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Crazy Idea Time: Merge Domination And Escort

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#1 LordNothing

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Posted 04 August 2023 - 03:16 AM

atlas becomes bubble. the objective is to capture, not kill the atlas. this makes it a symmetric mode. its pretty much domination, but a moving atlas replaces the dish. you win in the same way, by controlling the circle for a period of time. you cap the atlas instead of the dish.

change the pathing to have a network of path segments connected by nodes. each node may branch off to two or more different path segments. this is sort of how escort works, except there is no end point, it always leads to a new node which feeds back into the network. paths are chosen such to move the atlas closer to the general position of the dominant team (whoever has the most mechs in the circle at the node, or randomly if tied), therefore you can steer the atlas by group positioning.

you can control some other things about the atlas. you can slow it down by legging and/or removing an st (it will be running an lfe). it will run a little bit faster than the escort atlas. but if your team kills the atlas its an instant lose for you. this may be useful if you want to halt the atlas at a strategic location. for fun the atlas will return fire on anyone that shoots it, for a period of time based on a cooldown from the last hit.

the sensor nodes you normally collect on escort will transfer a few points from the red side to the blue side. so you can hunt these down to gain time. the domination side objectives will increase or decrease the size of the circle by 1/3, based on which one you hit. the enemy can either reverse or enhance the effect by destroying their associated objective. hitting all four returns it back to normal size.

Edited by LordNothing, 04 August 2023 - 03:17 AM.


#2 Curccu

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Posted 04 August 2023 - 03:23 AM

Could be just 250-500m static sized bubble that moves with random pattern :D

#3 sycocys

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Posted 04 August 2023 - 04:06 AM

Or just points (like conquest) that unlock in a sequence in sets of 3 to encourage away from deathball.

Not that they really have the ability to program modes that are deeper than skirmish.

#4 PocketYoda

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Posted 04 August 2023 - 05:20 AM

View PostLordNothing, on 04 August 2023 - 03:16 AM, said:

atlas becomes bubble. the objective is to capture, not kill the atlas. this makes it a symmetric mode. its pretty much domination, but a moving atlas replaces the dish. you win in the same way, by controlling the circle for a period of time. you cap the atlas instead of the dish.

change the pathing to have a network of path segments connected by nodes. each node may branch off to two or more different path segments. this is sort of how escort works, except there is no end point, it always leads to a new node which feeds back into the network. paths are chosen such to move the atlas closer to the general position of the dominant team (whoever has the most mechs in the circle at the node, or randomly if tied), therefore you can steer the atlas by group positioning.

you can control some other things about the atlas. you can slow it down by legging and/or removing an st (it will be running an lfe). it will run a little bit faster than the escort atlas. but if your team kills the atlas its an instant lose for you. this may be useful if you want to halt the atlas at a strategic location. for fun the atlas will return fire on anyone that shoots it, for a period of time based on a cooldown from the last hit.

the sensor nodes you normally collect on escort will transfer a few points from the red side to the blue side. so you can hunt these down to gain time. the domination side objectives will increase or decrease the size of the circle by 1/3, based on which one you hit. the enemy can either reverse or enhance the effect by destroying their associated objective. hitting all four returns it back to normal size.


Turn the atlas into a command vehicle.

#5 TheCaptainJZ

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Posted 04 August 2023 - 09:12 AM

A moving King of the Hill idea is nice, but I wonder how possible it is to code? For sure, I've always wanted more variety in our game modes and make them more mission-like.

#6 Curccu

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Posted 04 August 2023 - 10:20 AM

View PostTheCaptainJZ, on 04 August 2023 - 09:12 AM, said:

A moving King of the Hill idea is nice, but I wonder how possible it is to code? For sure, I've always wanted more variety in our game modes and make them more mission-like.


Probably not that hard to code, but ANYTHING that requires coding is hard if no one knows how to code old custom cry engine.

#7 Chloe Cole Kerensky

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Posted 04 August 2023 - 10:33 AM

View PostCurccu, on 04 August 2023 - 10:20 AM, said:

Probably not that hard to code, but ANYTHING that requires coding is hard if no one knows how to code old custom cry engine.


OP has a great idea, first great idea I've seen on here in a long time, and you have to just go and ruin it with... reality.

#8 LordNothing

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Posted 04 August 2023 - 03:13 PM

View Postsycocys, on 04 August 2023 - 04:06 AM, said:

Or just points (like conquest) that unlock in a sequence in sets of 3 to encourage away from deathball.

Not that they really have the ability to program modes that are deeper than skirmish.


the idea was to create a mode with pre-existing props and map data. (almost) nothing new need be implemented.

but yea with all the talk of new modes, i think its prudent to come up with ones that can actually work. most have been utter flops, and id hate to see limited resources wasted on another flop.

Edited by LordNothing, 04 August 2023 - 03:17 PM.


#9 VeeOt Dragon

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Posted 06 August 2023 - 01:13 PM

i do like the idea of a moving capture node. but please for tho love of the spirits not combined with Escort.

it would be easy enough to have something closer to a Conquest/Domination hybrid. have the game randomly select a point at the the start of a match. they can just use the already existing Conquest points for simplicity. have one of them light up with a smaller Domination circle (perhaps 2/3rds the size or so). the node stays up for a set amount of time then it goes to the next. the team that caps the node gets so many points (the team with the most mechs in the cap circle at the end of this time gets it or you can treat it like a normal domination Circle with a cap bar instead of timer, whatever side of the has the bar gets it). victory is determined by who has more points at the end of the match. also treat it like Conquest in that you can kill all the mechs but the other team can still win if the match timer runs out and the team with all the kills is behind on the cap. (i kind of love Conquest in that you might have killed all the other mechs but if you didn't pay attention to the objective you can still lose the match)

again sadly this would require programing, something that is not really expected given the tangled Gordian knot that is MWO's code.

Edited by VeeOt Dragon, 06 August 2023 - 01:17 PM.


#10 TheCaptainJZ

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Posted 06 August 2023 - 01:51 PM

Maybe domination with a flying Leopard that is moving around the map?

#11 ocular tb

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Posted 08 August 2023 - 05:12 PM

I hate domination. Would love to see something, anything done to make it better.

Edit: Just checked the feedback poll and Domination is the favorite mode!?

Edited by ocular tb, 08 August 2023 - 05:24 PM.


#12 pbiggz

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Posted 08 August 2023 - 05:15 PM

king of the hill with a moving control point is a fantastic idea. The atlas, im not sure would be a great plan though. It seems like a great way to let players grief.

#13 sycocys

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Posted 09 August 2023 - 04:14 AM

View PostLordNothing, on 04 August 2023 - 03:13 PM, said:


the idea was to create a mode with pre-existing props and map data. (almost) nothing new need be implemented.

but yea with all the talk of new modes, i think its prudent to come up with ones that can actually work. most have been utter flops, and id hate to see limited resources wasted on another flop.

Honestly what they can do and it would have a substantial affect on making the existing modes work is to change the spawn points.
That would solve most of it in my opinion. If you don't start every match as deathball skirmish, the likelihood of it immediately devolving into deathball skirmish is mitigated.

Conquest is easy to see how changing the drop points so it starts out lance vs lance would change it up.

Defense could be similar with more "extreme" drop point splits and making the defense bubble closer to the size of the domination one and/or a target that is only destroyable if you are in the bubble. Shouldn't be out of their capability to add a third bubble that unlocked a radar buff, turret power, or something of that nature.

Incursion is probably the most interesting overall mode currently, but for whatever reason you start the match walking for 2 minutes just to get out of your base instead of setting up any strategy for a push or defense.

#14 Curccu

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Posted 09 August 2023 - 05:41 AM

View Postpbiggz, on 08 August 2023 - 05:15 PM, said:

king of the hill with a moving control point is a fantastic idea. The atlas, im not sure would be a great plan though. It seems like a great way to let players grief.


give it 99999999999 armor and range 10 meter quad naval lasers, feel free blocking that thing.

or better quad naval heavy ppcs without min range.

Edited by Curccu, 09 August 2023 - 05:43 AM.


#15 VeeOt Dragon

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Posted 10 August 2023 - 12:18 AM

View Postsycocys, on 09 August 2023 - 04:14 AM, said:

Honestly what they can do and it would have a substantial affect on making the existing modes work is to change the spawn points.
That would solve most of it in my opinion. If you don't start every match as deathball skirmish, the likelihood of it immediately devolving into deathball skirmish is mitigated.

Conquest is easy to see how changing the drop points so it starts out lance vs lance would change it up.

Defense could be similar with more "extreme" drop point splits and making the defense bubble closer to the size of the domination one and/or a target that is only destroyable if you are in the bubble. Shouldn't be out of their capability to add a third bubble that unlocked a radar buff, turret power, or something of that nature.

Incursion is probably the most interesting overall mode currently, but for whatever reason you start the match walking for 2 minutes just to get out of your base instead of setting up any strategy for a push or defense.


sadly it wouldn't work well with how things sit right now with the MM. before the Group merger with QP the MM usually managed to set lances by weight class. the way things sit now its completely random. if you set the spawn points so the game would start more often with lance vs lance you could get some very badly matched lances mech composition wise.

i do agree that on certain maps the spawn points till needs some work.

#16 sycocys

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Posted 10 August 2023 - 06:48 PM

View PostVeeOt Dragon, on 10 August 2023 - 12:18 AM, said:


sadly it wouldn't work well with how things sit right now with the MM. before the Group merger with QP the MM usually managed to set lances by weight class. the way things sit now its completely random. if you set the spawn points so the game would start more often with lance vs lance you could get some very badly matched lances mech composition wise.

i do agree that on certain maps the spawn points till needs some work.

Or you just remove the ability to shift around have the lances sorted by weight class. If it splits up groups, it splits up groups.

Or you force groups to only have one of each weight starting from light.

#17 LordNothing

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Posted 11 August 2023 - 08:29 PM

way i figure it a player might be t3 in solo and t2 when grouped up. so just track group psr separately from solo psr. drop solo and your standard psr is used, drop in a group and the group psr value is used. if you do better as a group, your group psr will reflect that. it also gets reflected in match making. doing better as a group ups your tier when dropping as a group as opposed to dropping solo.

its also kind of a reflection of how you group. casual play with friends types may actually suffer from a worse group than solo psr. people actively stacking talent for coordinated play will have disproportionately higher group psr. and group psr is counted the exact same way as standard psr, on a player by player basis. so if a t1 takes a bunch of t5s for a ride to drop in lower tiers, the t5s used as cannon fodder will reduce their gpsr, the t1 farmer will get a boost to their gpsr for reaping all the rewards, making it harder for that player to spawn in lower tiers, and requiring more skill from the opfor.

Edited by LordNothing, 11 August 2023 - 08:37 PM.


#18 VeeOt Dragon

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Posted 12 August 2023 - 03:40 AM

View PostLordNothing, on 11 August 2023 - 08:29 PM, said:

way i figure it a player might be t3 in solo and t2 when grouped up. so just track group psr separately from solo psr. drop solo and your standard psr is used, drop in a group and the group psr value is used. if you do better as a group, your group psr will reflect that. it also gets reflected in match making. doing better as a group ups your tier when dropping as a group as opposed to dropping solo.

its also kind of a reflection of how you group. casual play with friends types may actually suffer from a worse group than solo psr. people actively stacking talent for coordinated play will have disproportionately higher group psr. and group psr is counted the exact same way as standard psr, on a player by player basis. so if a t1 takes a bunch of t5s for a ride to drop in lower tiers, the t5s used as cannon fodder will reduce their gpsr, the t1 farmer will get a boost to their gpsr for reaping all the rewards, making it harder for that player to spawn in lower tiers, and requiring more skill from the opfor.


i do like this idea but sadly i don't think it would really effect anything. as the game stands the population is so low that at certain times of day the MM has to open the gates all the way to the point where you have T1s going against T5s. now if we had enough players for things to work properly then it might just work. though it would require more programing, something PGI don't seem willing or capable of doing. then again the coding for MWO is a mess and uses an old engine that not many people have the knowledge to manipulate easily.

Edited by VeeOt Dragon, 12 August 2023 - 03:41 AM.


#19 LordNothing

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Posted 12 August 2023 - 10:21 AM

View PostVeeOt Dragon, on 12 August 2023 - 03:40 AM, said:


i do like this idea but sadly i don't think it would really effect anything. as the game stands the population is so low that at certain times of day the MM has to open the gates all the way to the point where you have T1s going against T5s. now if we had enough players for things to work properly then it might just work. though it would require more programing, something PGI don't seem willing or capable of doing. then again the coding for MWO is a mess and uses an old engine that not many people have the knowledge to manipulate easily.


yea probibly. while the mm has occasionally been observed to be functional and not drunk, that's usually peak hours on peak days during an event. most of the time i think its completely disabled.

solid matchmaking would have been better at retaining pop if it was implemented back in year 1. its no wonder there are so few founders around.

#20 LordNothing

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Posted 12 August 2023 - 11:56 AM

View Postthe check engine light, on 11 August 2023 - 08:39 PM, said:

Nobody wants to talk or make calls because it's discouraging to be ignored.

Yeah, because it's not discouraging at all to get facerolled due to absent comms.


i often question the efficacy of comms, especially in qp. comms is for coordinating strategy, and most players in qp drop, mindlessly walk (usually to the right turning left) until they find an enemy or an interesting rock. then the brain gets off autopilot and starts shooting (or staring at rock). sometimes the shooting is also automatic. i dont know im even hitting the button, it just happens. this is why comms don't work in qp, nobody has a plan, its all wash rinse repeat. its all muscle memory and vodka. its not even worth the mental effort to acknowledge what is going on. lose, next. win, next. oh look i got four kills, meh. next. cbills++;

comms use is just another skill, among many useful skills that win games. not one im exceptionally good at. its significantly easier for me to form a stream of uac shots headed into a mechs ct than it is to form a sentence explaining to you to shoot it in the ct. id hope that is enough to get the unoccupied mechs near me to also shoot the same robbit in the same place. focus fire shouldn't be an alien concept this late in the game. maybe they were staring at rocks.

if youre going to make rock staring a game mechanic, at least give them googley eyes.

Edited by LordNothing, 12 August 2023 - 12:01 PM.






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