

Castles Brian?
#1
Posted 14 February 2012 - 08:21 PM
For those who don't know the lore, the Star League long ago created thousands of weapon's caches on hundreds of worlds. These caches stored mechs/weapons/etc in case of need for whatever may happen. The locations of most of these caches were lost over the next few hundred years and the advanced technology withing them became great prizes for who ever found them, and everyone wanted to find them.
Personally, I would love to see these things. Like TeamFortress item drops but to a whole 'nother level. I can imagine that when starting a match, there is some kind of message explaining that the defenders have discovered a Castle Brian and that the winners of the match each get Star League Era Mechs/Weapons/Modules/etc. An item drop that you have to fight for.
That is just my idea, anyone else like the idea of these things?
#2
Posted 14 February 2012 - 08:34 PM
#3
Posted 14 February 2012 - 08:45 PM
Edit: If this meant you had to scout to find it in the first place.
Edited by Ravn, 14 February 2012 - 08:46 PM.
#4
Posted 14 February 2012 - 08:55 PM
#5
Posted 14 February 2012 - 09:13 PM
#6
Posted 14 February 2012 - 09:26 PM
#7
Posted 14 February 2012 - 09:29 PM
#8
Posted 14 February 2012 - 09:30 PM
#9
Posted 15 February 2012 - 07:11 AM
Hmmm...what if Conquest mode was conquering planets and PUGs were for salvage/lostech/items on said worlds?
#10
Posted 15 February 2012 - 07:18 AM
Chief of which are...
- How are they implemented? A random "cache map" inserts into the rotation with a cache in it? how many times per day?
- How are the caches collected since this isn't a MMORPG where you step on a power-up to receive the items? how are they divided?
- How do you balance this out so that everyone gets a change at it? Is it random? Is it situational dependent?
- What would be considered "fair" to have within said cache and how do you balance that for other players?
I'd be surprised to see something like this actually implemented in the near future. Maybe downt he road if they decide to build upon the MWO platform and turn it in to more of a persistant MMO (persistant worlds etc)
#11
Posted 15 February 2012 - 07:28 AM
We don't say Caches Brian.... Brian did other stuff you know.
#12
Posted 15 February 2012 - 07:35 AM
Mason Grimm, on 15 February 2012 - 07:18 AM, said:
Chief of which are...
- How are they implemented? A random "cache map" inserts into the rotation with a cache in it? how many times per day?
- How are the caches collected since this isn't a MMORPG where you step on a power-up to receive the items? how are they divided?
- How do you balance this out so that everyone gets a change at it? Is it random? Is it situational dependent?
- What would be considered "fair" to have within said cache and how do you balance that for other players?
I'll take a stab at this one, although I have questions as well...
- Random 'loot drop' on map, items must be located by side to collect, not collected until end of round (winner of round collects cache). Now if we could get multiple objective battles, securing the cache might be a prerequisite in winning (i.e. in Conquest mode).
- Caches are collected via end round auto distribution (bleah, I don't like that) or by salvage operation in round (Conquest mode, multi-objective).
- loot is hidden until found, it is random, and also situational dependant (so a tactic could be if you're about to lose your LZ, you allow the enemy to see the 'castle' in an effort to distract some of their players, or you could setup some wicked traps for them if you could somehow allow the tech to show up on their scopes).
- hmmmm...fairness in an online game...

Not in love with any of these (except the multi-scenario objectives), but I'm sure someone else can come up with some scenarios.
Edited by Kaemon, 15 February 2012 - 07:35 AM.
#13
Posted 15 February 2012 - 07:44 AM
#14
Posted 15 February 2012 - 07:53 AM
They could probably get away with somehow implementing Caches.
Maybe they could be used by the devs to attract players to (or distract them from) an area of the map where story elements are developing.
Like have the planet with a discovered Brian Cache give a temporary buff to XP or something if you hold that planet. Players would flock to those worlds and the surrounding ones.
Then when the cache is "used up" the buff fades. Maybe someone will discover another cache somewhere else....
#15
Posted 15 February 2012 - 07:58 AM
#16
Posted 15 February 2012 - 08:17 AM
Sug, on 15 February 2012 - 07:53 AM, said:
They could probably get away with somehow implementing Caches.
Maybe they could be used by the devs to attract players to (or distract them from) an area of the map where story elements are developing.
Like have the planet with a discovered Brian Cache give a temporary buff to XP or something if you hold that planet. Players would flock to those worlds and the surrounding ones.
Then when the cache is "used up" the buff fades. Maybe someone will discover another cache somewhere else....
No they'd be round specific and random drops.
So the problem with these is that they need to be rare enough for people to want to fight over, but not rare enough to give absurd power or tech to one side.
I like the buff idea, maybe it lasts for a specific period of time (round, hours, days?) and that could be a huge deal in Conquest Mode (although if my mech starts glowing and becomes invincible ala Super Mario that's not going to cut it).
It also can't mean Auto Win for the round either, maybe in an objective point map round it could allow repair or weapons upgrade for any mech that is close enough (with a cool down timer so the enemy can hit you while you're rearming)?
Edited by Kaemon, 15 February 2012 - 08:17 AM.
#17
Posted 15 February 2012 - 09:03 AM
Besides the vast majority of Castles Brian are empty. Most were cleaned out by the Star League when they were prepping for Exodus or by the Houses. After a few hundred years and quiet a while in a scavenger economy I can see the allure of these but the reality is far less hopeful. Finding one of these with anything useful in it is like winning the lottery. It shouldn't be in every game or on every map.
Now if there was a level designed as a Castle Brian I'm all for that. Giant underground mech bunker with murder holes, mazes, and choke points sounds like fun.
#18
Posted 15 February 2012 - 09:07 AM
Assuming for a moment that the devs create chapters in the game where verious events help drive the time line. In this case, a castle brian is discovered on a contested world and the factions battle for planetary control over x number of planned battles.
The benefit would be that the time line unfolds rather than remains stagnant, the players are involved in the world, and the pay off would be of course the fun of playing, glory of winning, and the Castle Brian could render extraordinary salvage. The winners get to split some free mechs with some rare technology (but still balanced in terms of game play that cannot be sold, reversed engineered, or otherwise shared)
Yeah, as a plot device for the devs and as a way to get exceptional and rare salvage, yes.
#19
Posted 15 February 2012 - 09:12 AM
You could create a whole planet battle of a company of mechs fighting one fo these things, and the devs could play the castles, and if we beat them, we get easter eggs....okokok perhaps as mentioned, blue prints, or such for future meta game dynamics
OH BTW on TT scenario, we got our ***'s handed to us too, never did get close to the damned castle
edit: I just re-read the description, I am thinking the they played it wrong, or we were fighting a manned Castle, I dont remember except we got our butts kicked, only 2 mechs survived the encounter
Edited by Opus, 15 February 2012 - 09:51 AM.
#20
Posted 15 February 2012 - 09:24 AM
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