AnAnachronismAlive, on 17 October 2020 - 02:45 AM, said:
A lot of game modes feel like „Killing the opposition and care about objectives afterwards“ (if at all). While I understand that the general mech combat is the central source of joy MWO provides, making a lot / most of the game modes feel like some sort of skirmish makes the gameplay experience feel somewhat „interchangeable“.
While I am kinda unsure, if such ideas are on the table anyhow and the following proposals are most likely flawed in terms of their applicabilty, may be some of the more experienced / tech-savy community members are able to think these „work in progress ideas“ through and properly refine them to some sort or – in case they are not viable at all – dismiss them totally if these thoughts ain’t viable at all.
Main focus should be on a more diverse gameplay experience in between game modes without sacrificing the central element of mech combat and too much work on the coding-side.
- Protect the Prototype / protect the MobileHQ
Rebrand the former VIP-mode into a „Protect the Prototype“ or „Protect the MobileHQ“ kinda mission, in which a random player controls a heavily armored but very close range or very lackluster (high risk, high reward gameplay) weaponized version of a mech (with global ECM) that needs to get into an extraction zone / or an installation alive.
Ye could even implement this Prototype to be a version of a soon to be released chassis / hero mech for a limited timeframe (like 1 week pre-release). Else make it some sort of a slow but heavily armored MobileHQ (movement and minor weapons controlled via a gun-turret somewhat similar to a mech-turret, so no insane amounts of coding are required).
If I recall correctly former VIP mode had maps being dotted with minor turrets and capturable ECM-nodes all over the place. Those generally have not been much more than a nuisance for most mechs though. How about replacing them with some sort of more heavily guarded and defendable intel-points kinda denying certain areas of the map by firepower and damage taken if you just pass it. Conquering the first provides 1 true and 4 false positions of the VIP on the minimap, second provides 1 true and 2 false and last provides the true position). The more of these intel points you take, the more power the Prototype / MobileHQ has to redirect into his ECM-module and therefore it is slowed down (use some leg-modificators here).
I like your ideas, very creative.. I always liked the original VIP mode.. the only thing that made it bad was the players that didn't know how use the mini-map and defend the VIP.. and predictably so, they would whine and blame the game mode for the loss.. I don't care if the vip is drunk and running around in circles.. use the map and defend it. Now that there is a map/mode voting system they should bring it back. The best part was fighting in parts of a map you rarely fought in before..
PS. if they could combine your idea where one live pilot controls the VIP to get to tha choppa.. or destination.. that would be awesome.
Edited by DAEDALOS513, 17 October 2020 - 04:58 PM.