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Zellbrigen Mode


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#1 XxXAbsolutZeroXxX

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Posted 07 January 2017 - 12:56 PM

An outline for zellbrigen mode

Steps to initiating 1 vs 1 zellbrigen within skirmish, conquest, escort and assault game modes

#1 Players with activated premium time on an opposing team would have a Z(ellbrigen) icon next to their name in the lobby where all player names are listed preceding a game.

#2 Clicking on the Z icon opens a dialogue box "do you want to challenge this player to zellbrigen 1 vs 1 combat? Yes/No/Cancel.

#3 Clicking "yes" to the "do you want to challenge this player to zellbrigen 1 vs 1 combat?" dialogue opens another dialogue box where the challenged player can choose to accept or decline the challenge.

#4 If the challenged player accepts zellbrigen both players will be taken from the curent game and transported to steiner 1 vs 1 arena.

#5 The winner of zellbrigen is then transported back to the previous game they were in where they made the challenge, with any damage they sustained in the 1 vs 1 and whatever ammo they used depleted.

Good idea / bad idea?

#2 Mole

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Posted 07 January 2017 - 02:04 PM

I like the idea. But I am not confident that this is within PGI's programming ability.

#3 RestosIII

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Posted 07 January 2017 - 02:45 PM

What's the point of zellbrigen if it isn't on the fields of battle?

#4 MacClearly

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Posted 07 January 2017 - 08:21 PM

I could see as a potential issue, targeting a well known strong player to remove him from the battle. As well I don't see how PGI would want to have a one on one match spawn, and then return the player back. I don't think PGI would want to go through the expense. Then what if there was more than one challenge that was accepted?

#5 Mystere

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Posted 07 January 2017 - 08:42 PM

It's a hugely terrible idea given it requires either magic or transporters.

#6 Beaching Betty

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Posted 07 January 2017 - 09:17 PM

No, they have other stuff to do than this Zellbringen thing where people keep talking about since forever..

#7 Dino Might

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Posted 07 January 2017 - 09:53 PM

Already gave them ideas in the suggestion forum ages ago.
To give a different playstyle for clans and possibly assist in balance, can do some of the following:
1.  Don't allow target sharing for clan mechs.
2.  Preclude a clan mech from targeting a mech that another clan mech already has targetted.
3.  Reduce damage from clan mechs firing on the same target if more than one clan mech firing on that target within specified time.
4.  Prevent clan weapons from being fired on a mech another clan player has targetted.
These options range from light to heavy handed, but could be used to make a more interesting asymmetric mode for quick play IS vs Clans.

Edited by Dino Might, 07 January 2017 - 09:54 PM.


#8 Mystere

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Posted 08 January 2017 - 02:32 AM

View PostDino Might, on 07 January 2017 - 09:53 PM, said:

Already gave them ideas in the suggestion forum ages ago.
To give a different playstyle for clans and possibly assist in balance, can do some of the following:
1. Don't allow target sharing for clan mechs.
2. Preclude a clan mech from targeting a mech that another clan mech already has targetted.
3. Reduce damage from clan mechs firing on the same target if more than one clan mech firing on that target within specified time.
4. Prevent clan weapons from being fired on a mech another clan player has targetted.
These options range from light to heavy handed, but could be used to make a more interesting asymmetric mode for quick play IS vs Clans.


#1 is something I have been suggesting for a while now.

#2 just does not make any technical sense.

#3 and #4 are just plain silly.

#9 Vanguard836

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Posted 08 January 2017 - 09:34 AM

View PostDino Might, on 07 January 2017 - 09:53 PM, said:

Already gave them ideas in the suggestion forum ages ago.
To give a different playstyle for clans and possibly assist in balance, can do some of the following:
1. Don't allow target sharing for clan mechs.
2. Preclude a clan mech from targeting a mech that another clan mech already has targetted.
3. Reduce damage from clan mechs firing on the same target if more than one clan mech firing on that target within specified time.
4. Prevent clan weapons from being fired on a mech another clan player has targetted.
These options range from light to heavy handed, but could be used to make a more interesting asymmetric mode for quick play IS vs Clans.


Please write down how each of these options could be exploited..that's how it would likely be played out.

#10 Dino Might

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Posted 08 January 2017 - 07:53 PM

The more detailed discussion is in the recommendations forum. We hashed out a lot of other options as well. I realize everything is open to exploit, and these ideas are only snippets of what was proposed. Long story short, we've already discussed it, many ignored the discussion, so I'm too lazy to rewrite it all here.

Nonetheless, I think there are still viable options, but we have the problem of a population that wants to eat its cake and have it, too. Clanners will cry and whine if their playstyle gets altered to account for their dominant tech. Any time a change to try balance, via stats or lore, has been tried, the Clanners cry to no end.

I won't worry too much about it, though. I just pop in here to mention things that got left by the wayside long ago when many of us cared about providing ideas for developing the game further. If someone actually decides to pick them up and start the discussion again, they have a place to start. But I doubt that will happen. It's much more popular to just say "it's too hard" and "that's dumb, I don't like it," than to offer any constructive feedback.

View PostMystere, on 08 January 2017 - 02:32 AM, said:


#1 is something I have been suggesting for a while now.

#2 just does not make any technical sense.

#3 and #4 are just plain silly.


Well, #3 is total space magic, while #4 is enforcement of a lore mechanic that was stupid to begin with, so...I dunno what you want. Those are ways to bring zellbriggen into MWO in a meaningful way, but the whole concept was stupid to begin with because the developers brought in Clans, which was stupid to begin with. These are attempts at adding depth and asymmetry as a productive measure rather than a destructive one. Take it for what you will.

Again, this is not a "do all these and this is the entirety of the plan" writeup. These are snippets of what had been proposed and hashed out long ago. Some of the ideas are worth developing, some aren't. I don't really care too much at this point.

Edited by Dino Might, 08 January 2017 - 07:55 PM.






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