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Game Mode Changes... What Do You Think?


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#1 245 Trioxin

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Posted 17 August 2020 - 08:40 AM

I haven't played in a while, I do admit.. and when I DID play, I wasn't the best.

I was one of those that got shunted into a tier that was not representative of my skills and abilities:

I was a Tier 3 at best, not one that should've been knocking on the door of Tier 1.

I think we can all agree that currently all game modes are Skirmish. Everyone stumps out towards a set point on a given map and wholesale slaughter ensues until one side is extinct.Then and only then the remnants of the victors wander over to accomplish a task.

Proposal:
1) Introduce 'Control Decay' to all game modes.
2) Assign an 'Anchor Value' to mechs, based on their tonnage.

We all know how it works currently, so I won't re-hash it for brevity's sake.

Here's how I see it working. For the sake of this example, let's talk about Conquest.

A scout mech weighing 20 tons (Peanut-Butter Locust) runs to Theta and begins the cap process. He caps it, leaving only a whisker of control. He then heads off to Gamma to do the same. The instant he leaves the spot, not only does the cap bar stop filling... it starts emptying. It will continue to empty until it reaches the default 'True Neutral' state. If he stays there, the bar keeps filling, obviously. Now let's assume a second Locust Peanut butter from the other side wanders into the same cap point. The bar freezes, as there is an equal tonnage in the spot. If a third 20 tonner wanders in from one side, then the bar begins to fill again towards the team with the higher tonnage score.

Let's assume a Fatless wanders into a cap point that is occupied by a pair of 20 tonners, one from each side. The cap bar immediately begins to flow towards his team at a very speedy rate indeed, because there's a 100 ton advantage in his location.

What I believe this will lead to is a more lively gameplay involving strategic thinking and asset deployment. Team A may decide that Theta is worth protecting, and will anchor it with an assault-class mech. But beware! If they do not leave sufficient support assets behind, then two or three lights can wolf-pack the assault. The light mechs will come into their own and be responsible for wolf-packing lone assaults and others, as well as getting the first little wedge of control. They'll also be valued for scouting, and the like.

It will ALSO get rid of that silly bit where the entire OP-FOR is dead, but they win anyway because they managed to cap a few points and the other team took a little too long to kill them.

Domination:
How many times have we had it that it's an 11-0, but there's a stealth mech hiding somewhere in the pee-stain locking up the fill bar?
This will make for a very interesting dynamic, I think. Again as before, the more tonnage in the pee-stain, the faster the meter will fill. So in the event there's an 11-1 stomp in progress and the OP-FOR has only a 20 ton stealth mech left, then the impending victors had better abandon the circle with everything but their own 20 ton, or they're gonna swamp the stain and take it over in record time. The more tonnage present, the faster the bar fills.If they abandon the circle to hunt the 20 ton mech and there's nobody left in it, then it decays towards 'True Neutral'. If the losing team manages to hide well in their 20 ton stealth and the impending victors abandon the circle entirely (for some reason), then he'd begin to cap it himself... albeit slowly in comparison.

Assault or Incursion:
Your base -REQUIRES- maintenance. It will immediately begin to fall into disrepair (Due to a magical McGuffin we can call Electronic Warfare, or whatever). You counter this by running to the power nodes and narfing a cell or two to keep the enemy at bay. Fail to do so, and your base defenses collapse and you're pretty well borked. Could even crumble entirely. This will dramatically increase the relevance of couriers handling the maintenance as well as control of the power nodes.

Skirmish:
No changes needed. I mean, really.. we're here to blow the shite out of eachother!

I know this will never be implemented by PGI... but wouldn't it be interesting if they did? Wouldn't you enjoy a game that was something different than 'Go to E4, nascar around the mountain', wash, rinse, repeat?

Ah, well. I'm old. I'm not relevant here and haven't been for a while.. if I ever even was!

Allow an old man a few dreams.

-Triox

#2 KodiakGW

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Posted 17 August 2020 - 08:54 AM

Sorry to say it, but there is going to be no further changes made. We were lucky to get the current PSR change so people can actually go down to T5, instead of being T1when they played enough games. At this point, I’m thinking that change was only done because they wanted to merge server queues to save money on server space. No other reason.

Game has been on maintenance mode for a long time. Obviously no plans to even make some minor changes suggested by the community that might make the game interesting for players that left.

#3 Roland09

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Posted 17 August 2020 - 09:01 AM

OP..., do you really want to see more assault mechs capping, because "I'm playing the mode, and you can't tell me not to!"?

Thank you, but no.

#4 245 Trioxin

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Posted 17 August 2020 - 09:11 AM

View PostRoland09, on 17 August 2020 - 09:01 AM, said:

OP..., do you really want to see more assault mechs capping, because "I'm playing the mode, and you can't tell me not to!"?

Thank you, but no.


That's not quite what I meant. Besides, the distance involved between the points could be increased.

What I was aiming.. and hoping.. for is that a few mechs could be left to hold a point that was deemed to be strategic by a side, and to cap that point, you'd either have to out-ton them and cap it, or kill them.

Clearly, I didn't get that out properly.. sorry for being confusing.

#5 Nesutizale

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Posted 17 August 2020 - 09:15 AM

When the cap points decay anyway then there is no reason to go there. Actualy it would be much better not to go there and have someone stay behind because every time your team leaves someone behind to secure the cap it means one less person for the murderball.

So when one team caps and the other dosn't it means about 4 enemy mechs are not shooting at you but sitting somewhere.
That means what you archive is the oposite of what you wanted.

#6 245 Trioxin

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Posted 17 August 2020 - 04:12 PM

View PostNesutizale, on 17 August 2020 - 09:15 AM, said:

When the cap points decay anyway then there is no reason to go there. Actualy it would be much better not to go there and have someone stay behind because every time your team leaves someone behind to secure the cap it means one less person for the murderball.

So when one team caps and the other dosn't it means about 4 enemy mechs are not shooting at you but sitting somewhere.
That means what you archive is the oposite of what you wanted.


True.. true. Ah, well. In my defense, I did say I wasn't very good at the game. But when every mode is 'Skirmish' and the bloodbath always happens at the Nascar track at H7.. eh.

Anyway, thanks for at least reading it!

#7 Nesutizale

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Posted 17 August 2020 - 11:31 PM

I allways welcome people who at least try to come up with a new idea instead of just spreading salt.
Sadly we pretty much know (99%) that PGI won't do anything to further develop MWO. The Soup Q and PSR change are a surprise but its more a forced situation that PGI had to do rather then them saying "We want to invest into this game".

Also I have to say, from a pure financial standpoint, it needs to be asked if MWO is even worth it. They are a companie that has to pay bills and I have no clue if MWO even covers the costs or if its living of other games like MW5.

I think that MWO is still around is because there are some people at PGI that actualy love this game so they try to keep the lights on for as long as possible but can't do anything to improve it further. Either becasue they lack the knowledge or the money.

#8 Ekson Valdez

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Posted 18 August 2020 - 12:42 AM



Looks like this thread was posted in the wrong section, so I've moved it to Feature Suggestions



#9 MW Waldorf Statler

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Posted 18 August 2020 - 02:11 AM

View PostNesutizale, on 17 August 2020 - 11:31 PM, said:

I allways welcome people who at least try to come up with a new idea instead of just spreading salt.
Sadly we pretty much know (99%) that PGI won't do anything to further develop MWO. The Soup Q and PSR change are a surprise but its more a forced situation that PGI had to do rather then them saying "We want to invest into this game".

Also I have to say, from a pure financial standpoint, it needs to be asked if MWO is even worth it. They are a companie that has to pay bills and I have no clue if MWO even covers the costs or if its living of other games like MW5.

I think that MWO is still around is because there are some people at PGI that actualy love this game so they try to keep the lights on for as long as possible but can't do anything to improve it further. Either becasue they lack the knowledge or the money.

both ...the most Guys thats modified the Engine leave the Party 2014/15, build own Projects, goes to RELIC. and the Jobmarket is since years empty with Folks thats have Know How with the Cryengine...UE5 was the only right step in a new Direction

#10 Nesutizale

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Posted 18 August 2020 - 06:24 AM

Well there are several engines they could have tried. Unreal is just most likely the easiest to pick up and find people for it. Also I heard here and there that the engine also comes with it set of problems.
The "blueprint" system or what its called might be very easy to modify and work with but its not the most efficient programming wise. From someone I heard that they build stuff with the blueprints and then break down the code and clean it up to work properly.
I think that was even from one of the devs of MW5 IIRC.

#11 Ghoja

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Posted 19 August 2020 - 10:34 AM

Basically, you're looking for old school Unreal Tournament style domination... Not a bad idea, but the points against it are valid as well. Might be a good option for an added Faction Play mode where you get more than 1 mech in the match though.

#12 Bigbacon

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Posted 19 August 2020 - 12:47 PM

Domination the circle should just be a lot smaller. it is just way to big to actually allow for the game to played how I expect they thought it would play out.

#13 Nesutizale

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Posted 19 August 2020 - 02:49 PM

I would love to see the circle move over the map so you constantly have to adapt to whereever it goes.

#14 MW Waldorf Statler

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Posted 20 August 2020 - 02:13 AM

View PostGhoja, on 19 August 2020 - 10:34 AM, said:

Basically, you're looking for old school Unreal Tournament style domination... Not a bad idea, but the points against it are valid as well. Might be a good option for an added Faction Play mode where you get more than 1 mech in the match though.

Big Problems for all this and the fantastic old UT Gamemodes ...MWO have no respawn ,so Objectives senseless

#15 Ghoja

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Posted 30 August 2020 - 09:51 PM

View PostMW Waldorf Statler, on 20 August 2020 - 02:13 AM, said:

Big Problems for all this and the fantastic old UT Gamemodes ...MWO have no respawn ,so Objectives senseless


That's why I said it might be ok for Faction Play, where you have 4 mechs in your drop deck.

Edit: Cap areas would have to be maybe half the size of the conquest caps, but without the huge thing in the middle.

Edited by Ghoja, 30 August 2020 - 09:59 PM.


#16 Ghoja

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Posted 30 August 2020 - 10:03 PM

View PostNesutizale, on 19 August 2020 - 02:49 PM, said:

I would love to see the circle move over the map so you constantly have to adapt to whereever it goes.


That brings back nightmares of the old "Escort" game mode...

#17 DAYLEET

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Posted 03 September 2020 - 03:53 PM

View PostKodiakGW, on 17 August 2020 - 08:54 AM, said:

Sorry to say it, but there is going to be no further changes made. We were lucky to get the current PSR change so people can actually go down to T5, instead of being T1when they played enough games. At this point, I’m thinking that change was only done because they wanted to merge server queues to save money on server space. No other reason.

Game has been on maintenance mode for a long time. Obviously no plans to even make some minor changes suggested by the community that might make the game interesting for players that left.


Honest question; why reset the psr now? Back when i played 3years ago there wasnt enough people to prevent T1 from playing even with t4. Now i can't imagine the proverbial valves working at all. But i probably missed a lot of update in those years so im curious if it works now or not.

#18 Nesutizale

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Posted 04 September 2020 - 03:58 AM

Still not enough people for the extremes as far as I know so the extrems will be dropped with the middle AKA T3.
Depending on the time you are playing at it gets better or worse.

Speaking for myself, as a "natural" T3 player I have to say I like the matches that I play. T1 is constantly complaining as far as the forums go. T2 seams to be the ones that get beaten a lot by T1 dropping into their matches. At least that is what the complainers say.
I for one am quite happy with the change so far. Winning every second match and haveing everything from stomps to close battles.





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