The good:
* You acknowledge what's really wrong with FP: The crummy gamemode it offers for 12v12 play. This absolutely needs to change.
* I like the idea of larger maps and the efforts to use them, and I like the idea of advancing spawns. That's how to keep things from becoming a walking simulator.
* I appreciate the ideas of military objective themes and varied terrain, although those aren't gamemode issues so much as map design issues.
The Bad:
Your writeup: waaaaaayy too long. Any dev who saw this probably didn't get past the first two paragraphs. These guys are slammed for time and need a TL;DR with a great, clear, simple hook in the first ten seconds to convince them that the proposal will stand out. (For example: "My concept is Assault-Conquest-Assault strung together with advancing spawns in each stage, to create variety in tactics and the sense of a campaign"). That gives them an immediate sense of what they're looking at.
As it is, you probably could have lopped half off that essay and still gotten the point across. For example, again, cut out the part about varying terrain and military theming (as others have said). That belongs in a discussion on map design in general, and distracts from your idea.
* If you want your gamemode to feel different, you need to realize that two existing QP gamemodes sandwiched into the same general structure as Invasion might not accomplish that. I actually don't have a problem, necessarily, with a "destroy the objective" campaign-style thing. It makes sense. Especially when more of the map is used and chokepoints are eliminated - that's my big thing. But brace yourself for the people who don't think it's all that different. It's going to be a bit "meh" to some people.
The Ugly:
* I disagree that your idea will require minimal new design and work. Throwing in dozens of conditional triggers multiplies the needed testing exponentially. It also sounds like you'll need different structures and assets for each scenario ASIDE from what's already in-game (I don't think we have assets for spaceports yet, and you named a bunch of other stuff). And with the complexity of multiple objectives, you're going to want some new in-game indicators to guide players to them and keep them focused.
* You're talking about a lot of artificial mechanics. Delays and timers, enforced separation, etc. Artificial conditions kill immersion. PGI got around this with gates and chokepoints, but that hurts gameplay. So your map will have to be much more open. Specify how you plan to prevent the attackers from skipping stages and moving straight to "kill the enemy". And then you have to account for the fact that different environments will probably require different assets to do this (i.e. you can't use a spaceport door in a jungle, etc). And even then, constantly shifting advance conditions still carry the feeling of artificialness (i.e. the devs spoon-feeding you along the mission).
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I don't see that happening. It's true that Stage 2 will require lights, but beyond that, most teams will do what they always do: murderball and accomplish each objective one at a time. Your response to Davers included nothing that will actually discourage deathballing; players will just hit each flank as one, hit the other, then go canyon. So we'll see forced dropdeck variety, but not all that much variation in tactics. Deathballing remains. Especially since the nature of your gamemode is still somewhat linear.
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*That's the big hole in your proposal - "various methods". Well, what are they? This is a huge part of the gamemode's success, dude. In fact, it's probably 90% of it.
Ensuring objective-based play is probably harder than you think. People WANT to kill the enemy. They don't want to do the objective, sometimes not even if you bribe them with C-Bills (though that would help). It's just gamer behavior. This is a big problem with every MWO gamemode thus far, and "various methods" provides no specifics, in addition to sounding like more artificial mechanics.
If you want devs to pay attention, you need that detail covered, and you want the mechanics to be simple, natural, and organic to a battlefield. Because you will definitely need to force that beachhead to be guarded; it makes no sense to create advancing fronts of spawns when defenders can get camp or get behind them. Also, varying defender spawns are an awkward thing as well.
I like your general idea of Rush, though, mostly because it's the only way to get larger maps into the game without making assaults walk for five minutes. I've been hawking the idea myself for a while, but with a wrinkle that might fix all the holes I see in your proposal:
Use advancing spawns, but keep the rearward spawns open and require the attackers to KEEP them open in order for the forward spawns to stay open. Kind of like supply lines. Then give extra artillery assets (or something else valuable that makes killing easier) to the attackers for every spawn they keep, so both attackers and defenders are incentivized to fight over them.
Voila - the spawns themselves become the interim objectives. That way, the attackers have to set up and defend a front in order to mount an attack on the final objective. It's a simple concept (rather than "Destroy A/B/C, then cap D/E/F/G/H, then go back to destroying I/J/K/L") but one that can play out in a dozen different ways.
In my mind, this fixes everything about your proposal. It prevents deathballing and motivates attackers to split up, because attackers need to occupy multiple cap points simultaneously throughout the game to keep their front active and their artillery available. It prevents camping by defenders, because they'll find themselves pounded by extra artillery if they do. It fixes awkward artificial mechanics, because fronts and supply lines are simple yet natural to a battiefield. It requires even fewer structures and assets to create. It's no longer so confined and linear.
Here's a video proposal for my idea (you can stop watching after about 5:38, everything else is just fluff):
Let me know what you think.
But I'm happy to keep refining your idea in this thread as well, since that's what the thread is about.
Edited by Rebas Kradd, 10 August 2016 - 11:12 AM.