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Ideas To Make Incursion Better/fun

Mode Gameplay Maps

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#21 DaZur

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Posted 31 March 2022 - 10:31 AM

View Postpbiggz, on 31 March 2022 - 10:26 AM, said:

Now that is a pipe dream, but it would be cool.

Wouldn't be if PGI ever truly gave two rips about fleshing out MWO to even shade their original grandiose promises and roadmaps... Posted Image Posted Image

#22 EPJ

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Posted 31 March 2022 - 02:43 PM

View Postmartian, on 30 March 2022 - 11:24 AM, said:

Having one base (objective) is a logical solution, just personally I do not like the idea that 95% of the map would be ignored by the players, since both teams would converge in the center of the map. Essentially, this is the problem of almost all MWO game modes.


This could be fixed by making so the base does not always spawn in the same spot. have it so it can be in one of 3 spots on the map. so when map is picked with this game mode one of the 3 is randomly picked.

View Postmartian, on 30 March 2022 - 11:24 AM, said:

Or maybe making it the way it was in MechWarrior 3, MechWarrior 4 and MechCommander 2: If you leave the MFB early, your 'Mech will not be repaired fully.


Yes! that sounds like a good idea too.

View Postmartian, on 30 March 2022 - 11:24 AM, said:

MWO used to have turrets around the bases a few years ago. Some games ended in a tie, since both teams were left with one or two battered 'Mechs that were too damaged to attack the enemy turret-protected base with one or two similarly damaged enemy 'Mechs sitting there. Posted Image


This is what I'm a bit worried about, I don't want the turrets to turn the games into draws. Was thinking that when they get turned on from one team capping the Generator that after some time they will turn off and need to be powered back on. not sure about this idea.

View Postmartian, on 30 March 2022 - 11:24 AM, said:

By the way, welcome to the MWO forums!

Thanks

#23 EPJ

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Posted 31 March 2022 - 02:48 PM

View PostCreativeAnarchy, on 31 March 2022 - 08:26 AM, said:


You would be the one with brain worms thinking conquest is so great. Conquest is an awful game mode.

Incursion would work better with 3 teams. I know the MM won't be able to handle it and nothing I suggested would happen anyway, same with the OP, nothing in there will happen especially with changing how the match maker works, but that is how I feel it would make it work better, otherwise I stand by it being a different assault with more PVE because it plays the same.

The different game modes don't really add much, I like assault, domination and incursion over skirmish and will vote skirmish over conquest. The only reason I don't vote skirmish as much is because of those fast mechs that want to run and hide to keep up their k/d and making the rest of us wait for the timer. At least with modes other than skirmish, there is a way to just end it. Conquest just sucks. Some like to run around and stand in the squares but I'd bet most of the player base would rather just fight.


Well... what if it was 3 teams of 8? Would still be the same number of players as 12 vs 12

#24 LordNothing

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Posted 31 March 2022 - 02:59 PM

not even respawn can fix this one (see fp version). when they teased it i figured they would have walls everywhere and they would take more than 2 alphas to knock down. thought you would have to cut your way to the enemy, but walls just ended up being base decorations and play no actual role in the match. static bases are kind of a bad idea. if they were worth a damn people would just stay home and sit for 15 minutes.

make the bases more dynamic. replace with capturable bases all over the map. there are home bases capped by default, since you need to maintain at least one base or you lose. each base is walled and comes with a tower (though with better and more diverse abilities, like cooling towers or range boosters, randomize the abilities) and a mobile command center and a few turrets. they start neutral and once capped they go to your team and you get the tower ability until the base is destroyed. you can have multiple bases and they can not be re-captured by the other team. bases are destroyed when you kill the command center (tower and turrets if alive will self destruct). capping requires simply breaching the walls and walking inside the perimeter, no waiting. a team loses if it does not control any bases or if they are all dead.

i think it would play something like this.

at the start of the match teams move to cap as many bases as possible.
faster mechs can go and try to destroy caped enemy bases to deny abilities.
teams fight with their abilities stacked.
winning requires having more active abilities and better abilities than the other team.
mechanics reward movement over more area of the map, so initial spread out to cap, to deny and then reformation into a fighting force before contacting the enemy would give you the best advantage.
moving to take advantage of a cap disparity would also provide a good strategy.

Edited by LordNothing, 31 March 2022 - 03:19 PM.






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