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Coordinated Attack - New Gamemode


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#1 SilentScreamer

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Posted 21 April 2017 - 07:40 AM

PGI seems focused on new game-modes lately since we've gotten Escort and Incursion modes. Here is another idea for a game-mode "Coordinated Attack". The idea is that the players and their mechs are supporting movement of troop transports.

How the mode would work:
- players start at normal spawn locations on the map
- at regular intervals the server will spawn multiple Transports (APCs). Both teams of players will receive a message stating that the APCs have spawned and grid/minimap location should be provided to both teams also.
- players should then converge on the location to either:
a) destroy the transports
b) defend the transports from attackers (i.e. destroy enemy mechs)
- each match would have multiple spawns, spaced between 3 to 5 minutes apart and whichever team was the Defender would then become the Attacker.
- Winning the match would be determined by performance of number of transports destroyed. In case of a tie, the side with the most mechs remaining would Win. True tie if both sides have an equal number of mechs remaining and equal number of transports destroyed.

I think this gamemode would be useful as it gives all mechs several viable ways to contribute:
a) fast mechs would be the first to reach the coordinates thus have the first chance to destroy transports or engage enemy mechs.
b) transports do not de-spawn. If halfway through a match a light pilot circles back to the first or second Transport spawn there would still be Transports there. Did the enemy team leave a mech to guard their remaining Transports before moving on to the next spawn?
c) heavies and assaults would be focused on mech vs mech combat as typical. Yes you could go Transport hunting, but chances are everyone would have moved on by the time you get to the grid.

This would involved introduction of either Combat Transport Vehicles or Infantry/Battle Armor. I would say the generic 10 ton hover APC would be the easiest option to start with:
http://www.sarna.net/wiki/Hover_APC
Implementation of actual squads of infantry or battle armor might give players a better feeling of immersion, but this would be a potential long-term addition to the game-mode if it was popular enough.

#2 SilentScreamer

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Posted 21 April 2017 - 08:06 AM

Additional clarification:

The APCs spawned would be stationary. Like implementing infantry/battle armor having the Transports move around the map would be a "stretch goal". From a role-play consider the APCs having been warned there are enemy mechs in the area and they have "circled their wagons" while waiting for friendly mech support or the "all clear; proceed".

Aside from the art resources for the APC, everything else needed is already in game.
- APCs/Transports would use the same resources as the Turrets from Escort mode.
- a Command Transport would be part of each formation and would carry ECM rather than weapons.

The trick with this game-mode would be actually managing to defend some of your team Transports. If too many matches resulted in both sides loosing all Transports, the armor on the Transports could easily be increased.

Edited by SilentScreamer, 21 April 2017 - 08:15 AM.


#3 Koniving

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Posted 21 April 2017 - 08:20 AM

I like the idea, especially the back and forth.

What could be done to further this is to have them spawn a bit closer together in terms of timing, as well as permitting them to overlap (another set spawns while one already exists). Say the first set spawns within the first minute or two, the opposing set spawns within thirty seconds to a minute after. From there maybe after 4 more minutes a new set spawns within a minute of each other and finally within 4 minutes of that (where there's very little time left) another set spawns in for the last chance to rack up some APC kills while everyone is on their last legs.

As an interesting dynamic, the final spawn could actually be for just the losing (in attrition; fewer mechs left) to attack without a defend requirement so that the devastated team can turn the fight around.

Edited by Koniving, 21 April 2017 - 08:20 AM.


#4 Generic Internetter

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Posted 22 April 2017 - 07:47 AM

So basically you want multi-escort.

Nice idea; Anything to help get players to evolve out of the deathball 12v12 pokey-brawley mindset.
I hated Incursion initially, but now I see the qualities of it.

#5 SilentScreamer

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Posted 22 April 2017 - 11:18 AM

View PostGeneric Internetter, on 22 April 2017 - 07:47 AM, said:

So basically you want multi-escort.

Nice idea; Anything to help get players to evolve out of the deathball 12v12 pokey-brawley mindset.
I hated Incursion initially, but now I see the qualities of it.


I do not think it would play like Escort mode. Escort is a very slow-paced mode largely dependent on the progress of the VIP across the map. Players tend to cluster near the VIP with a few mechs on both sides heading out on their own to hunt enemy mechs. From my experience Heavy and Assault classes dominate the mode. Light mechs are generally limited to scouts and spotters.

I think the gameplay on what I proposed would actually be closer to Conquest....

Fast moving mechs would have a role as the first mechs able to reach a Transport group (to either destroy or defend). Unlike Conquest, all mechs would initally be directed to 1 spot rather than 5 seperate cap zones. Once the slower Heavies and Assaults show up another Transport group would have spawned, giving remaining fast mechs the option of staying in the current fight or moving on to the new Transport group. Backtracking to old spawns late in match would be a good idea too, much like re-capping in Conquest matches currently works.

Heavies and Assaults could either spread to defend multiple remaining groups or stay clustered near a single APC. Just 1 remaining APC would be enough to win if you manage to destroy all the APCs that spawned for your opponent. Obivously the server would grant an auto-win if a team destroyed both all their opponents APCs and all opponents mechs.

Edited by SilentScreamer, 22 April 2017 - 11:19 AM.


#6 Khobai

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Posted 22 April 2017 - 12:06 PM

so basically its skirmish

because killing the other team is easier than just killing all the apcs that spawn randomly around the map

Edited by Khobai, 22 April 2017 - 12:07 PM.


#7 SilentScreamer

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Posted 22 April 2017 - 04:04 PM

View PostKhobai, on 22 April 2017 - 12:06 PM, said:

so basically its skirmish

because killing the other team is easier than just killing all the apcs that spawn randomly around the map


All game modes can be played like Skirmish. Doing so with Assault or Conquest can lead to a loss if the other team gets on the caps quickly enough. We are playing a game featuring giant walking tanks, do you want a pacifist gamemode where you win only if you don't destroy enemy mechs?

#8 Khobai

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Posted 22 April 2017 - 04:08 PM

but the point of a new gamemode is to design it so it cant be played like skirmish and isnt just skirmish

both you and pgi have missed the point of other gamemodes. its to make them NOT skirmish.

#9 SilentScreamer

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Posted 22 April 2017 - 04:29 PM

View PostKhobai, on 22 April 2017 - 04:08 PM, said:

but the point of a new gamemode is to design it so it cant be played like skirmish and isnt just skirmish

both you and pgi have missed the point of other gamemodes. its to make them NOT skirmish.


LOL





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