumables equipped). I.e. a long tom instead of arty, a satellite pass instead of a UAV, airstrike done by 3 jets instead of one, rechargable cool shots etc. etc.

The best, but hard to implement way would be to have the 'hero' to drop not in his mech, but in some kind of an overpowered mech that couln't be bought ingame. A superheavy, a prototype later version of what we have ingame or something.

#4 Vellron2005

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Posted 10 June 2016 - 05:49 AM

I've also thought about this problem of fast strikes against a single mech, and yeah, the mech would probably need some structure buffs for extra hit points.. other than that, I think mobility and teamwork would be key.

Someone would need to provide the hero with ECM, with body blocking and such, or the hero would be able to bring a dropdeck instead of just one mech.. (a dropdeck of randomly chosen hero mechs, or 4 of the same).

Or maybe the title of "Hero" could be passed on to the next most un-damaged mech?

Hmmm.. yeah..

#5 Akillius

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Posted 10 June 2016 - 07:38 AM

The concept is intriguing.
Having a drop deck to choose from any owned mechs is appealing.
But I don't think it should be limited to Hero or Champion mechs, perhaps Hero/Champ should have an extra +10% bonus on top of their existing 30% for the match (if the commander).
I'm sure structural and other bonuses could be simply added to any mech the commander has chosen for that match, and a slight extra structural bonus for Hero/Champ.

I really don't like the idea of any player being randomly chosen.
Maybe eligible players would see a "Candidate" button next to the "Ready" button??
Blue team seeing their commander sounds good, but other team shouldn't know your commander as others mentioned.

And I'm not fussy about the idea of a player forced to use a mech and task that they may not want to, and also they may not be capable of using... Maybe to avoid "Kamikaze Kommanders" the eligible commanders should have played MWO a minimum number of hours in the past month, maybe 24 hours?
Should there also be a minimum number of owned mechs that player has mastered, maybe 6??

And surviving commander should get some kind of bonus based on number of Red team minus Blue team killed (negatives rounded to 0) and multiplied by the amount of time remaining in match. Plus a basic survival bonus, maybe 50k cbills???

What if both teams should have a commander in those matches and assassinating the other teams commander gives a bonus, maybe 25k cbills? And another bonus for protecting your commander, maybe 25k cbills?





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