As someone who will probably play the game at grunt level - Kay Wolf we need people like you who can organise and plan. I would be happy to fight under your command anytime. Even if the proper mechanics aren't in place "in game" at launch we always used the forums, team speak etc to co-ordinate matters. Mechwarrior is always going to be a game where those of us who are too old to be good twitchers are able to use sneakyness and simple old fashioned tactics to survive if they give us half a chance. A well co-ordinated lance with pre agreed tactics made up of people who have fought together before should always be able to take a lance of twitchers who are only out for themselves.
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My Vision Of The Final Contract Objectives Gameplay
Started by Threat Doc, Dec 11 2011 08:50 PM
43 replies to this topic
#41
Posted 17 December 2011 - 05:32 AM
#42
Posted 17 December 2011 - 07:15 AM
MaddMaxx, on 13 December 2011 - 11:47 AM, said:
I would like to see all of this stuff as well but perhaps more application of the K.I.S.S. principle to start.
Recon - Lance drops on Contracted Planet with orders to find out (the contractor knows there is enemy forces there but not) where and what the planets currently holds in Mech assets. Completion of the Recon has the Lance run 5 pre-determined way points, in any order the Command wants, with at least 2 coming quite near the enemies main base/town/facility whatever.
The enemy does not know your there until the first way-point is breached. Then they have to scramble to find and stop the incursion or chase off the Recon group.
Win-Loss based on All Way-points reached (the Whole Lance must "touch" each Way-point for it to complete) with dust off at Nav Omicron or the enemy prevents the Full Nav run or simply destroys the Recon Lance outright.
Command can call for abort and immediate dust off, Bug Out! and gather only 25% Intel per Way point reached. Of course if one of them found the enemy Mech staging area (unknown which one or 2 it might be) bonuses would be handled at Contractors discretion.
Objectives - Self evident. Destroy or prevent destruction of said Objectives. ( can be complex Maths if desired).
Force Attrition/Final Battle - All out balls to the walls. Recon got us what we needed, or not, we take the MAX allowed Tonnage and create a lot of enemy Mech "Dust", or Not!
Recon - Lance drops on Contracted Planet with orders to find out (the contractor knows there is enemy forces there but not) where and what the planets currently holds in Mech assets. Completion of the Recon has the Lance run 5 pre-determined way points, in any order the Command wants, with at least 2 coming quite near the enemies main base/town/facility whatever.
The enemy does not know your there until the first way-point is breached. Then they have to scramble to find and stop the incursion or chase off the Recon group.
Win-Loss based on All Way-points reached (the Whole Lance must "touch" each Way-point for it to complete) with dust off at Nav Omicron or the enemy prevents the Full Nav run or simply destroys the Recon Lance outright.
Command can call for abort and immediate dust off, Bug Out! and gather only 25% Intel per Way point reached. Of course if one of them found the enemy Mech staging area (unknown which one or 2 it might be) bonuses would be handled at Contractors discretion.
Objectives - Self evident. Destroy or prevent destruction of said Objectives. ( can be complex Maths if desired).
Force Attrition/Final Battle - All out balls to the walls. Recon got us what we needed, or not, we take the MAX allowed Tonnage and create a lot of enemy Mech "Dust", or Not!
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Start with this so people have a chance to grow into more complexity.
#43
Posted 17 December 2011 - 07:18 AM
Kay Wolf, on 16 December 2011 - 01:18 PM, said:
In my vision, there's no respawning, there's common sense, strategy and tactics, orders go out to various elements, whether NPC or PC, and battles take place where necessary. To be honest, and forgive me if I offend anyone, but respawn is a child's game mechanic. You go out on the field of battle, throw yourself and your 'Mech into the fighting as hard as possible, no going back, no thinking, and you die... but, wait, you haven't died, you just automatically go back to your 'Mech stables, grab a new 'Mech and everything's cool, you just go out and do it all over again. Adults will take the time to think, to plan, to strategize, to train their people to use tactics, like plays in a football game, and then the sides fight, and whoever loses, loses. No going back, no suddenly popping into your 'Mech stables after a short few seconds of waiting for respawn.
I want people to have fun while thinking, while forcing themselves to use tactics, doing their best to outsmart, rather than outshoot, their opponents; the first to anger is the first to die. The team that actually acts like a team, uses strategy and tactics, and outdoes their opponents, wins as a team, even if one to a few die in the process. Respawn doesn't allow for proper team play, it's just toys in the sandbox, whoever grabs them first wins; singular, not plural.
Now, if you have to pop out of your 'Mech as it's getting burned down around you, and there are actually still 'Mechs allotted to the stables for the mission, then you need to make your way back to the 'Mech hangar, pick up your new ride, and go fight. That isn't the way it is in BattleTech, but if a force commander is smart enough to assign more 'Mechs than there are people to pilot them, and then stages them in a good place, they should be available, but the pilot has to work to get back there, no instantaneous garbage.
Again, I apologize if that offends anyone, but it's ridiculous to play all these respawn games -hence, I don't- because there's no incentive to try and keep yourself alive in the first place.
I want people to have fun while thinking, while forcing themselves to use tactics, doing their best to outsmart, rather than outshoot, their opponents; the first to anger is the first to die. The team that actually acts like a team, uses strategy and tactics, and outdoes their opponents, wins as a team, even if one to a few die in the process. Respawn doesn't allow for proper team play, it's just toys in the sandbox, whoever grabs them first wins; singular, not plural.
Now, if you have to pop out of your 'Mech as it's getting burned down around you, and there are actually still 'Mechs allotted to the stables for the mission, then you need to make your way back to the 'Mech hangar, pick up your new ride, and go fight. That isn't the way it is in BattleTech, but if a force commander is smart enough to assign more 'Mechs than there are people to pilot them, and then stages them in a good place, they should be available, but the pilot has to work to get back there, no instantaneous garbage.
Again, I apologize if that offends anyone, but it's ridiculous to play all these respawn games -hence, I don't- because there's no incentive to try and keep yourself alive in the first place.
Somebody make this a sticky !!! I do like how you offer something to the respawn crowd though ... basically a second chance for a very early mistake ... and It makes sense in "real world" dymanics ... sorta ...
#44
Posted 17 December 2011 - 08:04 AM
I basically see the merc contract system as an arranged team matchup system. By winning a contract you get exclusive rights from your faction to a planet and it's income and possible bonusses. When you win a contract you send a challenge to the current owner who then responds and you set up an arranged time for the actual combat. If your opponents fail to show you win the planet by default.
The actual combat would then consist of either 1 or a series of best of 3 or 5 matches possibly dependent on the value of the planet. The number of players could be decided by the value of the planet. There would be some objectives that gives control points towards planetary control just like the faction based gameplay. Those control points would translate to a payout after planetary control has been resolved so even if you've lost you will still have incentives to do well.
Different planets would have different battlefields related to the planets bonusses.
If the attacker wins they will gain the planet and the opposite faction will begin offering a contract to retake the planet. If the defender wins the attackers lose the contract and if the merc corp that lost wants the planet they will have to bid again.
There would possibly be some kind of time delay to represent the sort of scale a planetary invasion would entail, while you are fighting the enemy mechs, armor and infantry are fighting elsewhere. Also this prevents merc corps from being spammed with attack declarations and gives merc corps a secure income of certain size for winning a contract and the planet or succesfully defending it. In my mind 5d or 1w seems sufficient to responds to challenges without being you have to be online 24/7 to defend a planet. If you want more take more planets. Although this obviously depends on the demands they want to put on the high end play.
The actual combat would then consist of either 1 or a series of best of 3 or 5 matches possibly dependent on the value of the planet. The number of players could be decided by the value of the planet. There would be some objectives that gives control points towards planetary control just like the faction based gameplay. Those control points would translate to a payout after planetary control has been resolved so even if you've lost you will still have incentives to do well.
Different planets would have different battlefields related to the planets bonusses.
If the attacker wins they will gain the planet and the opposite faction will begin offering a contract to retake the planet. If the defender wins the attackers lose the contract and if the merc corp that lost wants the planet they will have to bid again.
There would possibly be some kind of time delay to represent the sort of scale a planetary invasion would entail, while you are fighting the enemy mechs, armor and infantry are fighting elsewhere. Also this prevents merc corps from being spammed with attack declarations and gives merc corps a secure income of certain size for winning a contract and the planet or succesfully defending it. In my mind 5d or 1w seems sufficient to responds to challenges without being you have to be online 24/7 to defend a planet. If you want more take more planets. Although this obviously depends on the demands they want to put on the high end play.
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