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Mode Ideas (Of The Mad Kind)


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#1 Nesutizale

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Posted 24 April 2019 - 08:29 AM

Just had an idea about gamemodes that are kinda stupid but sound fun at the same time and most likely will never happen but hey for the fun of tossing ideas around.

These could be interesting for new players as they can just grind away and farm much needed XP and CBills.

Endless mode
Select a mech, free for all envoirment, play for as long as you want. After each death you get your statistic and the option to respawn or go back to the menue.
When going back you get all the Cbills and XP you have earned.
Matches would be filled dynamicly until the max number of players is reached.

Horde mode
One mech against constantly bigger groups of Ai enemys. Between rounds mechs get reset. Try to get as far as you can.

The long march
Pretty slim map compared to others. Like a big canyon. You have endless respawns, maybe with a dropdeck, but each side can only have a certain number of mechtypes on the field at any given point. So when all the light spots are taken you have to select another mech. 12v12 teams.

To win you need to get at least 3 mechs behind the enemys line and survive there for 10 seconds. Along the way are points that can be conquered to give your side an edge like an artillery strike, turrets working for your side, walls beeing raised from the ground, stones falling from the top of the canyon creating cover in the process, a dam breaking and the water provides a coolshot like effect for everyone under the dam.

Edited by Nesutizale, 24 April 2019 - 09:50 AM.


#2 Athom83

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Posted 24 April 2019 - 09:19 AM

Strike;
Basically the new Incursion mode but only one side has a base. Just the QP version of FP Invasion (Siege/Counter-Attack).

Capture the Flag;
Self explanatory.

Cleanup Crew;
Escort+, with more Skirmish thrown in. First team to kill x amount of AI controlled mechs wins. Maybe keep radar towers and turrets for the lolz.

Break-In;
King of the hill with a twist. Essentially the "main" modes of CSGO and R6Siege with a mechy twist. One team defends a point (par of points), and the other team needs to assault them. The team that assaults the points tick time away from the capture clock as long as A) They have a number advantage on that point, and B ) Players haven't taken damage within the last 3-5 seconds (individual players who have taken damage in that time don't count towards the number of players on the point).

Edit; Also, no overtime. If there is no defense left and the clock runs out before the attacking side has taken the/a point, defense wins. A possible side version would be to make it so a point once captured unlockes a second point to assault, or something.

Assassinate;
A variation of Escort where one player on each team is their team's ViP (probably limit selection to assaults, or a heavy if there are no assaults on the team). A team wins when the other team's ViP dies.

Edited by Athom83, 24 April 2019 - 09:23 AM.


#3 MechaBattler

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Posted 24 April 2019 - 10:42 AM

My idea isn't a mode per se. "Campaign Mode" where you start with X amount of money and Repair and Rearm is a thing again. You keep going until you can no longer repair or arm your mech. The only issue would be you'd only get matched against people who have had the same number of matches as you. So it wouldn't really work with our current population level since it would further separate the population.

This would be especially an interesting idea if applied to FW. Where your unit signs up for a campaign. And has to survive off a set limit of funds. It'd be curious to see how a unit is at the end of the campaign. What kind of builds would they be forced to bring as their supplies dwindle.

#4 Nesutizale

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Posted 24 April 2019 - 11:43 AM

I like the last idea for FW as they seam to bring in a better map progression. What could further lead to a more campaign like mode.

Problem is where do you place the current Freelancers, Mercs and House units?
Freelancers and Mercs would have to manage their resources on their own. House units could get resources from their House but would be limited by the euqipment and mechs they can drop with or buy.

#5 MechaBattler

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Posted 24 April 2019 - 12:30 PM

That's a good question. It'd be interesting if perhaps they could get their faction's indigenous designs at reduced price, but perhaps locked to stock? So there'd be a trade off. But I don't imagine too many people want to run anything stock. Though if your unit is on it's last cash reserves, even a stock mech is better than nothing.

Mostly the idea is to be immersive in terms of what a merc unit might have to manage. And to make each match different. Hard to run H-Gauss when they're so expensive. Or Gauss in general. It'd just be interesting to see what people resort to when they're desperately low on cash. :3

#6 Novakaine

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Posted 24 April 2019 - 12:53 PM

Take the Solaris factory map.
And make it one huge warehousePosted Image

#7 Athom83

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Posted 24 April 2019 - 12:58 PM

View PostNovakaine, on 24 April 2019 - 12:53 PM, said:

Take the Solaris factory map.
And make it one huge warehousePosted Image

Or a series of warehouses.

#8 Nesutizale

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Posted 24 April 2019 - 01:21 PM

My group had a big warehouse map for the TT with several floors that you could access by either ramps or elivators. It was allways fun to go up or down, not knowing what you will find there.
(We seperated the maps in different rooms so we didn't know.)

As for more immersion in FP. Wasn't that the original plan for FP anyway? I remeber something about factories on planets, that when conquered you would get extra resources and stuff.
So sad that it never happend, as far as I know FP is just the mostly normal QP with one extra mode and fixed teams but in general its just random battles without meaning.

Edited by Nesutizale, 24 April 2019 - 01:25 PM.


#9 MechaBattler

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Posted 24 April 2019 - 01:47 PM

There was a lot of ideas for FP that were promised and never delivered upon. : /

I believe it was said they hadn't even started working on FP when they announced it. Instead they made FP within 90 days of it's release. Which explains why it was so bare bones and nothing like what we were promised

#10 LordNothing

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Posted 24 April 2019 - 01:56 PM

id love to see endless game modes. simple team or ffa deathmatch. play as long as you want, join whenever you want, leave whenever you want. you might have map rotation with loading only wait time, perhaps every 30 minutes. make it so you drop with a deck and can change mechs each time you die, but otherwise limitless respawns.

this game has a stop and go nature which is kind of grueling at best. i prefer fp because it can sometimes have a better wait vs play ratio, which is terrible in relation to qp, gq, and solaris. but even then the wait time is non-trivial. so endless matches would be a major boon to the game. you could sell more decks and it would become the best place to level mechs.

Edited by LordNothing, 24 April 2019 - 01:59 PM.


#11 Nesutizale

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Posted 24 April 2019 - 02:02 PM

Bringing in map rotation to endless mode is a good idea.

Also I think that an endless mode is a good start for new players. Just go in, fight as long as you want, then go back to spend money and XP and reconfigurate your mech to better fit your playstyle, then go back in and test it.

Edited by Nesutizale, 24 April 2019 - 02:03 PM.


#12 Vellron2005

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Posted 25 April 2019 - 12:00 AM

View PostNesutizale, on 24 April 2019 - 08:29 AM, said:

Endless mode
Select a mech, free for all envoirment, play for as long as you want. After each death you get your statistic and the option to respawn or go back to the menue.
When going back you get all the Cbills and XP you have earned.
Matches would be filled dynamicly until the max number of players is reached.


I would do something like this, but for Faction play..

You would get a dropdeck, and a random map would be selected. You would start fighting, and when you die, you get your stats and earnings showed, and the payout is when you stop playing. Every time you die, you pick one of the mechs from your dropdeck, but not the one that just died. You can pick it again after you die in another mech - so you can't play the same mech two times in a row..

The base mode is skirmish, but during the fighting, random objectives activate, and achieving them gives you or your team extra winnings.

The mode ends after 1 hour of fighting has passed, and whichever side had more random objectives complete wins the planet.

Mode would require big maps, bigger than now.. or ideally random-generated maps.

Edited by Vellron2005, 25 April 2019 - 12:02 AM.


#13 PhoenixFire55

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Posted 25 April 2019 - 02:40 AM

View PostNesutizale, on 24 April 2019 - 08:29 AM, said:

Endless mode

Abusable. Since there is no wait for you whatsoever and no in-match progression (like MWLL had) there is also no reason to perform well. Drop, suicide, repeat. Plus it is very unclear what happens to the ongoing match when there is nobody to fill in for the player leaving.

View PostNesutizale, on 24 April 2019 - 08:29 AM, said:

Horde mode
One mech against constantly bigger groups of Ai enemys.

We have all seen the brilliance of PGI's AI when Escort mode was still around. No thanks.

View PostNesutizale, on 24 April 2019 - 08:29 AM, said:

The long march
Pretty slim map compared to others. Like a big canyon.

Yes, because we all love unavoidable chokepoints ...
Not.

In general - the major difference of MWO compared to generic braindead shooters is actually the absence of respawns (or at least respawns being very limited like in FP). Anything (like endless respawns) that brings MWO closer to generic braindead shooters shouldn't IMO even be considered.

#14 Nesutizale

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Posted 25 April 2019 - 04:42 AM

Quote

Abusable. Since there is no wait for you whatsoever and no in-match progression (like MWLL had) there is also no reason to perform well. Drop, suicide, repeat. Plus it is very unclear what happens to the ongoing match when there is nobody to fill in for the player leaving.

Suiciding dosn't give much points, its still more effective to play good then go in and die on the spot. Someone pointed that out in another thread pretty clearly.
As for what happens when players are leaveing...its a FFA envoirment so as long as one other player is there its on.
Mapsize and spawnpoints are something to consider, they either need to be far enough apart or random to prevent spawnkilling.

Quote

We have all seen the brilliance of PGI's AI when Escort mode was still around. No thanks.

You have seen that the "of the mad kind" in the title? Yes the Ai has been pretty bad, hope that its better in MW5 but thats beside the point. Its a talk about what we can think of, brainstorming ideas, even bad ones to spice things up. Maybe a bad idea will spawn a good one at some point.

Quote

Yes, because we all love unavoidable chokepoints ...Not.

Ah yes like Canyon Network has them and the Citys and Rubi and basicly all the maps except for one I can think of and thats Polar.
Also with the change to have more respawns a completly different kind of playstyle comes with this. Assaults and heavys that act as cover for smaller mechs to get to the next fixed cover. Teams that need to coordinate to push through to the next objective/cover.
Yes its very different, you will die a lot but its something that one can think about on how to change general gameplay.
Also artillery strikes and indirect firesupport have a a quite different place in this.

Quote

In general - the major difference of MWO compared to generic braindead shooters is actually the absence of respawns (or at least respawns being very limited like in FP). Anything (like endless respawns) that brings MWO closer to generic braindead shooters shouldn't IMO even be considered.

And everyone doing the nascar isn't braindead or what? MWO sits in a strange spot between tactical and braindead and as long as it can't caiter to any of these playerbases right it won't have success.
That dosn't mean the game has to be onesided !

Idealy you would have different modes that will be well received by both sides. Have an endless mode for the one group and a tactical progress mode for the other side.

#15 Asym

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Posted 25 April 2019 - 05:06 AM

Sounds like we should just use the modes and maps from MW2-3-4 and recycle them to save costs and call it a day.

Most of what is talked about above are in those games.

#16 Anjian

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Posted 26 April 2019 - 01:29 AM

View PostNesutizale, on 24 April 2019 - 08:29 AM, said:

The long march
Pretty slim map compared to others. Like a big canyon. You have endless respawns, maybe with a dropdeck, but each side can only have a certain number of mechtypes on the field at any given point. So when all the light spots are taken you have to select another mech. 12v12 teams.


Hellebore Springs without the bases. Always felt that it was fun fighting in that map outside of its base. No need for falling rocks. Just friendly and enemy turrets on each side as two teams fight through, and narrow paths or caves to the side that can be used for ambush or sneak behind an enemy front line. Use the textures and artifacts from Hellebore Springs.

#17 Burning2nd

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Posted 26 April 2019 - 01:32 AM

Free for all... arena,

unlimited spawns
no objective accept blasting other mechs.. 4,8,12 player

room host sets the weight limitations

#18 Anjian

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Posted 26 April 2019 - 01:51 AM

My idea is "Rush and Conquer".

Its a variation of Conquest with a limited drop deck respawn, with no weight minimums or maximums, or respawn 4X with the same mech. If used in FP, you use the FP drop deck with the weight limits.

Early stage, each team spawns from their original spawn point and heads out to capture 7 capture points.

Once each point is captured, you can respawn from these capture points. You will be given a map that will show you which points have been captured by your team and which by your enemy, and you can choose to drop any of the points captured by your team or in your original spawn point. You can decide which mech to drop and when you drop. Do you want to drop here to defend this point? Or drop here to so you can rush and capture this enemy spawn point? Or drop here because its closer to where the rest of your team is? Do you want to drop with your light, or with your assault? Make the right choice.

The rate of bar attrition for each team would be the same as Conquest mode but the required number of points is extended to 1000.

You have about 20 minutes to accomplish this, and if neither team fails their objective at the end of 20 minutes, the team with the longer bar or most points wins.

It will utilize existing maps that support the Conquest mode.

Edited by Anjian, 26 April 2019 - 01:56 AM.


#19 PhoenixFire55

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Posted 26 April 2019 - 03:36 AM

View PostNesutizale, on 25 April 2019 - 04:42 AM, said:

Suiciding dosn't give much points, its still more effective to play good then go in and die on the spot. Someone pointed that out in another thread pretty clearly.

Pffft ... It is more effective for a skilled player sure, for a baddie it isn't. And obviously its not skilled players who actually want to farm suicide rushes in the first place.

View PostNesutizale, on 25 April 2019 - 04:42 AM, said:

As for what happens when players are leaveing...its a FFA envoirment so as long as one other player is there its on.

Seriously are you slow or something? ... You got a match with endless respawns, which means it always have to be 24 active players. One player leaves, and there is nobody in search queue available. What happens? ... Match freezes mid-way with bullets hanging in the air waiting for minutes till someone joins the queue?

View PostNesutizale, on 25 April 2019 - 04:42 AM, said:

You have seen that the "of the mad kind" in the title? Yes the Ai has been pretty bad, hope that its better in MW5 but thats beside the point. Its a talk about what we can think of, brainstorming ideas, even bad ones to spice things up. Maybe a bad idea will spawn a good one at some point.

This is not a single player game, this is PvP, multiplayer ... why do people want stupid ai to be a factor in a PvP game all the time ffs? 1 player vs ai mode is NOT happening. If you want 1 player vs ai, go buy a mechpak MW5.

View PostNesutizale, on 25 April 2019 - 04:42 AM, said:

Ah yes like Canyon Network has them and the Citys and Rubi and basicly all the maps except for one I can think of and thats Polar.

No, because every QP map allows you to not feed yourself through any chokepoint, its the lemmings choice to be fed through them. In contrast FP invasion maps do force people to go through chokepoints, and needless to say, its considered one of the if not THE worst feature of current FP implementation. And you want to add another gamemode with forced chokepoint. So how about ... No.

View PostNesutizale, on 25 April 2019 - 04:42 AM, said:

Also with the change to have more respawns a completly different kind of playstyle comes with this. Assaults and heavys that act as cover for smaller mechs to get to the next fixed cover. Teams that need to coordinate to push through to the next objective/cover.

LOL! Best joke I've heard in a while. Yeah right, PUG assaults acting as cover for teammates. Yeah, like that is ever gonna happen. I recall times when I've played chokepoint-warrior-online in FP and the amount of "coordination" people displayed there. Oh boy, soooo coordinated ...

View PostNesutizale, on 25 April 2019 - 04:42 AM, said:

And everyone doing the nascar isn't braindead or what? MWO sits in a strange spot between tactical and braindead and as long as it can't caiter to any of these playerbases right it won't have success.
That dosn't mean the game has to be onesided !

Idealy you would have different modes that will be well received by both sides. Have an endless mode for the one group and a tactical progress mode for the other side.

You simply can not have something, anything, that is going to be well received by smart people and idiots at the same time. 5000 years of human history should have taught you that. You either choose one, or the other.

#20 Eatit

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Posted 26 April 2019 - 04:02 AM

Phoenix,

Why are you so jaded man? Let it go.

Not everyone is an idiot. Not everyone is a die hard fan of Battletech. The new people coming to this game may be young and never got to play the old games. It's possible that many of them have never seen a mech.

I bet if you tried to be more helpful and less scornful you would get better results. Don't be the poster child for Salty, Toxic, MWO fans that everyone hears about. Encouragement and understanding are good traits. Impatience and negativity are not.





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