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Mechwarrior Online 2021: Modes

2021 modes

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#261 Sasuga

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Posted 25 July 2021 - 02:29 AM

Allow mechwarriors to pick mechs after maps & mission selection.
- The interface could be similar to creating a drop deck for invasion, etc.
- - I would fit out different mechs for different environments, and even have different camo patterns based on the planet.
- - - While war is chaotic and hell, I believe most of the time Mechwarriors would know the type of planet they're dropping on, and what sort of mission they're likely to be doing. The whole point of Omni mechs is/was so that clanners could change their loadouts to better meet the mission objectives and environment they'd be operating in.

"Pack up, we're invading a planet!"
- "What sort of planet is it?"
"I don't know, we'll find out when we get there!"

Mechs on patrol would be tailored as much as possible for the planet. Mechs going to invade would likely be tailored for the planet. Sure, sure, sure, many Mechwarriors only owned a single mech, or piloted a single mech.... but, their techs would certainly tune it up as best they could for the map, and we don't own only a single mech.

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Bring back SCOUTING please.

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Skirmish Mode Change:
I've noticed in Skirmish, that when a team is down by three kills, it usually (but not always) loses. Perhaps, once a team is down a certain percentage (say, 1/4th) an invisible timer starts, of say 30 seconds, that resets every time someone damages someone else on the enemy team, if that invisible timer runs out, a new visible timer starts of say, 1 minute. If after 1 minute no one's damaged anyone else on the opposing team, then the team with the most kills wins.

Essentially, if it's 12v1, and that 1 mech is running and hiding, and not fighting, the match will end in 1 and a half minutes.

For that matter, if it's 12v9, and no one on EITHER team has damaged someone else on the other team, then the match would end in 1 and a half minutes.

Since there's a 30 second (or maybe a minute) invisible timer, it wouldn't annoy people, and most people probably wouldn't even notice the change, until someone hid and shutdown somewhere.

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When someone queues up in Soloris, give everyone an invite/notifaction to join like there are is now for invasion.

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OR: Figure out a way for players to queue up for more than one mode at a time. (Soloris/Quick Play/Faction Play, all at once!)

Edited by Sasuga, 25 July 2021 - 03:36 AM.


#262 Horseman

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Posted 25 July 2021 - 06:01 AM

View PostSasuga, on 25 July 2021 - 02:29 AM, said:

Allow mechwarriors to pick mechs after maps & mission selection.
- The interface could be similar to creating a drop deck for invasion, etc.
- - I would fit out different mechs for different environments, and even have different camo patterns based on the planet.
- - - While war is chaotic and hell, I believe most of the time Mechwarriors would know the type of planet they're dropping on, and what sort of mission they're likely to be doing. The whole point of Omni mechs is/was so that clanners could change their loadouts to better meet the mission objectives and environment they'd be operating in.
That belongs in FP and comp. In QP, it would drastically limit the diversity of gameplay based on individual maps.

Quote

Skirmish Mode Change:
I've noticed in Skirmish, that when a team is down by three kills, it usually (but not always) loses. Perhaps, once a team is down a certain percentage (say, 1/4th) an invisible timer starts, of say 30 seconds, that resets every time someone damages someone else on the enemy team, if that invisible timer runs out, a new visible timer starts of say, 1 minute. If after 1 minute no one's damaged anyone else on the opposing team, then the team with the most kills wins.

Essentially, if it's 12v1, and that 1 mech is running and hiding, and not fighting, the match will end in 1 and a half minutes.

For that matter, if it's 12v9, and no one on EITHER team has damaged someone else on the other team, then the match would end in 1 and a half minutes.

Since there's a 30 second (or maybe a minute) invisible timer, it wouldn't annoy people, and most people probably wouldn't even notice the change, until someone hid and shutdown somewhere.
TBH that sounds good.

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When someone queues up in Soloris, give everyone an invite/notifaction to join like there are is now for invasion.
Yes, this is something that has been needed for a while.

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OR: Figure out a way for players to queue up for more than one mode at a time. (Soloris/Quick Play/Faction Play, all at once!)
Solaris itself needs a multiqueue option, so that players can queue for multiple divisions at once.

#263 Xeno Phalcon

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Posted 25 July 2021 - 04:01 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:
  • Review / Update Game Modes
Iv got nothing.


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  • Solution for Faction Play
Just let it go, convert the FP maps into special 12v12 maps


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  • Solution for Solaris
I don't do solaris so can't comment.


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  • General Match Maker Improvements
Tighten MM to utilize tonnage rather than just weight classes when possible?

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  • 8v8 vs 12v12
Why not both? Swap FP maps into the quickplay pool - map smaller maps match for 8v8 and bigger maps for 12v12.

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  • Solo / Group Queues



preference for equal parts groups for either team would be ideal, as groups that are dropping and communicating will squash the other team 'especially' in a 8v8 situation.

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  • Examine Match Scoring (AMS)



Dunno, maybe better rewards for spotters/scouts to encourage lights to behave like lights instead of my favorite targets.

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  • Remove 2 Minute Requirement for Reconnection



No idea.

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  • Private Lobby Updates (More Options, Maps, Host Assignment, More Spectators)



No idea.

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  • Dailies/Weeklies



Weeklies are probably more practical for MWO's aging (literally) playerbase, daily stuff would be hard for these wrinkly ******** Posted Image

#264 Slothasaurus

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Posted 25 July 2021 - 07:34 PM

If it hasn't been said already - for current game modes and what ever new game modes people think up here make those objectives a viable path to victory and worthwhile for the players. QP games end up being basically a skirmish match no matter what was voted in because that's where the match score and cbills are at.

#265 Cyrilis

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Posted 27 July 2021 - 04:00 AM

Here is my Idea to improve Incursion mode:

The basic change is only in the Air Control Torwer mechanics: The dropship that is called in attacks the enemy base... That way, you have a real reason to fight over the energy cells.

#266 Just One Doane

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Posted 14 August 2021 - 05:11 AM

<p>Review/Update Game modes</p>
<ul>
<li>Stronger base defenses for Incursion - This mode often plays just like Skirmish. Teams too often don't see any motivation to play defense at base until they are already losing, and base rarely has an impact once a team is down a few Mechs.</li>
<li>Stronger/different bonuses for batteries in Incursion - Similar to above, too often this is ignored. At best, some light Mechs will make a run for batteries early, but after a single drop off the game devolves back into skirmish. A boost to defensive turrets, better radar (like allowing near instantaneous targeting data), specialized defense (like AMS towers at base) or offense (Mortars or airstrikes against opponent's base wall, suppressing turrets.) would encourage players to utilize them and again promote more variety of strategy.</li>
<li>Mercy rule for match end in some game modes- I've seen similar mentioned elsewhere here. Once a match time is at least half way through, a 30, 60 or 90 second timer with no damage dealt should kick in. This will help end matches where the outcome is clearly not in doubt, but a single Mech or two on the losing side are simply trying not to die. It should be fairly lenient in certain games modes like conquest where a single Mech can still complete an objective.</li>
<li>New game mode: Breakthrough - One side defending a map edge against Attackers. Attackers score for getting Mechs across the line. Defenders score for kills and slowly over time. Once a Mech is across the line, it's out of the match, so attackers have to balance completing the objective vs leaving people behind. Defenders have to balance covering a wide front and 'giving up' on some targets to ensure they stop as many as possible.</li>
<li>New game mode: Scramble - Defenders have to escort multiple convoys across the map. Convoys start at random pre-determined times and locations that defending players can see. Defenders score for vehicles successfully reaching map edges along routes and kills. Attackers score for vehicle and Defender kills</li>
</ul>
<p>General Match Maker improvements</p>
<p> </p>
<p>Not sure if this is spefically what we are looking for here, but here's my take:</p>
<ul>
<li>Slight increase to tonnage limits when playing with a group - I love the concept, but see too many players in the factions I've belonged to avoiding group play just to play assault/heavy Mechs. While I don't want to see 4x100 groups in every QP match, I think the existing 255 ton limit is discouraging players from grouping up as much.</li>
<li>Group bonus XP/C-bills that inversely scales with tonnage - As a way to allow more flexibility, but still encourage variety, have a group XP/C-bill bonus that gets bigger the lower the group tonnage is. This combined with a naturally longer queue time a full 4x100 group would face, should allow people who want to play heavier groups to do so without unbalancing match-making.</li>
<li>Variant selection after map selection - Rater then continue to change maps to be more homogeneous, it would be great to allow players the option to have up to two possible load outs for a Mech saved. After Map select in the lobby, players would have the option to swap to an alternative load out. This would eliminate some Suicide/AFKing/Griefing. Players may not be able to avoid bad match ups, but having a team full of laser vomit on Terra Therma is not a fun experience, nor is having an LRM lance and getting stuck on Solaris. Allowing those players to swap to a different setup on the same chassis could improve player experience and improve matchmaking by allowing for more competitive games.</li>
<li>Company setup options in Pre-match lobby - In addition to allowing for map/game mode selections, a second match setup screen (or the pre-match lobby itself) could provide additional setup options, like allowing the team (Or a company commander) to determine strategic options like spawn points (Aggressive vs defensive spawn points, for example), or Lance configurations (Arrange Heaviest Mechs to one side, balanced tonnage, etc.) Giving a Company commander or the whole team a voice in strategic options like this could again encourage more team play, but also get more variety in the game for everyone.</li>
</ul>
<p>8v8 vs 12v12</p>
<ul>
<li>Great option, but I would not want to see this at the expense of 12v12. I think there would definitely need to be thought put into player counts and impact to queue times, as well as some maps and game modes playing very different, and not always better, at the lower counts.</li>
</ul>
<p> </p>
<p>Examine Match scoring</p>
<p> </p>
<ul>
<li>Decrease in winning bonus - Overall Match wins have too much impact on overall score. Reducing this slightly will allow for improved rewards elsewhere without too much overall balance impacts. While teamwork should be rewarded over just individual play. There's better opportunities to encourage better team play through other options.</li>
<li>Improvements to various 'non-damage' scoring opportunities - To encourage teamwork and playing more to the objectives than just 'kill all the enemies'. Increased bonuses for things like capping(Assault, Conquest), staying in the circle in Domination, and getting batteries in Incursion would promote completing these over just kills. Especially for light Mechs, my experience is the only way to skill them up or make C-bills fast is to focus damage only.</li>
</ul>


#267 Poor-Life-Choices

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Posted 15 August 2021 - 06:17 AM

Change assault so there is only one base, and have multiple versions so the base location is in a different place ( use the conquest points). Winner is the team that controls it at the end.

For FP, each time a unit member ( player with the unit tag) is on a winning FP team the unit gets a win, 12 wins = 1 base, 12 bases = 1 planet. 12 losses = -1 bases etc. if a unit has no bases they are Mercs until until they win a planet . Mercs can sign contacts with units and the merc win contributes to the unit win total. ( but they also keep the win for themselves) in game they can join on allied unit member groups. Units get MC payout per planet at end of each month. Loyalty is allowed for 1 clan flag and 1 IS flag. Players in the unit can freely switch back and forth on those 2. ( these are selected by unit leader). During conflicts for the units loyalty flag is involved they get double wins (still single loses) if they win the conflict for all matches they won. Loyalty changes have a 2 day delay, so switching for a conflict is not possible. Freelancers accumulate wins which can be given to,the unit they join, but unit recruiting cost goes up based on the number of accumulated wins.

#268 tenchugecko

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Posted 20 August 2021 - 02:17 AM

bring down Menu time. raise up battle time.
respawns. creeps. mech selection after map selection.

Edited by tenchugecko, 20 August 2021 - 02:35 AM.


#269 Queldonus

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Posted 21 August 2021 - 07:19 AM

I can think of two things that would be reasonably easy to implement.

Objective focused missions with respawns. Killing the other team cannot net a win, it only gets them out of the way to accomplish the objectives. To prevent abuse of the respawn system, each death would be a longer respawn timer or make respawns come in waves. Perhaps a combination of both.
Now that I think about it, having respawns come in via a dropship would be very cinematic. It can use the existing dropship animations and graphics, so not a huge investment over simply spawning in. It would also allow a way to prevent spawn ambushes, by equipping the dropships with ECM, AMS, and weaponry to give the arriving mechs a landing without being immediately attacked.

Second, moving objectives. This may require a new map as well, but some of the more open maps would only require minimal alterations. This could either be the focus of a game mode, similar to the "deliver the payload" mode that other games have, or an alteration of conquest where a capture point is worth a set amount, after which it is "depleted" and a new point will spawn.
A "deliver the payload" mission would be similar to domination, fighting for control over the area and holding control would advance it toward your extraction point. This would need respawns to work, otherwise it'd just turn into skirmish.
The alteration of conquest could be implemented on a map by map basis. The larger the map, the better. The initial objectives can be set, and the following objectives can either be randomized from a set of locations or a priority list based on what other objectives are currently on the map. Once again, you can reuse the existing dropship graphics and animations to land a mobile base, scanning equipment, etc. That would also allow a fun gameplay quirk, giving observent players that spot the incoming dropship a few seconds head start on where to go before the objective is indicated on the map.



And last is a fun event idea: Mechweight madness (working title)
For a limited time event, have a secondary queue where one mech class is disallowed. Rotate which class is disallowed DAILY to keep things fresh. This might be more of a challenge to implement and make consistently fun, and i'm not sure if splitting the quick play options would result in more matchmaking issues.

Edited by Queldonus, 21 August 2021 - 07:36 AM.


#270 Sawk

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Posted 22 August 2021 - 03:52 PM

WOW --- just bring back scouting to return in some shape or form--- yes to SCOUTING

SAWK

#271 Sawk

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Posted 23 August 2021 - 04:25 PM

HMM i'll BUMPED again for scouting the 4 man---- faction play

SAWK
PS i challenge anyone to 1 on 1 combat, i win you support scouting WOOT

#272 Duke Falcon

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Posted 24 August 2021 - 08:28 AM

Revitalise FP to have more mode-unique matches (mean, SIEGE) and for the sake of frugal damnness, fix planets! Set up available maps for different planets instead of silly-folly batch random ones! A desert map, a mining asteroid and a moon featured for the same planet? WHUT? And get rid of flying dropships in FP. Looks silly, acts silly and waste resources (or optimise maps for less lag or smoother action).

The rest is pretty meh. Albeit Solaris either needs some full revamp or full delete as in it's current state it is like a dental without painkillers...

#273 Bandet

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Posted 24 August 2021 - 12:03 PM

View PostSasuga, on 25 July 2021 - 02:29 AM, said:

Allow mechwarriors to pick mechs after maps & mission selection.


I think this is a bad idea.

Because part of the metagame is that different mechs are good at different ranges, and some maps are bad for some mechs. What it would result in is everyone always running the same thing in every map, because everyone would be like "this is THE polar highlands mech" and they'd just pick it, and you'd get a lot less variety of mechs and builds being played.

Edited by Bandet, 24 August 2021 - 12:08 PM.


#274 Sawk

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Posted 30 August 2021 - 03:48 PM

WOW you are so wrong, scouting was based on a planet, and then for maybe a week--- so what you telling me IS ---- you cannot build a mech to keep up.

PS they can remake scouting anyway they want-- i wanted to bring a timberwolf scouting : P

SAWK--= PS bring back some sort of scouting 4 ON 4, even 2 ON 2 BUMPED again

#275 TheGhostMech1

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Posted 16 September 2021 - 10:46 PM

You should consider combining Faction Play and Quick Play into the same game mode as they currently both share some of the same maps and game modes. On top of this, you should also look into expanding the factions to have more gameplay effects like joining a Clan: makes you fight in 5-man Stars, as opposed to joining a House: which would make you fight in 4-man lances.

Additionally I think the ranks should be expanded upon with longevity in mind, I'm not certain as to what I had in mind but I feel that their just isn't enough as it is. Also please considering adding story driven events in MWO as well as a battlefield salvage system in Faction Play plus add melee into the game.

For Solaris, you should consider simply just making it MechWarrior 4: Mercenaries' Solaris where divisions where by weight class but to also add in crazy event like missiles only or only taking out the enemy's legs, plus getting free mechs, liveries, and emblems from these event would be much appreciated. Not to mention 1v1 to 5v5 and 10 to 50-man free-for-all game modes.

Lastly, and I'm not the most certain of this but maybe give new/starting players just enough extra C-Bills to buy whatever mech they'd like and enough MC to get an emblem and/or a livery. Alternatively, you could just make a series of New Player oriented Starter Packs.




But in the end it's your game and these are just ideas from someone whose been playing MWO on and off since it's closed beta, in I think 2012 or was it 2013? Still consider some or all of what I and others have said as I think this is a really fun and awesome game that could be made just a little bit better :)

#276 m a x

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Posted 29 September 2021 - 11:58 AM

Hi why not make the october free mech a decent hero mech and then we have to do a whole bunch of stuff in faction play to get it wont it bring live back to faction play?

#277 VectorStrike

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Posted 03 October 2021 - 08:48 AM

View PostSlothasaurus, on 25 July 2021 - 07:34 PM, said:

If it hasn't been said already - for current game modes and what ever new game modes people think up here make those objectives a viable path to victory and worthwhile for the players. QP games end up being basically a skirmish match no matter what was voted in because that's where the match score and cbills are at.


100%. When playing with lights, I like to cap base/points instead of just bothering the enemy. However, that gives so little match score that isn't really worth it.

#278 Hawk819

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Posted 05 October 2021 - 04:33 PM

I would love a Capture the Flag and Stock mode.

#279 DangerousOne

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Posted 06 October 2021 - 07:50 AM

Real mods needed for this game, are mods for HUD. Current HUDs (IS and Clan) need to be modular and adjustable.

#280 DangerousOne

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Posted 06 October 2021 - 11:40 AM

View Postm a x, on 29 September 2021 - 11:58 AM, said:

... and then we have to do a whole bunch of stuff in faction play to get it wont it bring live back to faction play?


It probably won't.

Edited by DangerousOne, 06 October 2021 - 11:40 AM.






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