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Escort Replacement Concept


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Poll: Escort Replacement Concept (9 member(s) have cast votes)

Do you agree with the rework presented here?

  1. Yes (4 votes [44.44%] - View)

    Percentage of vote: 44.44%

  2. No (5 votes [55.56%] - View)

    Percentage of vote: 55.56%

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#1 Requiemking

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Posted 24 March 2018 - 11:24 AM

So, with all the hatred for Escort, I've thought up a little concept for a replacement mode. However, first lets go over why Escort, in it's current form, does not work:

1) It being a QP mode simply does not work because, with how QP is, most players don't have the patience to fully commit to defending the VIP in a meaningful manner,

2) The VIP itself is wholly useless and gets stuck frequently due to map issues.

3) Making the VIP an unarmed Atlas is incredibly dumb from both a strategic and lore standpoint.

So, how can we fix these issues while still implementing a fun mode? Well, first of all, you need to remove it from QP entirely. With the intent of QP being quick matches, a protracted defensive mode with a mobile defence target was never going to work here. As to the other issues, Here is my concept for the Redesigned Escort mode.

First Change- the VIP

First, the VIP will no longer be the unarmed Atlas. Instead, the Player will be defending a Rattler MK1. For those of you who don't know what this is, here is the link to the relevant Sarna page. As with the Dropships, the Rattler's armament will be reduced to give the attackers a fair chance. In addition, the Rattler will possess a similar AI to the defensive turrets found in other modes, but the Rattler itself will not activate if there are allied mechs within a certain distance of it. This is to prevent the defending team team from turtling up around the Rattler.

Second Change- the Maps

Much like Siege, Neo-Escort would have it's own, custom-made maps. This is mainly because of the Rattler's sheer size. The maps themselves would be fairly large(at least Polar Highlands sized) with a series of large roads for the Rattler itself, several smaller pathways for the accompanying mechs to traverse, and a single Incursion-style base that serves as the start/end point for the Rattler. The Rattler's path would be marked out with a series of capture beacons(who's purpose I'll get into a bit later). The time for a full round can be measured with the Rattler's progress around said map, with one full patrol cycle equating to the full round length(this is FP, where you are willingly signing up for long, protracted battles).

Third Change- the Victory Conditions

The win conditions will remain asymmetrical, with the Defenders' goal still being to wipe out the attackers. For the Offence, however, the conditions for victory are to disable or destroy the Rattler.There are two ways to go about this. The first is to launch a head-on assault at the rattler itself. The target in this case is the Rattler's treads. While this option presents a somewhat more rewarding path to victory(with a substantial bonus acquired for completing this objective), there is the fact that you have to go through the defenders and, after they are destroyed or lured away, the Rattler's guns.

The other option involves the capture beacons dotted around the map. By capping these, an orbital strike will be dropped on the Rattler when it arrives at an unfriendly beacon. Four strikes and the Rattler is destroyed. However, while in many respects, this objective is easier, it also comes will a significantly smaller reward(as you did destroy a fairly valuable military asset).

Final Change- Limiting to FP

Unfortunately, due to the nature of the Changes presented here, this mode is entirely restricted to FP. This comes with Drop-decks and all the other things FP grants.

So, is this a decent suggestion, or did I screw up somewhere? Please leave your comments here or in the discussion thread in General Discussions.

EDIT: Discussion thread is up: https://mwomercs.com...cement-concept/

Edited by Requiemking, 24 March 2018 - 11:28 AM.


#2 BTGbullseye

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Posted 25 March 2018 - 11:10 PM

This basically turns this into a mobile "omega" that you can't stand next to... Not only does it make no sense in lore or real life, but it doesn't seem all that fun to play as the defender, as you can't even block enemy fire with your mech without sacrificing a lot of firepower. Turrets don't have very good range to make up for their effectively perfect accuracy, so this is basically one giant sitting duck.

#3 Grus

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Posted 27 March 2018 - 09:20 AM

If we could get some mechs with Arrow 4 launchers id agree to this.

#4 Requiemking

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Posted 27 March 2018 - 09:54 AM

View PostBTGbullseye, on 25 March 2018 - 11:10 PM, said:

This basically turns this into a mobile "omega" that you can't stand next to... Not only does it make no sense in lore or real life, but it doesn't seem all that fun to play as the defender, as you can't even block enemy fire with your mech without sacrificing a lot of firepower. Turrets don't have very good range to make up for their effectively perfect accuracy, so this is basically one giant sitting duck.

The reason I did that was to prevent the mode from becoming a stagnant mess of "stand next to the big mobile fortress and let it kill the enemy for us". Since the fortress will not fire if a friendly mech is nearby, the defenders have to engage the enemy if they want the win.

Edited by Requiemking, 27 March 2018 - 09:54 AM.


#5 Johnny Z

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Posted 28 March 2018 - 07:58 AM

The idea of shooting down dropships came to mind reading this. :)

#6 Ballistic Panicmode

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Posted 31 March 2018 - 09:42 AM

So basically, you want to bring Ogres into MWO? Posted Image

https://en.wikipedia...wiki/Ogre_(game)

Edited by Ballistic Panicmode, 31 March 2018 - 03:14 PM.


#7 Vidarion

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Posted 01 April 2018 - 05:43 AM

Since no one seems to be using the discussion thread that the OP set up, I'll re-post my comment here...

The suggestion is a great suggestion for a NEW Faction Play mode. It is not, however, in any way shape or form a replacement for QP Escort because, as you stated in the description ... it would be restricted to FP.

I like Escort but I am more than willing to admit that the VIP movement needs work and it could use some tweaks. It is not a hard mode to learn if you put a small amount of effort to do so.

#8 Requiemking

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Posted 02 April 2018 - 07:54 PM

View PostVidarion, on 01 April 2018 - 05:43 AM, said:

Since no one seems to be using the discussion thread that the OP set up, I'll re-post my comment here...

The suggestion is a great suggestion for a NEW Faction Play mode. It is not, however, in any way shape or form a replacement for QP Escort because, as you stated in the description ... it would be restricted to FP.

I like Escort but I am more than willing to admit that the VIP movement needs work and it could use some tweaks. It is not a hard mode to learn if you put a small amount of effort to do so.

The problem is that your average QP player doesn't have the patience or attention span to really put their all in on modes like Escort and Incursion. This makes playing them in QP a huge chore. Not to mention that, from a lore standpoint, having an unarmed Atlas as a courier vehicle is a waste of a mech in an era where one cannot afford such luxuries. Balance-wise the mode is flawed partially because of the previous shortcomings and partially because of the sensor towers and turrets making it a paint to do anything other than deathball rushing the enemy team.





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