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A New Game Mode?


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#1 Kim Vallantine

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Posted 11 July 2019 - 01:46 PM

Day after day this game is getting worse, with a playerbase who knows only one movement: the infamous NASCAR.
Even on Tier 2, and as much as you try to convince our teammates and formulate a new strategy, at least 50% of the team simply ignores and runs off early in the game. I really enjoyed playing with assault mechs, but it's getting harder every day, even when you give your best.
I'd really like PGI to take a look at the maps, maybe adding new objetives or mechanics, where we could play with our favorite mechs without being left behind by his companions only to be surrounded by 2-3 piranhas/flea/locust and die in less than 1 minute.
Maybe a mode with less players, something like 4x4 or 8x8 solve part of the problem, or a clash between 4 different teams, each composed of 4 mechwarriors could solve this.
What you guys think about?

#2 Alloh

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Posted 14 July 2019 - 06:55 AM

I like to have BOTH 12x12 mode, and also 8x8.

This would add surprise, diversity and improve matchmaking, adding more flexibility.

I think that both the maps, the deploy points and gamemodes foster "Nascar". Too bad most players do not know that better tactic against nascar is a static fireline.

Probably the solution is adding more "asymetric" gamemodes, attack/defense. Like, Defend Vs Destroy these targets. That's closer to Faction Play exclusive modes. Current maps can be used.

A very simple symetric and challenging gamemode would just make the 3 Leopard Dropships LAND after deploy the mechs, become targets, and each side must destroy opposing's dropships. If you kill everybody, then get support to loot the dropships instead of destroy them, to quickly end match. If both teams do Nascar, becomes "Destroy dropships faster".

On another scenario, only one team have damaged landed dropships and must defend them, while opposing team must destroy the dropships...

#3 Alloh

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Posted 14 July 2019 - 07:26 AM

2. Too symmetric maps+gamemodes:
COUNTER: Add asymmetric gamemodes, like FP's Scout and Invasion modes, attack/defend clash.
--Trial of Possession: The dropships from both sides will land, on a visible position, after dropping the mechs. Victory by destroying dropships or all enemies. Dropship turrets should remain active and destructible.
--"Fallen Birds", when one side have damaged dropships to defend or destroy. Dropship turrets should remain active and destructible.
--"Territory", one team must prevent the other team from taking some position - city, airport, hill, installation or "base". Give some defense turrets to defenders. One team spawns inside "base", the other arrives in dropships.

#4 50 50

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Posted 19 July 2019 - 01:47 AM

Any map with a good central point has this problem and it's not necessarily the size of the map.
Some of the most ferocious nascar's matches I have experienced of late have been on Canyon Network. If you haven't done 4 laps of that central point by the end, you just didn't try hard enough.

However the classic Frozen and Forest Colony maps, while nascar can still happen, it is less likely and we have to ask ourselves why. On these maps it tends to be more of a firing line until one flank breaks and then the battle can begin to turn.
I believe this may be due to the maps being more elongated in design giving us an engagement point and some flanking options but not really an ability to run the loop.

Crimson Straight is another map worth thinking over in this regard as well as while the main central mountain looks like a good place to do a tour, it doesn't work that way, This may be because there is an expected engagement point which once the two teams move into position with the various terrain features creates that elongated battle area.... with a couple of flanking options.

The new Forest Colony is similar and though there can be some rotation around that central plateau it's not usually the first thing that happens.

Without making massive terrain changes to the maps I think we could get some real value out of altering the out of bounds zones, drop and objective locations to alter the battle area that could effectively turn 1 single map design into having 2, 3... 6... playable options.


With regards to altering team sizes, I support that idea to improve the ability to get games when the player population is low and it should be a feature in quick and faction play to encourage matches.
We don't need a new mode or queue (could use less queues) to do this however.
Really just need flexibility in the match maker to say: "Can't make a 12v12, let's try 8v8... can't do that, ok 4v4 or try again in 30 seconds or something.
Because we can never guarantee there will always be precisely a multiple of 24 players waiting in a given queue it will mean that you are potentially going to get a variety of different matches each time you ready up with different teams sizes.
It's good for wait times.
It's good for variety of play.

Edited by 50 50, 19 July 2019 - 01:56 AM.






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