1
Game Mode: Hold The Line
Started by palebear, Mar 19 2012 03:42 PM
12 replies to this topic
#1
Posted 19 March 2012 - 03:42 PM
Another idea for a Game Mode:
HOLD THE LINE
Flavour Text:
Reports have come in and it looks like they’re trying to get around us to make a push on another front. They’re in the bush and we know they have to make it past us to get to their dropship. Let’s hunt ‘em down, men! Every mech that doesn’t leave this planet is one less mech the boys have to worry about over there.
Gameplay:
There are two teams in this scenario: RUNNERS and CHASERS
The map will have areas in rough ratio of 1/3 RUNNERS marshalling area, 1/3 battle area, 1/3 dropship area.
This is a timed scenario – the dropship will leave after a certain length of time.
All RUNNERS will begin at one end of the map and their only objective is to get through a battle area to the other end of the map where a dropship awaits them.
CHASERS will start at a field base. Each field base has radar capabilities in a limited area surrounding itself – this info is automatically relayed to any mechs inside that same area. The number of field bases can be scaled as would be appropriate for the map size. Field base radar footprints will not quite overlap, but field bases will be numerous enough to give reasonable coverage of the battle area.
Field bases would be destroyable.
Rewards for RUNNERS will be awarded based on the number mechs loaded onto the dropship and the number of field bases destroyed.
Rewards for CHASERS will be awarded based on the number of mechs that do not reach the dropship before it leaves and the number of remaining field bases.
HOLD THE LINE
Flavour Text:
Reports have come in and it looks like they’re trying to get around us to make a push on another front. They’re in the bush and we know they have to make it past us to get to their dropship. Let’s hunt ‘em down, men! Every mech that doesn’t leave this planet is one less mech the boys have to worry about over there.
Gameplay:
There are two teams in this scenario: RUNNERS and CHASERS
The map will have areas in rough ratio of 1/3 RUNNERS marshalling area, 1/3 battle area, 1/3 dropship area.
This is a timed scenario – the dropship will leave after a certain length of time.
All RUNNERS will begin at one end of the map and their only objective is to get through a battle area to the other end of the map where a dropship awaits them.
CHASERS will start at a field base. Each field base has radar capabilities in a limited area surrounding itself – this info is automatically relayed to any mechs inside that same area. The number of field bases can be scaled as would be appropriate for the map size. Field base radar footprints will not quite overlap, but field bases will be numerous enough to give reasonable coverage of the battle area.
Field bases would be destroyable.
Rewards for RUNNERS will be awarded based on the number mechs loaded onto the dropship and the number of field bases destroyed.
Rewards for CHASERS will be awarded based on the number of mechs that do not reach the dropship before it leaves and the number of remaining field bases.
#2
Posted 19 March 2012 - 03:59 PM
Interesting. I wouldn't mind this. I would also llke to see a grinder mode done properly. Your three lances have a line to hold against mutiple waves of mechs.
Picture mission two in mechwarrior 2 mercenaries where you are defending luthien and have to protect your retreating mechs as well as hold the line. A last stand.
Picture mission two in mechwarrior 2 mercenaries where you are defending luthien and have to protect your retreating mechs as well as hold the line. A last stand.
#3
Posted 19 March 2012 - 04:19 PM
Did you make this up? Or is this really coming out?
#6
Posted 19 March 2012 - 06:16 PM
Cool Idea. I think it would be fun to play from either side.
#7
Posted 20 March 2012 - 07:29 AM
Could be a bonus mission after a campaign battle. If they roflstomped them, it gives them a bonus battle.
#8
Posted 22 March 2012 - 06:55 PM
That would be cool and a last man standing mode
Edited by THOR HAMMER, 22 March 2012 - 06:56 PM.
#9
Posted 23 March 2012 - 12:54 PM
Sound pretty cool. What if the retreating team would have to defend the dropship as it powered up, or as each mech was loaded? If the attacking team's field bases can be destroyed it only makes sense that the dropship could be destroyed as well. Otherwise a lance of light mechs might just run straight to the LZ and take off.
The retreating team might even need to choose who stays behind to protect the dropship as it lifts off. The ultimate sacrifice.
The retreating team might even need to choose who stays behind to protect the dropship as it lifts off. The ultimate sacrifice.
#10
Posted 23 March 2012 - 01:42 PM
Hmm... The problems I see:
* Runners taking only lights, dismounting all the weapons to max out engines and armour and simply leaving all the chasers behind to eat their dust.
* Chasers camping dropship approach points/runners spawn points and chaser camping in general.
* Legfest at it's finest. It's the best way of stopping/slowing down a mech after all.
There is the potential but those things should be addressed somehow before the game mode could be enjoyable.
Additionally, I have some ideas on of the same feel of "hold the line" theme. Imagine the well-fortified outpost with limited mech garrison. It is about to be overruned by the superior force, so the commanding officer issued an evacuation order. Defending mechwarrior have to hold their ground against superior forces for a limited time, that is required to evacuate all the base personnel and key equipment off the planet.
Defenders have no drop limit and the network of defensive structures(automated field repair stations, turrets, radar posts etc) but they have only one life. You're dead, you're out. A limited number of respawns(1-2) is also possible option here. Attackers have unlimited respawn but they have a long(think 2-3 minutes long respawn timer) and their respawn point is far away from the defenders' base. Moreover, allowed weight classes are limited by time. Let me elaborate: starting mechs for attackers drop could be light, med or heavy(also limited by team weight), no assaults allowed. This would simulate a recon lance as an vanguard attacking forces. After the game start, first 3-5 minutes if killed, attackers can only respawn in lights or mediums. In next 10 minutes, heavies are allowed and after that, till the end of the game there are no weight class restrictions. Team weight limit for attackers is only present for initial drop, all consequent respawns are only limited by currently available weight class.
The game is scored as follows: defenders have a small number of dropship, stationed on the outpost landing platforms inside the inner perimeter. Dropships would lift off as soon as the boarding would be finished, approximately with 5-6 minutes interval. For each successfully departed dropship, defenders would gain points. Destruction of base facilities, that are not yet evacuated would decrease the amount of points, gained for the dropship but would speed up the departure(less people and cargo to load). All the remaining defenders would have an option to board the last dropship to gain additional points for the team for evacuating safely. But dropship would wait for no one, so if you're late for the departure, you're out(MW2:Mercs' intro comes in mind).
Attackers would gain points for each unevacuated base structure, they destroy and for each undeparted dropship they can destroy, by breaching into the inner perimeter and attacking the launchpad. Note that defenders don't have to be alive or evacuated to win, they just have to ensure that as many dropships as possible would depart safely.
Generally, I want this to be somehow close to that one MW short:
* Runners taking only lights, dismounting all the weapons to max out engines and armour and simply leaving all the chasers behind to eat their dust.
* Chasers camping dropship approach points/runners spawn points and chaser camping in general.
* Legfest at it's finest. It's the best way of stopping/slowing down a mech after all.
There is the potential but those things should be addressed somehow before the game mode could be enjoyable.
Additionally, I have some ideas on of the same feel of "hold the line" theme. Imagine the well-fortified outpost with limited mech garrison. It is about to be overruned by the superior force, so the commanding officer issued an evacuation order. Defending mechwarrior have to hold their ground against superior forces for a limited time, that is required to evacuate all the base personnel and key equipment off the planet.
Defenders have no drop limit and the network of defensive structures(automated field repair stations, turrets, radar posts etc) but they have only one life. You're dead, you're out. A limited number of respawns(1-2) is also possible option here. Attackers have unlimited respawn but they have a long(think 2-3 minutes long respawn timer) and their respawn point is far away from the defenders' base. Moreover, allowed weight classes are limited by time. Let me elaborate: starting mechs for attackers drop could be light, med or heavy(also limited by team weight), no assaults allowed. This would simulate a recon lance as an vanguard attacking forces. After the game start, first 3-5 minutes if killed, attackers can only respawn in lights or mediums. In next 10 minutes, heavies are allowed and after that, till the end of the game there are no weight class restrictions. Team weight limit for attackers is only present for initial drop, all consequent respawns are only limited by currently available weight class.
The game is scored as follows: defenders have a small number of dropship, stationed on the outpost landing platforms inside the inner perimeter. Dropships would lift off as soon as the boarding would be finished, approximately with 5-6 minutes interval. For each successfully departed dropship, defenders would gain points. Destruction of base facilities, that are not yet evacuated would decrease the amount of points, gained for the dropship but would speed up the departure(less people and cargo to load). All the remaining defenders would have an option to board the last dropship to gain additional points for the team for evacuating safely. But dropship would wait for no one, so if you're late for the departure, you're out(MW2:Mercs' intro comes in mind).
Attackers would gain points for each unevacuated base structure, they destroy and for each undeparted dropship they can destroy, by breaching into the inner perimeter and attacking the launchpad. Note that defenders don't have to be alive or evacuated to win, they just have to ensure that as many dropships as possible would depart safely.
Generally, I want this to be somehow close to that one MW short:
#11
Posted 23 March 2012 - 01:45 PM
I'd play this
#12
Posted 23 March 2012 - 07:11 PM
Siilk, on 23 March 2012 - 01:42 PM, said:
* Runners taking only lights, dismounting all the weapons to max out engines and armour and simply leaving all the chasers behind to eat their dust.
* Chasers camping dropship approach points/runners spawn points and chaser camping in general.
* Legfest at it's finest. It's the best way of stopping/slowing down a mech after all.
* Chasers camping dropship approach points/runners spawn points and chaser camping in general.
* Legfest at it's finest. It's the best way of stopping/slowing down a mech after all.
This is one of those interesting times when one players sees problems where another sees fun. All three points sound like interesting things to me; and self-regulating. All-light teams will be regulated by other all-light teams - a happy balance will eventually be reached.
Camping the dropship and legging are logical conclusions to the defense-oriented goals and players will have to develop strategies to combat both tactics... and that sounds fun to me.
#13
Posted 30 March 2012 - 08:35 PM
Siilk, on 23 March 2012 - 01:42 PM, said:
Additionally, I have some ideas on of the same feel of "hold the line" theme. Imagine the well-fortified outpost with limited mech garrison. It is about to be overruned by the superior force, so the commanding officer issued an evacuation order. Defending mechwarrior have to hold their ground against superior forces for a limited time, that is required to evacuate all the base personnel and key equipment off the planet.
Defenders have no drop limit and the network of defensive structures(automated field repair stations, turrets, radar posts etc) but they have only one life. You're dead, you're out. A limited number of respawns(1-2) is also possible option here. Attackers have unlimited respawn but they have a long(think 2-3 minutes long respawn timer) and their respawn point is far away from the defenders' base. Moreover, allowed weight classes are limited by time. Let me elaborate: starting mechs for attackers drop could be light, med or heavy(also limited by team weight), no assaults allowed. This would simulate a recon lance as an vanguard attacking forces. After the game start, first 3-5 minutes if killed, attackers can only respawn in lights or mediums. In next 10 minutes, heavies are allowed and after that, till the end of the game there are no weight class restrictions. Team weight limit for attackers is only present for initial drop, all consequent respawns are only limited by currently available weight class.
The game is scored as follows: defenders have a small number of dropship, stationed on the outpost landing platforms inside the inner perimeter. Dropships would lift off as soon as the boarding would be finished, approximately with 5-6 minutes interval. For each successfully departed dropship, defenders would gain points. Destruction of base facilities, that are not yet evacuated would decrease the amount of points, gained for the dropship but would speed up the departure(less people and cargo to load). All the remaining defenders would have an option to board the last dropship to gain additional points for the team for evacuating safely. But dropship would wait for no one, so if you're late for the departure, you're out(MW2:Mercs' intro comes in mind).
Attackers would gain points for each unevacuated base structure, they destroy and for each undeparted dropship they can destroy, by breaching into the inner perimeter and attacking the launchpad. Note that defenders don't have to be alive or evacuated to win, they just have to ensure that as many dropships as possible would depart safely.
Generally, I want this to be somehow close to that one MW short:
That sounds pretty good, I would like to see something of that sort in game. And in referance to the topic's title 2 words: Captain Kirrahe
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