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Mechwarrior Online 2021: Modes

2021 modes

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#1 Daeron Katz

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Posted 16 November 2020 - 01:00 PM

In this thread, lets discuss ideas for updating or adding to our current modes in MechWarrior Online, such as:
  • Review / Update Game Modes
  • Solution for Faction Play
  • Solution for Solaris
  • General Match Maker Improvements
  • 8v8 vs 12v12
  • Solo / Group Queues
  • Examine Match Scoring (AMS)
  • Remove 2 Minute Requirement for Reconnection
  • Private Lobby Updates (More Options, Maps, Host Assignment, More Spectators)
  • Dailies/Weeklies

Edited by Ekson Valdez, 17 November 2020 - 10:59 PM.

#2 Sevronis


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Posted 16 November 2020 - 05:51 PM

Solaris needs like a 12-mech free for all mode (or even just 8). It's what made it fun in MW4:Mercs, and I can imagine it would bring a whole new level of gameplay in MWO. Considering the current restrictions with coding to be team-based, I'm sure it would be a lot more complex for each pilot to be their own 'team'. Not to mention, would also mean larger arena-type maps. But if anything, this may just bring what the current version of Solaris needs to revive. Certainly not something to focus on so soon and would require additional resources, but something to consider at least.

Also. First.

EDIT: Probably should have added this to the New Features thread.. but could also count as a kind of solution maybe.

Edited by Sevronis, 16 November 2020 - 06:00 PM.

#3 Big-G


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Posted 16 November 2020 - 07:34 PM

For referrals, small rewards in terms of C-bills/GSP/MC with say a jackpot for every 10th?

#4 Brauer


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Posted 16 November 2020 - 08:00 PM

View PostDaeron Katz, on 16 November 2020 - 01:00 PM, said:

In this thread, lets discuss ideas for updating or adding to our current modes in MechWarrior Online, such as:
  • Unit Recruitment Social Chat Tab
  • Remove CBill Recruitment Cost for Units
  • Refer-a-Friend Program
  • Increased API Functionality

Looks like this is a duplicate of the other thread. I think this was meant to be a game mode discussion.

#5 LordNothing


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Posted 16 November 2020 - 08:18 PM

matchmaker for solaris 2v2 pls. keep it simple, just pair up pugs.
maybe add solaris 4v4 to replace scouting in fp.
reduce solaris divisions to 5, one for each weight class and unlimited.

Edited by LordNothing, 16 November 2020 - 11:41 PM.

#6 Magic Pain Glove


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Posted 16 November 2020 - 08:28 PM

Yeah , seems like there was a copy paste error . I am curious to see the points in this thread. It does look like there is some overlap with the "new features" thread or maybe the threads got mixed up .

Edited by Magic Pain Glove, 16 November 2020 - 08:29 PM.

#7 Vampyreq


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Posted 16 November 2020 - 08:41 PM

We can have fun/ridiculous modes introduced from time to time like:

STs are indestructible.
CT is indestructible, death comes with destruction of head, both legs, or both STs even if carrying standard engine,

Or some weapon related ones like laser damage is doubled/tripled and duration is doubled/tripled.
Missiles fly 100% slower.

All mechs are stealthed...you get the idea.

But otherwise, I'm not sure if a capture the flag mode will be viable, or a king of the hill kind of thing.

Expand incursion a little where you can bring a battery pack to power up a base that bring a bit of a perk, it'll have its own defensive turrets as well.

A FFA deathmatch kind of thing will be fun. But we'll have to think should this be as a timed event for now or an always available kind of thing given the player base size now.

Edited by Vampyreq, 16 November 2020 - 09:02 PM.

#8 Fractis Zero


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Posted 16 November 2020 - 08:44 PM

Make a way in which quick play could contribute to the star map. Perhaps contributes to certain border planets depending on the player's faction. On the end screen it could show how much you contribute. It would give a sense of accomplishment other then damage and kills.

#9 Sheridan Mackison


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Posted 16 November 2020 - 08:50 PM

Add attackers vs defenders mode and escort mode to Quick Play. Perhaps even a lopsided mode with 10 defenders in a fortified position vs 14 attackers.

#10 Ragedog4


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Posted 16 November 2020 - 09:20 PM

Dont remove the Unit Costs, just reduce it. I know it was created for a reason and it should not be taken like some light thing. Treat it like it means at least something.

I LOVE the idea of a "Join A Unit" chat system tab or something. Just make it a chat bar that is default turned on that you can turn off in settings.

Refer a friend and you both get 500-1000 MC maybe?

Reduce the Timer on Assault greatly and give it two turrets to defend, make it a real game mode again. Give it life so people get scared that they one base is under attack (the turrets shooting will prevent cap so they will have time to respond to a degree, but not if its only an assault left, give lights a little more game play for the lower tiers)

IF you bring back Escort but a player randomly chosen at the start has to make it to the dropship that is at a random point NEAR the enemy spawn points but they don't know where. Or if not a player make it two 80 tonners that have a pre marked path for the team to SEE where they are going to head. So getting a lucky shot on one mech might not lose those escorting to lose, but 80 tonners are weaker in armor and only slightly faster.

#11 Fractis Zero


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Posted 16 November 2020 - 10:15 PM

Three lane conquest. You have 3 lanes that lead to capture points. Terrain between points cannot be traversed. Make the map big enough that if one team murder balls they will be unable to win if the other team captures two points. This would allow for a game mode where scouting counts and you can win without killing the entire other team. All the game modes as it stands is kill first cap later (exception might be polar highlands conquest).

#12 Bistrorider


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Posted 17 November 2020 - 01:59 AM

View PostSheridan Mackison, on 16 November 2020 - 08:50 PM, said:

Add attackers vs defenders mode and escort mode to Quick Play. Perhaps even a lopsided mode with 10 defenders in a fortified position vs 14 attackers.

For start It would be good to do Incursion attack-defend mode. One team is attacking, other is defending. One base, still 12vs12, like little Siege mode.

#13 Garran Tana


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Posted 17 November 2020 - 02:16 AM

My goals for the game modes:
  • Create game modes that offer the players something more than a brawl + minor variable condition of win
  • Do not take a lot of PGI resources to be made, can use existing assets.
The game mode I designed offer a lot of opportunities for combat, however the combat alone does not bring victory in those game modes.

Almost evey idea has a "map" to expain it a bit, but it's just a simple mockup.
Every number shown is a rough, untested estimate.
Also keep in mind that english is not my first language.

Data extraction
Posted Image
Three research outposts in the area have crucial data. Get data from those locations and use friendly transmitter to send them to command.
The team that will complete gathering data from three locations first, wins.

Game mechanics:
There are three research outposts on the map. Outpost A, Outpost B,Outpost C.
From them, the players can download the data just like the fuel cells in Incursion game mode.
Acquired data need to be transmitted via friendly transmitter.
The team who transmits 5 data packages from each Outpost wins.
Every Outpost has a counter that indicates how many data packages have already been sent and turns green when it hits the target objective, can't provide data anymore after this.
Optional changes and tweaks:Every mech can pick up data only once from a single station. This would force more mechs to participate in the objective hunting.

Data download 10.000 / 100
Data transfer 15.000 / 250

Posted Image
Synchronise your base with recon antennas in the area to provide reconnaissance for the Command.
This game mode would provide the players some interesting dynamics where they need to move to several locations to get points, keep an eye on the base as light mechs have a perfect job for their class, and players need to fight their way to the points controlled by enemy.

Game mechanics:
Both teams have a transfer base of their own at the deployment location.
There are 5 capture points (antennas) to get (see reference map in attachment) that can be captured like antennas in Escort (RIP) game mode.
Each captured antenna generates points every second.
When mech from Team A gets to the Team B TRANSFER BASE it can capture it (like the Antennas for example) and switch every Antenna of Team B off, so they need to capture it again (if the mech is close to the Antenna he just lost, it will immediately start capturing it). This sabotages the Antenna if they are not covered. Gives a chance to the loosing team.
The team that gathers X amount of points first wins.

Optional changes and tweaks:
Each time capture point is flipped it emits a single radar pulse lasting short time (similiar to Incursion game mode Radar).
Base acts like an UAV or turret for line of sight purposes.
Time needed to flip the capture point.
Number of points to gather.

Capturing antenna 5.000 / 50
Sabotage 10.000 / 150

Posted Image
Crucial data must be transmitted off planet but we only got a scarce satellite cover over this world. Use the satellites whenever possible and transmit data by the short range communication antennas in the area.

Game mechanics:
There are 6 short range communication antennas on the map.
Every one of them can be captured by any mech just like a beacon in Escort game mode, once captured it doesn't need any mech presence to generate points for the team who captured it.
Every minute from the start of the match the satellite is in position and every captured antenna generates a point for the team that controls it. There should be a voice reminder that satellite will be on position in X seconds.
The team that gathers 20 points first wins.
Optional changes and tweaks:
Short range communication antennas flip time.
Pause between the satellite flybys.
Number of points gathered needed to win.

First short range communication antenna capture 10.000 / 300
Capture the short range communication antenna again 1.000 / 10
Data transmission 2.000 / 5 for every antenna each time the satellite flies by, for everybody.in the team.

[Image missing]
Escape pods fell somewhere in this area. High Value Target managed to escape on board of one of those. Locate HVT and send the location data for HVT extraction.

Game mechanics:
8 escape pods are located in the central area of the map (on big, stretched out area).
Their locations are known (or not - tweak option), but the pattern, and HVT location is random.
One random escape pod holds HVT.
By closing in with the escape pod (like beacon in Scouting game mode) mech can search it for the HVT presence.
If the searched escape pod has no target it will disappear from the map after it has been searched.
If the escape pod that was searched has the HVT all other pods disappear from the map and a communicate goes off saying that the HVT has been located and that a dropship (from the team opposing to the one that discovered HVT locations) picked up it signal and it’s closing in to check it. The dropship does a fly-by shooting enemy mechs in the area for a short moment, just to detect enemies in HVT proximity and stop instant capture of the HVT.
After finding the escape pod with HVT the marker changes into small area (similar in look to the Domination game mode circular area, but in the size of a Conquest game mode capture point.
You need to hold this area for 40 seconds (similar to Domination game mode)

Optional changes and tweaks:
The location of escape pods is not known from the start and players need to locate them visually.

Escape pod check 3.500 / 30
Locating the HVT 10.000 / 150

Posted Image
Take control over unoccupied, automatic artillery positions and send coordinates via control station to drop hell on enemy base (placed outside of the gaming area, not visable in the match, but the commander voicelines you hear during the game could be done so they sound like they come from there - if your team starts loosing, the voice will be more dramatic).
I see a lot of potential for voice acting as the base under fire is the one that communicates with the players at the start of every game. As it is getting pounded with artillery shells the voice should let the players know how bad and dramatic the situation is, and if your team looses you hear announcement about the evacuation of what’s left from the base.
One thing I’m not sure of is this: Should the guns (even pointing upwards) hurt mechs that troll and jump into shell path, or should the ground shaking blasts be only a visual treat.
Other than the dramatic aspect the gameplay offers a centre point to cumulate the fighting but also gives a job for skirmishers and potential to last second saves by capturing enemy artillery.

Game mechanics:
There are 6 artillery positions on the map with one control station in the middle.
You can take control (flip) over the artillery position like you do with beacons in the Escort game mode.
Once controlled artillery positions are marked blue on the map, enemy artillery positions are marked blue, neutral are pale yellow as usual.
Enemy can flip the point back and takes control over it.
When you activate the control station, all friendly guns open fire resetting all those artillery positions to a neutral state. They can be captured immediately after this.
You can activate the control station the same way (it remains neutral), but the control station can be activated again after 15 second delay.
Only artillery positions that belong to the team activating the control station will fire and reset to neutral state. All enemy artillery positions remain captured until are re-captured by opposing forces or they fire via activating the control station..
The team that will fire to the enemy base X times (10 for example) wins.

Optional changes and tweaks:
Two control stations close to the middle instead of one
Time needed to flip the artillery position
TIme needed to activate the control station
Delay on the control station

Capturing artillery position 3.500 / 35
Activating the control station 3.500 / 35

Remember that every number is an untested estimate.

Edited by Garran Tana, 17 November 2020 - 06:00 AM.

#14 The6thMessenger


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Posted 17 November 2020 - 02:43 AM

Add direct MC rewards on winning Faction-Play matches.

Also a thought about Objectives. Nobody plays for the objectives, it's all basically skirmish with a little bit of fluff. Why is that? Well, it's because mechs are needed to complete objectives, and so all you need to do is to remove the mechs -- and they are removed permanently, and you remove the mechs by damage, which means damage is EVERYTHING is in the game.

If you want people to play for objectives, you need to add respawns in QP, or just remove every other game mode except skirmish on QP.

Edited by The6thMessenger, 17 November 2020 - 02:48 AM.

#15 Seth Kalasa


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Posted 17 November 2020 - 03:46 AM

1. Solaris Battle Royale. As in MW4 Mercs. 24 or 16 until the last man standing. Make it a Quick Play mode to be viable.
2. FP closer to the NBT. It’s a proven product, lasting for years, what is sign of quality and interest in it. No need to think out how to organize proper FP, everything is invented already.
3. Stock mechs quick play mode.

#16 eddieb


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Posted 17 November 2020 - 07:04 AM

Solaris rewards need to be linear, not exponential. Solaris Rewards guarantee a bolt on the player doesn't already have for a mech the player owns.
Allow solaris queueing into multiple divisions at a time.

Add a way to find/view unused bolt ons.

Redo faction rewards. Reward faction mech skins for faction iconic mechs.. Make rewards at least proportional to rewards for events.

Edited by eddieb, 17 November 2020 - 07:10 AM.

#17 Joshua McEvedy


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Posted 17 November 2020 - 08:00 AM

View PostDaeron Katz, on 16 November 2020 - 01:00 PM, said:

  • Remove CBill Recruitment Cost for Units

The hated recruitment tax was a severe burden for smaller casual units. I and others begged Paul repeatedly to get rid of it, but he just ignored us, and our units withered away. If you're truly listening, Daeron, then get rid of the recruitment tax, once and for all.

#18 Lieutenant Hedgehog


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Posted 17 November 2020 - 08:09 AM

View PostThe6thMessenger, on 17 November 2020 - 02:43 AM, said:

Also a thought about Objectives. Nobody plays for the objectives, it's all basically skirmish with a little bit of fluff.


You need to up the ante on Objectives!
Quick Play is basically Skirmish unless someone gets clever and captures the base while the other team isn't paying attention. Then the whole team says "Oops that was dumb" and that's about it.
You need to make Objectives easier to accomplish and more valuable to players so that people have a reason to attempt them

* Make Capture happen (slightly) faster, so that you can't just leave your base vulnerable, so that staying behind to defend the base (or rushing ahead to capture) is vital

* Grant additional C-Bill / XP / MC rewards specifically for completing Objectives, so players are incentivized to actually play the game mode

* Make Domination/Capture points randomized & mobile, so that each game is different from the last, and teams must adapt and communicate to win

* Add more turrets in QP! So teams are incentivized to use the map to their advantage, so that running ahead and foresaking a base puts you at a disadvantage. This would be more effective if there's designated Attack/Defend teams and could likely take a lot of balancing.

As for FP/Solaris:

* Queues need to be improved. Waiting for 30 minutes+ for Faction Play is not fun. I still haven't played a Solaris match yet. Yet QP? Always a game. Find some way to unify the Solaris/Faction/QP queues.

* Love the idea of earning Faction skins through Faction play

* I don't understand why your Solaris Mech collection is separate from your Quick Play collection. It de-motivates me to play Solaris. I want to use my skilled up QP Mech and put it to the test in a 2v2 Solaris match. And I want the rewards I earn in Solaris to carry back over to QP. I don't want to play 2 separate games. Unify resources between these 2 modes.

Edit: I've now figured out how Solaris works!

Edited by Lieutenant Hedgehog, 23 November 2020 - 08:29 AM.

#19 il1il


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Posted 17 November 2020 - 08:16 AM

QP modes seem to be a preference. I prefer domination > skirmish > assault > incursion > conquest
while some people dislike skirmish a lot.

Skirmish - is team death match. the only argument against it is when people hide at the end... cure that and win their opinion.

Domination - seems to need the heat turned up on it. its not that people dislike domination but they find it stale. have the circle shrink or tick based on the number of players in the area. (with increased clock)

Assault - is skirmish with an addition of a cap the base win mechanic that leaves every one dissatisfied if people use it. I would remove it and replace it with capture the flag.

incursion - is a version of assault that most people don't fully understand.... its not intuitive.

Conquest - does not work well with an uncoordinated team. if you are capping points you are missing a chance for rating so people treat it like skirmish mostly.... That is if they aren't running around like a chicken with its head off. you don't even need to delete conquest remove the cash bonus and you will see how popular it really is.

QP - its self seems to be suffering from "soup" group mixed with solo players and the heavy sorting for average damage found in match score. Most of the problems could be solved by invisible sorting by average win/loss. Damage is a horrible incentive to give players it corrupts the incentives of players away from team work. and selfless strats into damage hogging and hiding.

Faction - is low pop because solo player don't want to enter Q and wait for 45 mins while 3 games pass them by because groups took their spot. so they go to quick play and get a quick game. if there were no QP faction would have less problems but solo players are at a major disadvantage especially new ones.

Solaris - is not populated, why? You have to buy mechs to set them up for duels in a game balanced by team play. and counters. When you step into your first match you will probably face one of the best players in the game.
if the game had different access to mechs maybe it would be more popular but it seems that like faction the long waits further discourage people from the mode. What would I do to salvage it? Probably I would have it pop up as a random challenge occasionally after a QP / faction n your current mech to win something cool. like an engine or a bolt on for your current mech. or a token (partial credit toward). Then people would have a reason to practice IN their regular mechs.

#20 Horseman


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Posted 17 November 2020 - 10:26 AM

View PostDaeron Katz, on 16 November 2020 - 01:00 PM, said:

In this thread, lets discuss ideas for updating or adding to our current modes in MechWarrior Online
  • Scouting was FUN. It was also a useful mode if the main FP queue didn't have enough population. I suggest that if there's less than a certain number of players active in FP at the time, the queue drops the existing players into Scouting. At the very least, I'd like to see Scouting back in the game more prominently.
  • Scouting, Incursion, Escort for private lobbies PLEASE.
  • Solaris
    • Not a bad mode, but it suffers population issues. This can be fixed by structuring the season kick-off event to promote activity over a longer period than just grabbing low hanging prizes in one day and calling it a day.
      • Start the kick-off on weekends. We had one that started mid-week and by the time weekend rolled around most of the playerbase again went into QP.
      • Introduce goals that promote activity on several consecutive days.
      • Alternatively, stagger separate events for specific divisions across a week. This would give each division its' evening to shine
      • In the second and third month of the season, introduce a "Solaris weekend" event. Just your basic play/win matches in each division goals same as we have in the current kick-offs. It doesn't need to be big, just give people a reason to pop back into S7 and play a few matches.
    • Maybe shorten the seasons? A new season every two months rather than every three would be good.
    • Hopefully a way to queue into multiple divisions, first come first served
    • Emphasize the end of season rewards, how far the player is from qualifying for them and how much more will he get if he gets to the next reward tier. This needs to be somewhere in the UI.
    • PLEASE STOP RECYCLING THE SEASON 4 WARHORN ALREADY. You've given it out seven seasons in a row. Even rotating 4 warhorns over the seasons would be better.
      • Introduce a version of the S2 warhorn without the annoying build-up. The skull flashing and that jingle just by itself would be great, the build-up makes it just meh. (I have a similar view on the S3 warhorn TBH - shorter animation, keep the jingle without the buildup and you have yourself something good)
    • Perhaps some version of Call to Action for Solaris when a player with a high rank or a longer win streak is queued? EG "Xyzzyx is searching for challengers in Division 1. Do YOU have what it takes to face them?"
  • Escort didn't fail in concept, but it failed in execution. Here's a proposal that might work:
    • Make the VIP a mobile capture point, so that the attackers have to chase off the defenders and then "capture" the VIP, and make destroying the VIP an immediate draw
    • Indicate the VIP's target on the map for the defending team
    • Make the VIP a bit faster. It was slow as molasses.

View PostLieutenant Hedgehog, on 17 November 2020 - 08:09 AM, said:

* I don't understand why your Solaris Mech collection is separate from your Quick Play collection.
It's not. Your mechs may be in different divisions than you're trying to play them in.


I want to use my skilled up QP Mech and put it to the test in a 2v2 Solaris match.
I used to do this regularly, though I've since moved to a bunch of dedicated Solaris builds.


And I want the rewards I earn in Solaris to carry back over to QP.
... they do.

Edited by Horseman, 18 November 2020 - 01:49 AM.

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