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Metagame suggestion Pin Please.


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#1 ManDaisy

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Posted 24 April 2012 - 01:23 PM

Metagame idea:

1) Field of attack

Distance a unit can attack from a planet and return to the planet without having to change planets. Each planet should have a certain attack and return radius, thus making control on certain key point planets of great importance and limited the travel time for planetary attacking. Information network should be similar in area.

2) Planetary Highways

Controlled Planets should allow a much shorter travel time then traveling through unconquered planets. Unfriendly planets are not passable:

Why this is imporantant: Will allow the formation of "veins" in which planetary corridors are created to strike deep into enemy territory, also these veins will frequently become the target of attack to cut off supply/ reinforcement lines. Allied Houses would allow the use of creating even bigger shared, if not linked planetary highways creating deeper game politics. By detecting the formation of these planetary corridors, one can cut off the path of attackable planets or create chess like diversions where player will have to house their units to create passive/ attack def.

Edited by ManDaisy, 24 April 2012 - 01:43 PM.


#2 ManDaisy

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Posted 24 April 2012 - 01:46 PM

3) Metagame passive/active defense

Factors in (passive defense/ atk) "logged out players" and (Active Def/ atk) "logged in players"

1) Each player may be logged in or out at anytime on a designated planet.

2) Planet will gain passive/ active def and attack based on number of logged in members and logged out members on planet.

Base Example:

Conquer match:

10 logged in Kuritans on planet Terra. 10 Logged in Davions on planet terra.

Kurita launches conquer mission on terra. Because there are 10 Kuritans and 10 Davions / win ratio is 1:1 for Kurita, Loss ratio is 1:1 for Davion.

Example 2:

20 Logged in Davions, 10 Logged in Kuritans.

Davion launches a conquer mission on terra. Because there are 20 davions and 10 Kuritans/ win loss ratio for davion is 2:1, 2 time what it normally is. Because there are only 10 Kuritans to defend against 20 davions, loss ratio for kuritans is 2:1, two times what it should normally be.

Each logged out player should only count as half a person. So if there was 10 logged in davions attacking and 20 logged out kuritans, ratio would be 1:1.

On recon of X planet, exact numbers should not be shown, however what would be cool is if a kinda of level of population aura surrounded planets, based on their population density.

Players attacking from a different planet without the intention of home basing on that planet should also count as only half a player.

4) Meta game objectives

Weekly MetaGame Objectives:
~ new objective each week
~ Conditional, if X faction achieves objective before Y objective changes to ... blah

Where it takes place:
Campaign Mode: Directly on the Universe Map
Reward: whole faction get rewarded
How it gets played: Like a game of go planets serve as squares to establish paths or surround to both cut and create supply lines.

Objective example:

Base:
1) Seize target planet
2) Cut off Supply by Surround Target planet
3) Establish Supply line by capturing planets on path

4) House on X planet to establish Information Network( one planet will reveal forces on X surrounding planets)

Reprisal Objectives:
1) Disrupt supply line
2) Counter Seize/ regain control
3) Break the Blockade

4) Destroy Forces on X planet ( targets usually a Information Network planet to cut off view)

Leaving note:

Metagame should have a fog of war where factions do not know where other faction units are housed planet wise, although formal alliance should reveal this info.

Edited by ManDaisy, 24 April 2012 - 01:47 PM.


#3 Listless Nomad

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Posted 24 April 2012 - 02:15 PM

Seems a bit presumptive to have something like this pinned....

#4 ManDaisy

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Posted 24 April 2012 - 02:25 PM

I just want everything in one place.

#5 Ramien

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Posted 24 April 2012 - 02:51 PM

JumpShips really don't require inhabited planets for their refuelling since they use solar power to do so, meaning any system with a decent star in range will do for recharging, and there should normally be a few different ones to choose from including uninhabited systems. Thus 'cutting supply lines' is not very viable since any jumpship carrying supplies can stick to lesser-used systems. A better tactic would be to take whichever planets serve as supply depots, and even that would be as much to seize materiel as well as keep it out of enemy hands.

Giving each faction periodic objections is a good idea if it is implented properly, though.

#6 Hayashi

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Posted 24 April 2012 - 03:52 PM

View PostListless Nomad, on 24 April 2012 - 02:15 PM, said:

Seems a bit presumptive to have something like this pinned....

Not pinning yet. :)

Wouldn't want to have 1001 threads with "pin this please" in the title.

#7 eZZip

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Posted 24 April 2012 - 07:02 PM

View PostListless Nomad, on 24 April 2012 - 02:15 PM, said:

Seems a bit presumptive to have something like this pinned....
Only a bit? I say extremely.

#8 Victor Morson

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Posted 24 April 2012 - 10:08 PM

View PostListless Nomad, on 24 April 2012 - 02:15 PM, said:

Seems a bit presumptive to have something like this pinned....


As we know next to nothing about the Metagame, it's presumptive to even try to come up with Metagame game types. Seriously, this whole thread is presumptive as hell.

#9 ManDaisy

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Posted 25 April 2012 - 08:58 AM

@ ramien

Seeing as jump ships use solar power for jump I could still see two things happening.

1) Solar highway set up jumping from star to star,
2) In absence of any major sun planets would still be used to restock food/ fuel/ parts etc.

Edited by ManDaisy, 25 April 2012 - 08:58 AM.


#10 FinnMcKool

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Posted 25 April 2012 - 07:46 PM

well we will need to find out how all this will work , I hope there will be some kind of restrictions , just to make for a little more strategic stuff.

I am excited about the Metagame and think it will be Fun for any team players to keep together and all that is inferred in the Metagame.

I like the way your looking at it Mandaisy.

#11 Ramien

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Posted 25 April 2012 - 09:16 PM

View PostManDaisy, on 25 April 2012 - 08:58 AM, said:

@ ramien

Seeing as jump ships use solar power for jump I could still see two things happening.

1) Solar highway set up jumping from star to star,
2) In absence of any major sun planets would still be used to restock food/ fuel/ parts etc.

Considering there are 40+ stars within 30 light years of our solar system, that's going to be an awful lot of alternate routes a supply run could take. In times of peace, there would be well-travelled highways between settled systems to increase both security and ease the crew's journey. In a time of war, the patterns would be much more dispersed, limited mainly by the intermediate stars between two points of greater than 30 LY and the internal stores of a JumpShip, which I imagine would be fairly considerable. All they need to be able to do is make it to their destination with some food and water left.

#12 Rejarial Galatan

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Posted 25 April 2012 - 09:23 PM

what no ammo left upon arrival? musta been a fun ride

#13 Ramien

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Posted 25 April 2012 - 09:26 PM

The ammo stays on the Drop Ships, of course.

#14 Rejarial Galatan

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Posted 25 April 2012 - 09:30 PM

Then lets march on our ships and reload XD could work i suppose.

#15 ManDaisy

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Posted 28 April 2012 - 03:26 PM

5) In the event of losing a mission metagame players should either be sent back to their planet in which they launched their attack from or remain on their planet in which they are housed if they launched an attack from the housed planet. This is to prevent an irrational empty territory/ empty attack front syndrome, "see shattered galaxy". When your units automatically were sent back to the home planet, this caused problems in that it lead to the inability to actually hold territory, fequent wave of attack often collasped because as as soon as the innitail wave of attack was defeated there was no one to hold gained territory due to travel time and being planet reset which was often across the map.

#16 Steel Talon

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Posted 29 April 2012 - 02:29 PM

Divide and rule:
What about separating planets to sectors, consisting of 5-15 planets.
In each sector there is 4-14 "normal" worlds, generating raw income & one sector capital with produces more raw income & convert raw inc. of all worlds in sector into clear inc. + provide some bonuses for holding faction (experimental weapons, modules, ...)
So only way to profit is caputre sector capital witch is defended by multiple forts & take more battles to caputre.
Force defending sector capital is determined by num of "normal" worlds faction hold.

Edited by steel talon, 29 April 2012 - 02:30 PM.


#17 Sprouticus

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Posted 29 April 2012 - 03:20 PM

I think you guys underestimate how...flat...the metagame will be. There probably wont be resources at launch. A goo dchunk of planets will not be able to be taken, perhaps all of them.

It is going to be lots of raids and defenses, with an occasional planetary invasion to spice things up.

the reaosn is simple. They HAVE to stay with the timeline. You can change a few worlds without altering the timeline, but in reality you cant have one house crushing another. The MPBT model just won't work with how they are running MWO.

#18 Steel Talon

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Posted 30 April 2012 - 11:08 AM

Even when house A got 1000 ppl online & house B got 100, matchmaker should let them fight as even
So borders wont move too much





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