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Why there should be PVE, and what it should be like:


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#161 Noobzorz

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Posted 13 April 2013 - 08:00 PM

I don't see it working and it would take resources away from PvP.

They should get CW up and running first, at any rate.

#162 kitazari

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Posted 13 April 2013 - 11:10 PM

In my perfect world the game would attempt to scale to your ELO for factions. Modifiers would be randomly added to your games based on your ELO, and as you progressed it'd seek to hold your hand less and give you additional challenges(for higher pay upon completion). Mercs would choose from randomly generated missions with pay-rates based on modifiers. The idea is that new players would have cadet bonuses cancel out the otherwise extremely low incomes from easy missions.


Dropship mode-
(Probably be able to select before match.)Access mechs in your dropship for additional deployment fees.

No enemy Mechs-
All enemies would be NPC vehicles/structures/infantry. New players could take their time learning to hit stationary and mobile targets without being beat down by enemy mechs. -reward.


Vehicle Support-
(possibly select) Your team gets NPC support units. Definite benefit for beginning players who are fighting NPCs. Paydrop based on supporting units and losses of supporting units.

No Vehicle support-
(Possibly select)Your team gets no NPC support units.

Enemy reinforcements-
Additional waves of NPC units. Counts if enemy used dropship mode. Payraise for victory/kills.

Solo-
This mission is for you and you alone. Pay raise for victory.

Mech Support-
You get additional mechs on your team. Your pay takes a cut, however, as you are out numbering the enemy. Great for a player's first mech encounter.

Outnumbered-
Not solo, but you are facing a larger team. Pay raise through higher win reward, more opportunities for kills.


If you combined modifiers similar to this, then you'd prepare players for Straight-up mech Vs mech fights, and would allow less-skilled players to experiment with builds without having to maxi-min so hard.





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