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Next scenario battle chosen by flowchart?
#1
Posted 16 December 2011 - 10:43 PM
I know the leading contender for "most similar game" for MWO is World of Tanks, aka we're getting World of Mechs, sort of.
Well, not having ever played WoT's I can't comment on that, but I'm guessing that one battle doesn't have any affect on the next one. You just play. All shooters tend to do this. They just treat each fight as a fight, and you get xp points to unlock new gear (as everyone who keeps swiping my Mt Dew caps for double XP in Modern Warfare ought to know).
What I want is a game that has a flowchart of scenario types. For those who own the more rare Battletech rulebooks there was one called Combat Operations. It had a rather overcomplicated rules for how to run a campaign. However, it did in fact have a flowchart of seven scenarios. Drop in, Meeting Engagement, Advance, Assault, and then you were declared the winner. Obviously each scenario also had a corresponding scenario if you lost. There was also a Counter Attack if you lose an Advance or Assault, or win a Defend or Pursuit scenario.
I want something like that. I don't just want to log in and fight a single battle that is stand alone. Winning should change what the next battle has as it's goal or winning conditions.
#2
Posted 16 December 2011 - 11:16 PM
#3
Posted 17 December 2011 - 02:06 AM
#4
Posted 18 December 2011 - 12:28 PM
The other thing I would like to see is something that helps determine the map, since the old axiom is that commanders choose the battlefield that best suits their forces. What I have been thinking was something like a random table of maps by planet (ex: call it 4 terrain options: Urban, Snow fields, Forests, and Plains). The unit commanders then get to vote for which map of those types they would like that would then be added into the table (ex: CO 1 wants Urban, CO 2 Snow fields) so now we have 6 options, with Urban and Snow biased to be 1/3 each of the random table. The system could then randomly select the map, which is what would be used in the scenario fight.
#5
Posted 18 December 2011 - 02:25 PM
![^_^](https://static.mwomercs.com/forums/public/style_emoticons/default/smile.png)
#7
Posted 18 December 2011 - 03:48 PM
I have Combat Operations, but have never had time to sit down and read it. I'll have to peruse it and see if it would improve our debate in the other thread Zyllos just linked here.
#8
Posted 18 December 2011 - 04:00 PM
Therefore the defenders would choose the terrain and the attackers would bring enough friends to deal with the problem.
This does lead to another point. Standard military thinking states that an attacker needs 3:1 odds to negate the advantages possessed by a defender. How will this be handled, a smart commander is always going to bring more friends than the people holding a position.
Semyon
#9
Posted 18 December 2011 - 05:22 PM
Now, I know that your 3:1 statement is correct, but that's the truth for a purely ground war. Aviation assets have managed to knock that requirement down to, roughly, 2:1. Imagine what space assets and relatively prophetic and judicious use of real intel, prior to beginning descent, will change that number to? It would be right at the border between 1:1 and 2:1, but it would be on the lower end.
#10
Posted 19 December 2011 - 02:33 AM
Still with play ballancing and OBJECTIVE over total kills style gameplay I can imagine a few scenario types that would be fun, i.e. an Advance scenario with the goal of getting your mech across the battlefield and out an exit zone, spawn and repeat vs the defenders trying to stop you getting through.
#11
Posted 19 December 2011 - 02:46 AM
Kay Wolf, on 18 December 2011 - 05:22 PM, said:
Assuming of course, that the defender has no air/space assets or anti-air/space assets
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Edited by Ghost73, 19 December 2011 - 02:47 AM.
#12
Posted 19 December 2011 - 07:57 AM
Hans Von Lohman, on 19 December 2011 - 02:33 AM, said:
Quote
Ghost73, on 19 December 2011 - 02:46 AM, said:
![:ph34r:](https://static.mwomercs.com/forums/public/style_emoticons/default/wink.png)
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