

Game modes for this game?
#1
Posted 07 August 2012 - 04:39 PM
#2
Posted 07 August 2012 - 04:59 PM

2 v 1 s with tonnage cap etc
#3
Posted 07 August 2012 - 05:22 PM
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
Posted 07 August 2012 - 05:24 PM
#5
Posted 07 August 2012 - 05:31 PM
Copper Jockey, on 07 August 2012 - 05:22 PM, said:
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
Posted 07 August 2012 - 05:32 PM
#7
Posted 07 August 2012 - 05:35 PM
#8
Posted 07 August 2012 - 05:38 PM
#9
Posted 07 August 2012 - 05:40 PM

#10
Posted 07 August 2012 - 05:44 PM
Also.. "Escort" like "VIP" from Counterstrike.
DauntlessK, 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..

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
Posted 07 August 2012 - 05:48 PM


#12
Posted 07 August 2012 - 05:54 PM
#13
Posted 07 August 2012 - 06:01 PM
Dawg, on 07 August 2012 - 05:54 PM, said:
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
Posted 07 August 2012 - 08:41 PM
#15
Posted 07 August 2012 - 11:38 PM
TriggerhappySOB, on 07 August 2012 - 04:39 PM, said:
Edited by HypercyberhunterDK, 07 August 2012 - 11:40 PM.
#16
Posted 09 August 2012 - 04:11 PM
#17
Posted 09 August 2012 - 05:22 PM

#18
Posted 31 October 2012 - 08:47 AM
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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