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Game modes for this game?


17 replies to this topic

Poll: What type of games do you want to play in MWO? (73 member(s) have cast votes)

What the title said ^

  1. Deathmatch (already in but if you dont like it dont click it) (41 votes [12.46%])

    Percentage of vote: 12.46%

  2. Dropship (again same as above) (48 votes [14.59%])

    Percentage of vote: 14.59%

  3. Control Point (47 votes [14.29%])

    Percentage of vote: 14.29%

  4. Multiple Lance (BF3-Squad DM type thing) (42 votes [12.77%])

    Percentage of vote: 12.77%

  5. Objective rush (Attack/Defend) (52 votes [15.81%])

    Percentage of vote: 15.81%

  6. Co-operative against AI (Clans anyone?) (42 votes [12.77%])

    Percentage of vote: 12.77%

  7. Capture the flag (37 votes [11.25%])

    Percentage of vote: 11.25%

  8. I don't care give me my damn mech so I can blow **** up! (20 votes [6.08%])

    Percentage of vote: 6.08%

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#1 TriggerhappySOB

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Posted 07 August 2012 - 04:39 PM

Okay so just like the title says, what game mode do you want to play? There's a couple here listed just to stick some out there. This is just a for-fun post, to see what people want to do with this amazing title, so stick any other game modes you think of out there for all to see, and lets hear what you have to think on the confirmed game modes. Don't bash too hard on any ideas in particular. You never know, someone else might enjoy it.

#2 TizZ

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Posted 07 August 2012 - 04:59 PM

Cap the flag was always fun :) ,

2 v 1 s with tonnage cap etc

#3 Copper Jockey

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Posted 07 August 2012 - 05:22 PM

No PVE or AI co-op! Objective Rush games won't really work without respawning or an ability to drop more than one mech per round. This isn't battlefield!

I'm hoping for larger maps and larger engagements. I would also like to see structured tournament events hosted by PGI with tonnage restrictions and such.

#4 Bobfin Skyfire

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Posted 07 August 2012 - 05:24 PM

I would like to see recon missions or escape and evade style. Would make the light guys feel good.

#5 DauntlessK

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Posted 07 August 2012 - 05:31 PM

View PostCopper Jockey, on 07 August 2012 - 05:22 PM, said:

No PVE or AI co-op! Objective Rush games won't really work without respawning or an ability to drop more than one mech per round. This isn't battlefield!

I'm hoping for larger maps and larger engagements. I would also like to see structured tournament events hosted by PGI with tonnage restrictions and such.


Maybe I'm missing something (and I might be) but how wouldn't objective rush games work? I don't think CTF would work that well because of the no respawn thing (though could be worked around with the drops) but I don't see how attack/defend missions wouldn't work. I mean we MIGHT have to eliminate different rounds and just make it one round (you're either an attacker or defender, no switching) or have to include drops... but I its doable I think in a way that doesn't compromise the simulation type atmosphere MWO is going for. (requiring dropping somewhat does that but not entirely...)

#6 dcwoods

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Posted 07 August 2012 - 05:32 PM

I agree about recon missions or escape and evade style. that is another aspect of this type of warfare

#7 T271

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Posted 07 August 2012 - 05:35 PM

I think control points would be neat, capture points being towns or bases, kinda like the system in battlefield.

#8 DauntlessK

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Posted 07 August 2012 - 05:38 PM

I also remember from the mekwars server I played on... every sunday we would do mech races. And the rules were basically do 2 laps or go from point a to point b... and thats it. You could bring an atlas and pummel the rest of the dudes or you could bring a light and try and beat everyone. Not sure if it translates perfectly into MWO but with some tweaks i wonder... I mean you'd have to eliminate things like the ablity to go backwards (around a track) or to shoot the other side of the track possibly. I also don't believe walking backwards was allowed either.

#9 Tomas018

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Posted 07 August 2012 - 05:40 PM

Capture the flag is the only way to make it so everyone doesn't just go Atlas. :)

#10 light487

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Posted 07 August 2012 - 05:44 PM

The more the merrier.. just would like them to have some unique take on those things.. sure it will just be CTF.. but be nice if there was a little extra thing to make it unique.

Also.. "Escort" like "VIP" from Counterstrike.

View PostDauntlessK, on 07 August 2012 - 05:31 PM, said:


Maybe I'm missing something (and I might be) but how wouldn't objective rush games work? I don't think CTF would work that well because of the no respawn thing (though could be worked around with the drops) but I don't see how attack/defend missions wouldn't work. I mean we MIGHT have to eliminate different rounds and just make it one round (you're either an attacker or defender, no switching) or have to include drops... but I its doable I think in a way that doesn't compromise the simulation type atmosphere MWO is going for. (requiring dropping somewhat does that but not entirely...)


Too many assumptions you make.. :) hehe

Who's to say that respawning wouldn't be added for certain game modes? We already know that the planned Dropship mode is going to allow for 4 spawns in total.. another game mode might allow for a different type of respawning than we currently are aware of..

#11 DauntlessK

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Posted 07 August 2012 - 05:48 PM

I also have insider information that there is going to be a zombie mode like in halo where the one zombie mech is the only mech able to melee, punch kick. :) Haha :rolleyes:

#12 Dawg

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Posted 07 August 2012 - 05:54 PM

I'd like to see a Team Death Match (respawn) game-type. The team with the most kills after 15 mins wins.

#13 DauntlessK

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Posted 07 August 2012 - 06:01 PM

View PostDawg, on 07 August 2012 - 05:54 PM, said:

I'd like to see a Team Death Match (respawn) game-type. The team with the most kills after 15 mins wins.


Yeah on paper that sounds good but then what happens when you get 5 kills and are all outta ammo?? Not really fair. And you can't just make stupid boxes your mech walks over and presto, your ammo is filled... even mw4 ammo bay buildings they had would totally be stupid. Unless say each team had one per side, and if you made it back to your base you could reload. But even then it would have to take at least a good minute... at least!

#14 Knight2pwn

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Posted 07 August 2012 - 08:41 PM

Uhm, me likey most options. But some may not work that well as has been stated, but the ammo argruement isn't really that valid simply because thats one of the main choices between energy and ballistic/missile weapons. See clanners on Tukkayid other than Wolf and Ghost Bear. You chose you lose.

#15 HypercyberhunterDK

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Posted 07 August 2012 - 11:38 PM

View PostTriggerhappySOB, on 07 August 2012 - 04:39 PM, said:

Okay so just like the title says, what game mode do you want to play? There's a couple here listed just to stick some out there. This is just a for-fun post, to see what people want to do with this amazing title, so stick any other game modes you think of out there for all to see, and lets hear what you have to think on the confirmed game modes. Don't bash too hard on any ideas in particular. You never know, someone else might enjoy it.

Edited by HypercyberhunterDK, 07 August 2012 - 11:40 PM.


#16 Dawg

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Posted 09 August 2012 - 04:11 PM

Its not fair if you get 5 kills and then have no ammo? Hmmm. If you are all out of ammo then you need to rely on your other weapons (lasers). If you are boating missiles or ballistics then you are out of luck when ammo is depleted.

#17 JFlash49

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Posted 09 August 2012 - 05:22 PM

I picked multiple but i say capture the flag would be something. have a raven charge and capture it and it cut its leg from under it and watch it fall :P

#18 B3nnyjW

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Posted 31 October 2012 - 08:47 AM

MWO needs to provide game modes that fit into the battletech universe. Simply calling it capture the flag makes no sense in the context of the game. What would a flag represent? Why would both teams have one and still require the other?

However they decide to implement it, I think it's necessary that they create bigger maps. Currently light mechs only purpose is to capture bases and harass enemies while they are engaged with bigger, more durable teammates. In order to maintain LOS with enemies, light mechs put themselves into a position where the enemy team will notice them and take them out quickly. The best way for LRM based units to get a consistent lock on enemies is to fire on an enemy who is engaged with a bruiser type unit; a hunchback or dragon. An expansive map fixes this role vacume for scouts. information on enemy positoin, even if fleeting, would be much more valuable if it wasn't immediately obvious where the enemy was going to go.

I have a complex idea for a game type. It isn't revolutionary from a conceptual standpoint, but in the context of a mech game it's never been done before (that I'm aware of). The general overview is to simulate a territory dispute between two rival factions. This would be done by capturing bases at strategic locaitons around the map, generating NPC forces, and ultimately gaining enough momentum to destroy the enemy bases and mechs. I'll walk through a game and try to hit the high points of my idea.

The game starts and you're met with a loadout screen. Somebody volunteers to be commander and the team votes on it. Each teammember can use each of his or her 4 mechs, when one dies your next mech will be sent in via dropship to either the commander or a base. After you run out of mechs you can spawn into NPC units and control them, I'll get into that later. Your team enters the arena, the dropship leaves a mobile repair bay and a set of power cores. Scattered around the map are abandoned neutral bases. Mechs with hands can grab a power core and capture a base by loading it into the base generator. When a base is powered it generates revenue which can then be used by the captain to upgrade the base defenses or create units. Scattered around the map will be artifacts that improve units at bases or generate additional income, but again you need a hand to grab them and bring them back to base. In order to capture a base you have to destroy the enemy power core and replace it with one of your own. Each base will also be able to repair and rearm mechs, though it will take a long time. Eventually a team will win by conserving it's mechs, protecting it's bases, and generating more NPC "creeps" than the enemy.





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