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Would You Want To See Siege Mode In Qp?
#1
Posted 25 July 2017 - 08:41 PM
But...
QP maps and map modes have been integrated into FP. Certain stats have been adjusted to account for each side having four waves of 12 mechs instead of just one wave (aka, longer Domination times, higher point caps for Conquest, etc etc).
So why not have QP versions of Siege Mode? Sure, you'd have to adjust things for there only being 12 mechs on each side (reduced Generator and Omega health, possibly removing the gates, etc etc), but it would certainly be doable.
What are your thoughts on this?
Edit: Also, I'd love to have one of those Siege Guns replace that stupid antenna in Domination. It'd presents a pretty convincing reason for why we're all fighting over this patch of real estate.
#2
Posted 25 July 2017 - 08:49 PM
#3
Posted 25 July 2017 - 08:59 PM
EDIT: although it'll be good practice for newer players that don't fp
Edited by DaMuchi, 25 July 2017 - 08:59 PM.
#4
Posted 25 July 2017 - 09:15 PM
But Id like a union dropship defense gamemode for both QP and FP (in FP the refueling time and health of the dropship would be increased)
one team has to defend the dropship till it refuels and launches
other team has to destroy the dropship's engines and disable the dropship before it refuels and launches
there could be two refueling depots that would speed up the rate the dropship refuels at. they would help break up the defender advantage, because if they get taken out too early it would give the attackers a lot more time.
and the union dropship itself would of course have an absurd amount of firepower split between three 120 degree arcs. like 1 PPC, 1 LRM20, 2 AC5s, 4 Medium Lasers, 1-2 Large Lasers per arc. but the weapons would be contained in massive turrets which could be individually targeted and destroyed. and taking out the turrets fast would obviously be a priority lol. there could even be a minimum fuel level required before the dropship's weapons come online so the attackers have a chance of taking out the turrets before they can fire.
Edited by Khobai, 25 July 2017 - 09:28 PM.
#5
Posted 25 July 2017 - 09:26 PM
#6
Posted 25 July 2017 - 09:39 PM
~Leone.
#7
Posted 25 July 2017 - 10:59 PM
And please make it sure that I'm always defending.
Stupid ideas are stupid.
#8
Posted 25 July 2017 - 11:31 PM
So NO, it has no business being in QP.
Please, drop this silly notion of putting all modes in a single bucket.. it was split for a reason..
YES, QP maps and modes have done wonders for FP.. but vice-versa would be detrimental and kinda redundant..
Also, bring back counter attack for FP..
Edited by Vellron2005, 25 July 2017 - 11:32 PM.
#9
Posted 25 July 2017 - 11:33 PM
#10
Posted 25 July 2017 - 11:35 PM
#11
Posted 26 July 2017 - 12:21 AM
Back in the days when CW was Siege (or "invasion") only, it attracted like 10% of MWOs playerbase. It's bad. Bad enough for the majority of this playerbase to not play it despite the rewards only optainable in CW (like mechbays)
So... why exactly bring it to QP?
Edited by meteorol, 26 July 2017 - 12:22 AM.
#12
Posted 26 July 2017 - 12:43 AM
So no, to Siege in regular QP. Yes to converting FP into QP with respawns.
#13
Posted 26 July 2017 - 06:22 AM
If it was changed to a single point that one side has to hold out for a single wave (like an above idea of a depot or crashed dropship), then yes. However, at that point it becomes a proper assault mode which is what we should've got instead of invasion.
#14
Posted 26 July 2017 - 07:00 AM
#15
Posted 26 July 2017 - 07:43 AM
You have to full 48 mech teams to make this happen...imho
#16
Posted 26 July 2017 - 07:48 AM
#17
Posted 26 July 2017 - 07:49 AM
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