I've included a TL;DR summary at the end of this posting - for those folks who may wish to know the basics of this suggestion before deciding if they want to invest in the lengthy read below. Please feel free to skip to the bottom and get a brief run-down of this post.
And please, if you are interested in the concept described below, PLEASE "LIKE" THIS TOPIC - even if you don't intend to reply.
With that said...
With the recent Faction Play Round-Table focusing on a few ways to reduce queue times and consolidate player groups, it was noted that future round-tables would be occuring and would eventually focus on other aspects of Faction Play that need improvement.
Most frequent players of FP will note that the current Invasion mode simply doesn't work very well. The game mode itself relies on mechanics and map design that are counterintuitive to the types of gameplay Mechwarrior Online does well. Further, the mode tends to funnel players into very specific mech choices, builds, play styles, and strategies in order to be successful. Most players seem to find any number of the core design choices of the Invasion mode not to their liking, and as such the Faction Play mode as a whole has suffered. Unfortunately, despite the community's best efforts in coming up with solutions to truly improve Invasion, the mode itself - from its core gameplay and map design - is unlikely to ever grow into something that will attract the player population necessary to make Faction Play function properly - let alone be an enjoyable mode for its own sake.
As such, I'm seeking to preset an alternative to Invasion that's frequently brought up by the community, as well as to flesh out that mode by outlining themes, mechanics, and overall gameplay flow.
Below, I will present a case for the adaptation of the Rush game mode for MWO.
What is Rush?
Rush is a game mode first introduced as "Gold Rush" in Battlefield: Bad Company as a companion (initially, replacement) to long-time Battlefield staple mode Conquest. Since its introduction a version of Rush has featured in every iteration of the Battlefield, and is one of the most popular modes in the series - and thus one of the most popular modes in competitive shooter gaming.
Rush is an asymmetrical mode designed for 2 opposed teams, and is built on the attack/defend model. Each Rush map is divided into a series of stages that are progressed through linearly as the match progresses. Each stage has an objective, or series of objectives, that the attackers must destroy in order to progress to the next stage. For the attackers, the winning condition is to secure every stage's objectives, while for the defending team the goal is to eliminate the attacking team or prevent them from securing all of their objectives before the match time runs out.
As the match progresses through each stage, the spawn location for both teams also progress so that the attacking team always spawns at the front/starting side of the current stage and the defending team spawns at the rear/ending side of the stage. The stage objectives are often placed nearly equally-distanced from both teams, though sometimes favoring the defending team. When the attackers achieve the objectives of the current stage, their spawn moves up to that stage's defenders' spawns, and the defenders fall back to the next stage's defender spawn.
Rush was an instant hit after it was first introduced, and has since become as synonymous with the Battlefield series as Conquest historically has been. Rush matches tend to be intense and focused, offering a varying gameplay and strategy in each different stage as the match progresses.
MWO Rush: Core Gameplay Similarities and Differences.
MWO's new Invasion mode would be built on the Rush model, retaining most of that mode's core gameplay tenets. The current Invasion mode already shares some similarities to Rush that differ from MWO's other modes: namely matches that support several objectives that are achieved sequentially, triggered events associated with those objectives, and a respawning system to support more advanced and lengthy matches.
Like traditional Rush, MWO's new Invasion mode would be designed to have matches that linearly progress through a series of attack/defend stages - each with their own objectives and distinct map divisions - and team spawn locations will progress with each stage. The new Invasion mode will maintain the current mode's respawn system using predefined drop decks.
This differs from the current Invasion model where there are effectively several sequential objectives on the same overall map, and respawn locations are static throughout the match. Stages, then, are the primary difference between new Invasion and the current model. The smaller scope of each stage focuses combat on specific engagements for a specific purpose. Moreover, the map design necessary to fulfill this gameplay requirement is more akin to stringing several standard maps together more than the bowl-and-chokepoint design of current Invasion maps. This allows for a more varied and open map design with none of the current problems caused with current Invasion maps.
Matches under the new Invasion "Rush" mode will continue to be long-duration matches focused largely on objective-based combat - as is the case in the current Invasion mode - though matches will feature less downtime and more frequent combat which may cause them to progress more quickly once rolling than current Invasion matches.
MWO Rush: In Detail.
Invasion's Rush-style maps will be divided into 3 stages. Each stage will be roughly the size of the original MWO Quick Play maps, while the overall map size will be more akin to the larger, more modern maps. Each stage will be designed to flow into the next/preceding stages in a sequential manner either through physical separation by map geometry, or through triggerable in-match systems (death barriers, turrets, gates, whatever).
Each map will have a theme, and that theme will focus on a valid military target. That target will be different and unique for every map - and the types of objectives and how those objectives will be achieved can be different for each map and stage. Thus players will be presented with a unique Invasion scenario that they'll play through on each map that is thematically appropriate for that map. Additionally, each map will be designed with a different scenario to play through depending on which side of the map each team starts on - thus giving each map 2 unique themed scenarios that will play differently and have different strategies and objectives.
Objectives will be designed to be achieved in a number of common ways. This will include the destruction of a predetermined number of objects directly (destroy all turrets, destroy the orbital cannon, destroy the generators, etc), or by standing within or near designated zones or objects for a set length of time (resource nodes, cap points, etc). These methods can also be used to achieve an objective indirectly (destroy a gen or hack a system to open a gate, etc). These objectives will largely use adaptations of existing objects and methods from both Quick Play and Faction Play currently in MWO, as well as introducing others.
Stage and objective tuning should be designed in such a way as to place combat emphasis on the 2nd (middle) stage. Objectives in the first and last stages should be easier to achieve for the attacking team, while the middle stage should be easier to defend.
When an attacking team achieves an objective that moves the match onto the next stage, the defending team's spawn points will fall back to the far side of the next stage while the attacking team's spawn will move up to the defenders' previous spawn points. There will be certain delays and timers in place to prevent attacking teams from rushing into the next stage before defenders have a chance to spawn in. A certain amount of strategy will be involved in how best to set up defenses in the new stage, and whether remaining defenders should fall back to the new defense line or stay behind to slow the attackers' advance.
Various methods can be used to ensure that players cannot camp opposing players' spawns or gain unfair access to other areas, but the nature of new Invasion matches will greatly encourage focus on objectives over killing enemy players, and thus spawn camping should be less likely under this mode than under current Invasion gameplay. Attackers can't win by merely killing defenders.
Given that each stage will need to be designed in such a way that it has physical or enforced separation from other stages, this affords the opportunity to design the geometry and physicality of each stage differently while remaining true to a central theme. One stage may feature crowded urban combat while the next might feature a more open environment with long sight lines and little cover. Different stages and their associated objectives will cater to different kinds of mechs and playstyles - and expand on the available strategies and options for how to tackle each map scenario.
Matches, then, will play out much like a series of linked Quick Play matches inside of a standard Invasion match.
Ideally, stages and objectives will be accompanied by in-game radio chatter and cutscenes to highlight the events of each stage, including mission in-brief and out-briefs to aid in immersion and provide context to each mission. Intro/outro cutscenes will be brief and to-the-point, merely setting up the scenario being played out and the actual result of the match.
Match scoring will be enhanced by adding partial scoring for each objective as well as adjusting win/loss scoring for attacking and defending teams to further diffferentiate rewards based on the unique differences and challenges involved in each side of the match. This will serve to reward the difference between a well fought win/loss, or a complete stomp from either side - as well as to ensure teams get some value out of time spent achieving objectives even if they didn't win the match.
The increased time and investment from each player in these matches will be rewarded accordingly.
To better highlight how Rush maps and matches will be designed, and to demonstrate some examples of the varied objectives and gameplay that this game mode can afford, I will use a few examples of map themes and scenarios below.
Example Map Themes and Scenarios:
1.Spaceport (In Detail)
· General map theme: Players fight to secure or defend a remote civilian spaceport.
· Map scenario (Attack): The attacking team will have the goal of establishing a beachhead for additional invasion forces waiting in orbit. To this end, the attacking team has decided to use an advance landing force to capture an existing spaceport large enough to support the landing of Overlord drop ships. The desire spaceport is defended by an Orbital Cannon, standard emplaced defenses around the port itself, and a small garrison force.
In stage 1, the attacking team will drop in from Leopard dropships on the outskirts of the spaceport to first remove the threat of the orbital cannon. This will simply involve destroying the cannon itself. This stage will play out like the endgame sequence of the current Invasion mode. Once the orbital cannon has been destroyed, the attacking team will move into the spaceport proper.
In stage 2, the attacking team will be tasked with securing the port, which will involve commandeering the spaceport defense and operating systems. The port will be defended by emplaced turrets in addition to the defending team. The attacking team will need to hack the spaceport systems by moving close to one or more of several data hubs placed around the spaceport. Time spent near the nodes will increase the percentage of subsystems secured by the attacking team. This plays out as a combination of Conquest from QP and Scouting from FP. Once the spaceport's systems have been commandeered, the attacking team will move on to mopping up the remaining garrison resources.
In stage 3, the attacking team will move into the small garrison facility attached to the spaceport. There the attacking team will be charged with ensuring the spaceports defenders cannot mount a counterattack. This will involve destroying a local air defense tower and satellite communications uplink within the garrison itself - by destroying the mobile uplink platform directly (bases in Domination), and destroying the generator powering the defense tower (O-gens from FP).
If the attackers can secure their objectives, their fleet will begin landing operations and will win the match. Winning attackers will be presented with a small cutscene showing an Overlord dropship coming in for a landing at the port. If the defenders can prevent the attackers from securing their objectives, they'll be presented with a small cutscene showing the arrival of reinforcements.
· Map scenario (Counterattack): The attacking team will play the role of reinforcements sent to push an invading force out of a friendly spaceport. The map will be played from the reverse side, with the attacking team starting at the garrison facility, moving through the spaceport, and finally out to the orbital cannon.
In stage 1, attackers will focus on reestablishing a satellite uplink and air defense network. This would involve remotely restarting a series of power distribution nodes placed throughout the garrison. Stand near a node for a short amount of time to access the node and re-establish operation. This will play out similar to Scouting, requiring only that attackers stay near a node for a very short amount of time to secure it.
In stage 2, attackers will have to destroy a series of enemy dropships that have landed at the port and cut the Invading forces off from the rest of their fleet. This is as straight-forward as it sounds. Destroy all of the Leopard dropships placed around this stage of the map.
In stage 3, the attackers must eliminate the invaders' toehold at the spaceport by destroying their landing beacons - thus preventing the invaders from drawing in any new reinforcements to hold the port. Basically this plays out like a defended version of FP ghost drops.
If the attackers succeed in driving the invaders off world, you'll see a scene of the fleeing invader dropships being shot out of the sky by striking aerospace fighters. If the defenders succeed in keeping their toehold on the spaceport, they'll see a scene of the main invasion forces arriving to drive out any further counterattack.
Below I've included a graphic illustration to serve as an example of how such a map might be layed out:
This map is annotated to show the Attacker match start location and match flow as the teams progress through stages. It shows a general theme (though likely not actual location) of spawn locations, including highlighting those spawns that will actually swap as stages progress. Also shown are the general placement of objectives and other pertinent information. This graphic is for illustrative purposes only, and is not meant to represent an actual map design.
2. Hydro-Electric Dam (In Brief)
· General map theme: Players fight to secure or defend a large hydro-electric dam. Attackers will fight through a watershed with palatial farmlands, a central river, ponds, and trees (stage 1) into a network of forested canyons (stage 2) and on to the dam proper (stage 3). Contains a bit of DNA from Emerald Taiga and Canyon Network.
3.HPG Uplink Facility (In Brief)
· General map theme: Players fight to secure or defend an HPG Uplink Facility. Attackers will fight through an ancient forest with giant trees and in-ground bunkers (stage 1) to a large Uplink dish tower (stage 2) and on to a small fusion powerplant and data center (stage 3). This map and mode is basically an homage to the Endor battle in Return of the Jedi. Contains a bit of DNA from Forest Colony and HPG Manifold.
4.Mech Factory (In Brief)
· General Map Theme: Players fight to secure or defend the remaining resources of a bombed-out mech factory. Attackers will fight through a large network of support buildings and assembly shops (stage 1) into the ruined hulk of a large mech assembly facility with massive destroyed buildings, rubble, and equipment (stage 2) and on to a harbor into which production supplies are shipped (stage 3). Contains a bit of DNA from Mining Collective and Crimson Straight.
5.Capitol City (In Brief)
· General Map Theme: Players fight to secure or defend the ruling council in the capitol city of a strategically-important planet. Attackers will fight through various stages of suburban sprawl, industrial zones, and a densely developed urban city center. Contains DNA from various city maps.
6.Refinery (In Brief)
· General map theme: Players fight to secure or defend a resource (oil or other) refinery and storage facility. Attackers will fight through resource mining/drilling fields - which could include (depending on theme) oil derricks, surface/subsurface mining, or quarry sites (stage 1). They'll then move onto a large industrial refinery facility with various large machines, buildings, and scaffolding (stage 2) before moving on to a storage facility with clustered storage vats and bunkers (stage 3). Contains a bit of DNA from Mining Collective and Caustic Valley among others.
And of course, many more scenarios/themes are possible.
Implementation Challenges and Advantages:
The current Invasion mode functions similar to a very stripped-down Rush mode already. Challenges in implementing the mode I've described above will be minimal - beyond merely the time and resources necessary to build and code the new maps.
Current Invasion already features sequential objectives and event triggers that would be necessary to create a staged system like in more traditional Rush. Methodologies for varying objective types already exist throughout the game in various other modes, and no new coding should be required to throw in a scanning objective (for example) rather than a pure damage objective.
Nothing on the front end has to change to accomodate the new mode, as it plays entirely within the existing Invasion infrastructure.
The primary challenge is one of development time and resources. Essentially, this new MWO Rush Invasion replacement will require PGI to build, likely mostly from scratch, a minimum of 6 of the most complex and expansive maps they've ever built. There is no great technical challenge involved - it's merely the challenge and cost of building 6 very good, very complex maps. The resources necessary to complete these maps will divert those same resources from the creation or updating of maps for the Quick Play and Invasion modes.
The advantages, however, far outweight any investment.
In terms of map design, we'll be eliminating the bowl-and-chokepoint design of current Invasion maps and replacing those with more traditional maps. And within those maps, more of the map space will be used compared to current Faction Play and modern Quick Play maps. The amount of dead-space will be used up, replaced by actual fighting space. While these maps will likely take more time and resources to complete than similar FP and QP maps, players will actually see and be fighting throughout more map space than they would in those game modes currently. This means the time invested into map development both more efficient and more effective, with players using more or what was developed.
As demonstrated in the examples above, the new game mode provides an extreme amount of variety. Boredom should not be a problem within this new mode. Within 6 main MWO Rush maps, you'd have 3 each sub-maps all with differing terrain and styling. Each of those 3 sub-maps will have, essentially, a different gameplay objective whose gameplay may as well make each objective a different game mode. And each main map will have 2 different scenarios, with different objectives for each sub-map. Within a mere 6 maps, you've got 18 maps equivalent in scope and scale to the maps MWO originally launched with, containing 36 different objectives modes. That's a lot of variety.
Beyond mere map variety, the variety of viable mech types, gameplay styles, and strategies should expand significantly. Different objective/stage combinations will emphasize different qualities for success. Bringing the tankiest, heaviest, most firepower-intensive mechs you can would no longer be the only viable way to build a deck. Sometimes, light mechs will be useful more for specific stages than merely for filling drop weight after your heavies have been loaded. LRMs would even be valuable in some stages.
Additionally, there is a matter of immersion and context. Each map scenario will be designed to feel like a complete and contained mission - part of a greater invasion effort. Rather than feeling as if they've been dropped on a random part of a planet that just happens to have an orbital cannon plopped in the middle of it for seemingly no reason, players will instead be fighting over a series of viable military targets in maps designed to appear as if those targets belong there. This will allow FP matches to feel more like Invasion battles rather than just simple strikes.
Players will find themselves establishing a beachhead for their invasion fleet. Capturing the ruling council of an important planet so it can be turned without months of bloodshed. Taking over a much-needed resource facility to keep your fleets rolling. Engaging an unstoppable enemy to give your civilian ships time to lauch off-planet. Holding the line at a communications relay facility necessary to coordinate your faction's war effort. Every match will have a story, and that story will make sense in the context of the game and map environment.
Conclusion:
With all of these advantages combined, this mode will certainly be more FUN than the current Invasion mode. And ultimately, that's why we play. To have fun.
For Faction Play to work, the core mode of the game has to work. It has to be able to stand on its own as something players would want to play even if there was no greater point to it than just the enjoyment of time invested. It has to be fun.
The mode I've described above? I think THIS mode would immediately become the defacto mode for MWO. I believe in it whole-heartedly.
And if you've been able to read this far, I hope you believe in it too.
TL;DR Version:
Replace or augment the current Invasion mode with one patterned on the Rush gametype. Create roughly 6 new maps with 3 sequential stages - each with a different objective - and 2 separate attack scenarios each depending on which side of the map you start on.
Maps would each be designed with a unique theme built around an actual, thematically-appropriate military objective. Scenarios would be given a degree of immersion and context that makes them feel like an actual mission that might be part of an invasion. Map terrain and composition in each stage of a map will vary but stay true to theme.
Objectives will also be varied - encompassing the full variety of current objective types from both QP and FP, adapted appropriately for the new mode. The varied objectives and map/stage types will allow for more varied mech types, builds, and play styles than currently viable in FP. This will make playing every one of the 12 possible scenarios (if 6 maps created) feel like a completely unique experience, and the tone from stage to stage within the same map will feel unique as well.
More variety, more immersion, more context, better maps, compelling objectives... more FUN.
Edited by ScarecrowES, 12 August 2016 - 11:44 PM.