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Quickplay Revolution

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#1 Yellonet

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Posted 07 January 2017 - 04:36 AM

Here's how I would change quickplay so that it would be more fun and engaging and reward going for the objectives. Hopefully it would also make matches more even.

As to making objective more important, winning the objective should be the way to get the most C-bills, winning the objective should give ~150-200k to each player on the winning team, plus any bonuses for kills, damage and so on after each round. Winning the match as a whole should also give a bonus payout (see each game mode below).
BUT if you lose the objective the payout for damage and kills should be halved. This would make going for the objective the primary goal and kills and damage only a tool to fulfil the objective, not a substitute for the objective.
Another key change would be to make every match consist of two rounds, one on "each side".
This would make it much easier to create more asymmetrical, unbalanced if you will, game modes. As each team would have the chance to play on both sides there would be an inherent overall balance to any game mode, thus making new modes much easier in terms of balance.

To mix things up this would also include a 2 mech, ~125 ton drop deck for each player.
For the second round your mech would be changed no matter if your first mech survived or not.
This means as an example that if you go up against an opponent bringing havoc in a KDK-3 the first round, you will not see him in the same mech in the second round.

So that's the principle, now to the modes.

Skirmish
Well this doesn't have to change much, just the basics above.
Each team will get a go from each side of the map.

The objective for this mode will be to wipe out the opposing team with as few losses as possible. The team that wins +/- across the 2 rounds win the match and gets the objective payout.
For example, team A wins the first round with 12-7, team B wins the second round with 12-5, team B wins the match 19 - 17.
50 k bonus to winning team players, not much bonus here because picking up kills and damage is the main purpose of this mode, for the same reason, no halved payout for kills and damage in losing team.

Assault
The new assault mode (whenever it is coming) is asymmetrical and with the 2-round principle it can pretty much be insanely unbalanced and still work.
The only objective will be for the attackers to breach the base and destroy some key building?!?
If the objective is met there is a 200k payout for each attacker.
If both teams makes it in their respective attack round the winner is decided by who managed it the quickest. Winning team members get 200 k bonus.

As you see a good team can get 400k (+ kills + damage + etc.) for just winning their attack and then defending successfully as they then will get the attacker win bonus and the match win bonus.
It's also possible for both teams to fail their attack and as such get no bonuses and halved payout for damage and kills... (the successful defenders get full payout, albeit no bonus).

Domination
Increase the timer to 5 minutes but make the timer count down for the team that has the most mechs in the circle. This should bring a more dynamic experience to this mode as teams can't just sit and camp, especially if they're down a mech or two.

Winning team of each round gets 200k. As in all the modes (except skirmish) the losing team only get half payout for kills and damage. Winning both rounds nets 50k bonus.

Conquest
Only one side can win by points. The "point farms" reside on the point collecting teams side and is started as taken for that team. The "attackers" objective will just be to take control of the point farms to stop the other team from winning by points.
There is a timer ticking down and if delayed enough the point collectors will not get to 750 in time. As such just going for kills is not certain to win you the match.
Win by points and get a 300k bonus + full kill and damage payout.
Stop the other team from winning by points and get full damage and kill payout.
Winning both rounds nets 100k bonus.

Escort
Make a player mech the VIP, but only one that's max 65 kph. Make it possible only after locking a target for 8-10 seconds to know if he's the VIP or not. Remove all towers and sh1t.

Destroy the VIP, 300k bonus.
Win both rounds 50K bonus

Edited by Yellonet, 07 January 2017 - 04:40 AM.


#2 El Bandito

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Posted 07 January 2017 - 05:09 AM

Here are the words from MWO's Grand Economancer regarding to your proposal. Posted Image

Posted Image


I think the new skill tree will cause a bit (or a lot) of inflation on the C-Bills and XP. PGI's got to recoup their losses from the removal of 3-for-1 system, someway.

Edited by El Bandito, 07 January 2017 - 08:27 AM.


#3 Snazzy Dragon

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Posted 07 January 2017 - 07:10 AM

I know this is really constructive but

no

#4 TercieI

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Posted 07 January 2017 - 07:13 AM

You lost me at drop deck.

Also, the objective is there to shape play, not to be the best way to win. That's a huge fallacy. This is why conquest is used in comp even though lots of pub players complain about it.

And, finally, so long as assault is in its current form, no proposal like this should even be listened to because its objective is so poorly designed all it would do is promote static play.

So, as others have said:

NO

Edited by TercieI, 07 January 2017 - 07:13 AM.


#5 cazidin

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Posted 07 January 2017 - 07:41 AM

I should be a Senator. Without even having read your proposal I have come to the wise and calculated decision to soundly reject it. I vote NO.

#6 Nameless King

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Posted 07 January 2017 - 08:18 AM

View PostYellonet, on 07 January 2017 - 04:36 AM, said:

Here's how I would change quickplay so that it would be more fun and engaging and reward going for the objectives. Hopefully it would also make matches more even.

As to making objective more important, winning the objective should be the way to get the most C-bills, winning the objective should give ~150-200k to each player on the winning team, plus any bonuses for kills, damage and so on after each round. Winning the match as a whole should also give a bonus payout (see each game mode below).
BUT if you lose the objective the payout for damage and kills should be halved. This would make going for the objective the primary goal and kills and damage only a tool to fulfil the objective, not a substitute for the objective.
Another key change would be to make every match consist of two rounds, one on "each side".
This would make it much easier to create more asymmetrical, unbalanced if you will, game modes. As each team would have the chance to play on both sides there would be an inherent overall balance to any game mode, thus making new modes much easier in terms of balance.

To mix things up this would also include a 2 mech, ~125 ton drop deck for each player.
For the second round your mech would be changed no matter if your first mech survived or not.
This means as an example that if you go up against an opponent bringing havoc in a KDK-3 the first round, you will not see him in the same mech in the second round.

So that's the principle, now to the modes.

Skirmish
Well this doesn't have to change much, just the basics above.
Each team will get a go from each side of the map.

The objective for this mode will be to wipe out the opposing team with as few losses as possible. The team that wins +/- across the 2 rounds win the match and gets the objective payout.
For example, team A wins the first round with 12-7, team B wins the second round with 12-5, team B wins the match 19 - 17.
50 k bonus to winning team players, not much bonus here because picking up kills and damage is the main purpose of this mode, for the same reason, no halved payout for kills and damage in losing team.

Assault
The new assault mode (whenever it is coming) is asymmetrical and with the 2-round principle it can pretty much be insanely unbalanced and still work.
The only objective will be for the attackers to breach the base and destroy some key building?!?
If the objective is met there is a 200k payout for each attacker.
If both teams makes it in their respective attack round the winner is decided by who managed it the quickest. Winning team members get 200 k bonus.

As you see a good team can get 400k (+ kills + damage + etc.) for just winning their attack and then defending successfully as they then will get the attacker win bonus and the match win bonus.
It's also possible for both teams to fail their attack and as such get no bonuses and halved payout for damage and kills... (the successful defenders get full payout, albeit no bonus).

Domination
Increase the timer to 5 minutes but make the timer count down for the team that has the most mechs in the circle. This should bring a more dynamic experience to this mode as teams can't just sit and camp, especially if they're down a mech or two.

Winning team of each round gets 200k. As in all the modes (except skirmish) the losing team only get half payout for kills and damage. Winning both rounds nets 50k bonus.

Conquest
Only one side can win by points. The "point farms" reside on the point collecting teams side and is started as taken for that team. The "attackers" objective will just be to take control of the point farms to stop the other team from winning by points.
There is a timer ticking down and if delayed enough the point collectors will not get to 750 in time. As such just going for kills is not certain to win you the match.
Win by points and get a 300k bonus + full kill and damage payout.
Stop the other team from winning by points and get full damage and kill payout.
Winning both rounds nets 100k bonus.

Escort
Make a player mech the VIP, but only one that's max 65 kph. Make it possible only after locking a target for 8-10 seconds to know if he's the VIP or not. Remove all towers and sh1t.

Destroy the VIP, 300k bonus.
Win both rounds 50K bonus


Sorry we dont need Quick Play turned into FW light. Quick play needs to be quick one round matches or you will lose a lot of players.

#7 Yellonet

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Posted 07 January 2017 - 10:42 AM

View PostKing Alen, on 07 January 2017 - 08:18 AM, said:


Sorry we dont need Quick Play turned into FW light. Quick play needs to be quick one round matches or you will lose a lot of players.

The current format is one of the biggest weaknesses of the game. Just look at any other first person shooter (yes, MWO is an FPS) and the game modes they have. No other game that I can think of have matches where you only play a single round and you have a single life. This is what promotes stomps, hiding and so on. Giving it at least two rounds as I've suggested would give any mode an inherent balance and with the changes to the modes completing the objective would be the primary goal just as it would be in reality. But if you just want quick shoot'em up with robots I guess it's fine as it is.

It's pretty easy to just say no, but a no without a counter proposal carries no weight.

#8 Sylonce

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Posted 07 January 2017 - 11:09 AM

No thank you to the two round drop deck. While what you propose appears novel, the thing that makes QP appealing is that it is quick and not FW. Two rounds can be doubly painful if you end up with a composition of players you are not comfortable with.

One of my major beefs with drop decks too is that it will cause problems in matchmaking drop compositions. People are going to come up with "optimal dropdecks" like they have in FW, which IMO makes the game linear and less enjoyable.


#9 Odanan

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Posted 09 January 2017 - 04:34 AM

View PostYellonet, on 07 January 2017 - 10:42 AM, said:

The current format is one of the biggest weaknesses of the game. Just look at any other first person shooter (yes, MWO is an FPS) and the game modes they have. No other game that I can think of have matches where you only play a single round and you have a single life. This is what promotes stomps, hiding and so on. Giving it at least two rounds as I've suggested would give any mode an inherent balance and with the changes to the modes completing the objective would be the primary goal just as it would be in reality. But if you just want quick shoot'em up with robots I guess it's fine as it is.

It's pretty easy to just say no, but a no without a counter proposal carries no weight.

You got it right there:
Posted Image
One of the top competitive FPS right now is Counter Strike GO, which doesn't have respawns.

I know, CS:GO it's practically the same game as the CS released 18 years ago - what can I say, some people like to keep it old school.

I agree we should get best rewards for doing the objective (so not all match turn obligatory into a skirmish), but for my personal taste, quick play should remain "quick". One mech and that's it.

#10 Pjwned

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Posted 09 January 2017 - 04:48 AM

View PostYellonet, on 07 January 2017 - 10:42 AM, said:

The current format is one of the biggest weaknesses of the game. Just look at any other first person shooter (yes, MWO is an FPS) and the game modes they have. No other game that I can think of have matches where you only play a single round and you have a single life. This is what promotes stomps, hiding and so on. Giving it at least two rounds as I've suggested would give any mode an inherent balance and with the changes to the modes completing the objective would be the primary goal just as it would be in reality. But if you just want quick shoot'em up with robots I guess it's fine as it is.

It's pretty easy to just say no, but a no without a counter proposal carries no weight.


So you look at game modes in other FPS titles, but you completely ignore various factors that make time to kill much higher in MWO compared to other games...and you want it to drag on further in a mode literally called "quick play."

One life one round works fine and it has worked fine for a long time now.

#11 KinLuu

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Posted 09 January 2017 - 04:54 AM

In addition to CS:GO, I would also like to mention World of Tanks and World of Warplanes, as both games are actually quite similar to Mechwarrio: Online. Both of which also feature no respawn.

#12 Kshahdoo

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Posted 09 January 2017 - 08:29 AM

I have all the mechs I need, and they all are developed, so I don't need any C-Bills or XP more, I care only about my personal statistics. What way will your proposal impact my style of play?

Edited by Kshahdoo, 09 January 2017 - 08:30 AM.


#13 Nameless King

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Posted 09 January 2017 - 09:39 AM

View PostYellonet, on 07 January 2017 - 10:42 AM, said:

The current format is one of the biggest weaknesses of the game. Just look at any other first person shooter (yes, MWO is an FPS) and the game modes they have. No other game that I can think of have matches where you only play a single round and you have a single life. This is what promotes stomps, hiding and so on. Giving it at least two rounds as I've suggested would give any mode an inherent balance and with the changes to the modes completing the objective would be the primary goal just as it would be in reality. But if you just want quick shoot'em up with robots I guess it's fine as it is.

It's pretty easy to just say no, but a no without a counter proposal carries no weight.


I say no with no counter because I dont think it should change. No change needs to take place. Quick Play needs to be quick, this is the only reason a good many people still play MMO at all.

P.s. The only reason people dont do objectives is because you dont gain anything from it, make the rewards for doing objectives 2x and they will become the priority.

#14 Shiroi Tsuki

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Posted 09 January 2017 - 08:52 PM

View PostYellonet, on 07 January 2017 - 04:36 AM, said:

Domination
Increase the timer to 5 minutes but make the timer count down for the team that has the most mechs in the circle. This should bring a more dynamic experience to this mode as teams can't just sit and camp, especially if they're down a mech or two


Y-You mean people will be forced to join me inside that damn circle instead of sitting behind firing lines, playing poke OUTSIDE the circle?
Posted Image





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