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Ambush Game Mode


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#1 HellJumper

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Posted 08 July 2016 - 06:47 AM

Hello

i have a small idea for a game mode which i would like to discuss here and see if can be done or not.

Game mode: Ambush
Forces: IS vs clan only
Numbers: 3 lances vs 2 star (12 IS mechs vs 10 Clan mechs)

Idea in general: one lance or 2 clan mechs get spawned in kind of a bad position. they get immediate contact with the enemy force which is in greater number and gets taken out hard and fast. the ambushed side needs to get to their comrades quickly in order to save them.

Attacking side objective: Take out the ambushed party as quickly as they can and then engage the remaining forces

Defending side objective: to get to the trapped team before they are wiped out and after regrouping (if it goes to that) take out the enemy force

Ambushed party objective: they will have two main objectives.
1. to survive till the reinforcements arrive (running away can be an option to survive and regroup)
2. damage/ kill some enemy mechs before being wiped out.

In case the ambushed party survives this can result in some extra earning.

This is a bit similar to the time when we had those bad spawn points where one of the lances would be in a very bad position at the start. the difference here is that its an actual game mode this time with reward and can be interesting in my opinion.

thoughts?

#2 El Bandito

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Posted 08 July 2016 - 06:56 AM

Does the ambushed party have a choice in choosing their mechs for the role? Cause they are gonna die very fast 2v12, if the speed is not enough.

The mode itself can be done, but I am not sure the community will be eager to have it in the first place.

Edited by El Bandito, 08 July 2016 - 06:57 AM.


#3 Morggo

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Posted 08 July 2016 - 07:01 AM

I was under the understanding there was an issue with the matchmaker and unbalanced teams (12 v 10) in general and faction versus faction in specific (due to queue population and makeup effect on wait times)?

Interesting idea, I'm always open to something challenging and new but if it is not technically feasible....

#4 kesmai

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Posted 08 July 2016 - 07:08 AM

subbed bought rented stolen whatever.
anything new that is not a mech is welcome... (well maybe not maps, esp the mini ones though maybe hmmm)

#5 Impyrium

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Posted 08 July 2016 - 07:08 AM

View PostHellJumper, on 08 July 2016 - 06:47 AM, said:

Forces: IS vs clan only
Numbers: 3 lances vs 2 star (12 IS mechs vs 10 Clan mechs)


'Fraid this is a no-go, can't have match making that differs to other game modes. Also, that whole 10v12 thing is never ever going to work in MWO's environment.

I'm not a huge fan of this idea sadly, to me it just sounds like a skirmish in which one side immediately has a huge disadvantage over the other. In fact I can't see how the 'defending' team would have any chance of winning either since two of their mechs are being handed to the other side on a silver platter.

Multiplayer game modes have to be equally balanced on either side, and when being balanced asymmetrically, both need an objective that is equally viable.

#6 Mechwarrior1441491

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Posted 08 July 2016 - 07:17 AM

Lots of options. Modes are the easiest way to add new content.

"Aces High" could be our VIP mode. Random mech from each team of the same class is the Ace. It gets mobility and armour quirks. Obviously, kill the VIP. IF the VIP kills the VIP from the other team, extra rewards. You could add this as it's own Skirmish mode and even randomly as a secondary objective to existing game modes. Simply add it as a voting option that comes up.

#7 HellJumper

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Posted 08 July 2016 - 07:32 AM

View PostEl Bandito, on 08 July 2016 - 06:56 AM, said:

Does the ambushed party have a choice in choosing their mechs for the role? Cause they are gonna die very fast 2v12, if the speed is not enough.

The mode itself can be done, but I am not sure the community will be eager to have it in the first place.


if possible then yes. letting that one group pick what mech they want should give them some survival i think.

View PostMorggo, on 08 July 2016 - 07:01 AM, said:

I was under the understanding there was an issue with the matchmaker and unbalanced teams (12 v 10) in general and faction versus faction in specific (due to queue population and makeup effect on wait times)?

Interesting idea, I'm always open to something challenging and new but if it is not technically feasible....


the whole IS vs clan was tried sometime ago when they were testing the balance and if i remember correctly it was something that the people did appreciated instead of mixed teams

View PostDingo Red, on 08 July 2016 - 07:08 AM, said:


'Fraid this is a no-go, can't have match making that differs to other game modes. Also, that whole 10v12 thing is never ever going to work in MWO's environment.

I'm not a huge fan of this idea sadly, to me it just sounds like a skirmish in which one side immediately has a huge disadvantage over the other. In fact I can't see how the 'defending' team would have any chance of winning either since two of their mechs are being handed to the other side on a silver platter.

Multiplayer game modes have to be equally balanced on either side, and when being balanced asymmetrically, both need an objective that is equally viable.


well they did had this whole thing back few months when the bad spawn points were in game. do you remember when on frozen city the assault lance was in a bad position that it had to either take a very long way back to get in the game or get bogged down in that low narrow space if they moved forward, they would get engaged by the whole enemy team. and it was a similar situation on a couple of other maps as well.

the objective part can be pre decided i would say and with the extra reward it can bring in a bit of a flavor as compared to what we have now

#8 S 0 L E N Y A

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Posted 08 July 2016 - 09:54 AM

Not no way, not no how

#9 Mister Blastman

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Posted 08 July 2016 - 09:56 AM

Posted Image

#10 Idealsuspect

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Posted 08 July 2016 - 09:58 AM

Interesting idea in fact awesome one but PGI can't design a proper map for this kind of gamemode, it will take years and tonns of patchs before they select a good spawnzone... Posted Image

#11 AlphaToaster

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Posted 08 July 2016 - 10:49 AM

The problem I see with a mode like this, especially in a quick play queue, is when players refuse to push when on the team being ambushed.

For example, your teams lance of Assaults ends up being the sacrificial squad that is in immediate contact with a larger enemy force. Lets say it's a game with 5 assaults per side, so now your team is down 4 assaults and your remaining forces of 8 players refuse to push vs the enemy team. Instead they scatter to the wind.

It's annoying enough to be down mechs immediately into the match.

Lets change the example above and say it was your heavy lance that got wiped out. Now your remaining 8 mechs are probably half assaults who won't get there in time to save anyone, and mediums/lights. which, without the firepower of the assaults backing them up, the med/lights would get rocked next running into a larger enemy force.

Every FW Attack/defend is a potential ambush at the gate, and we see already how teams handle that situation by refusing to push in.

#12 Mechteric

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Posted 08 July 2016 - 11:18 AM

It wouldn't be an Ambush if you knew it was coming, because of the game mode being called "Ambush".





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