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Game Type Suggestion



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#101 T0RC4ED

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Posted 21 March 2012 - 10:10 AM

I like the Idea of Domination, either BF2 style with tickets counting down, or normal style with them counting up. It makes no differance to me. Unlimited respawns could be a possibility even in a ranked match, the amount of damage you take per round could be set for certain levels that would determine how much your repair bill would be. Salvage could be determined by some sort of random number generator that factors what mech weapons you commonly destroyed in the match. Heck, maybe you would have to stand by or be near the smoldering ruins of your dispatched foe to pick up the parts. The Devs are smart, Im sure they could figure out a way to make it happen and make a fair way to determine exp in compairison with the other standard game modes.

Pitch forks and torches are by the door if you really hate this idea.

Edited by T0RC4ED, 21 March 2012 - 10:12 AM.


#102 palebear

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Posted 21 March 2012 - 01:07 PM

Enemies Only!

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This one could get tricky, troops. We’ve got active enemy in our area, but those damn ComStar have their equipment and communications relay right in the middle of our operational theatre. ComStar facilities are designated no-fire. Let me repeat, firing on any ComStar equipment or facility will result in dire consequences for the soldiers responsible. Oh, did I mention the vibrabombs …

Gameplay:
This scenario plays like a standard Deathmatch, except the map is also populated by numerous small camps of ComStar equipment, buildings and communications dishes/arrays.

Each ComStar area is surrounded by vibrabombs set to 50, 75 or 85 tons.

Teams will be heavily penalized if they damage any of this equipment. There is no harm (other than the damage) in setting off mines, however. Simply targeting the equipment is also not an issue.

Destruction of a piece of equipment may have dire consequences – airstrikes, immediately ending the engagement etc.

This could be further complicated by running it as a night or bad weather operation.

#103 Felix Dante

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Posted 21 March 2012 - 02:26 PM

My fav has always been a "Bridge Fight" scenario. :P

One company must find a way to cross a large river (usually at a Bridge or two) and make off the other side of the board.

River/Water would be deep enough and fast enough that Mechs wouldn't try to just wade through. So Jump Jets would be helpful. :lol:

But the walking mechs (Atlas anybody?) must try crossing at the bridge(s)! :blink:

Also, if the Bridges are targeted and destroyed, then both sides lose the battle! :huh:

#104 Agent CraZy DiP

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Posted 21 March 2012 - 04:01 PM

LONG TOM ROUND-UP

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Fall in maggots! We don't have time to dilly dally here! We're looking to save the some C-Bills today. It just so happens there are stationary Long Toms out there ripe for the taking! Only problem is, it looks like the enemy has the same idea.

Gameplay:
This game mode could be FFA or TDM. There are several stationary Long Toms scattered around the map. Each team scrambles to capture as many as they can, as fast as they can. There isn't any inch of the map that can't be hit if you have enough Long Toms.

Game mode is specifically designed to increase the value of fast movers and jump jet users. Assaults will still have their place to defend the Key Location.

Game doesn't end until the other team is blown off planet by the Long Toms*.

*Enemy will continue to respawn unless destroyed by a Long Tom.

#105 Soviet Alex

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Posted 22 March 2012 - 06:48 AM

The "bridge idea" got me thinking. Historical scenarios like Operation Market Garden could be converted into MW-O missions. Whether it's charging forward to capture a bridge, rescue one of your lances trapped behind enemy lines, or a D-Day syle assault against a smaller defending force backed up by lots of fixed guns & minefields. War doesn't change, just the weapons.

#106 FinnMcKool

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Posted 22 March 2012 - 08:48 PM

I was reading some other threads about how "EVE" has these big epic battles with over 100 players at a time.
It got me to thinking about how "MWO" could do something like that;we know this would cause huge Lagg.
what I figured out was, what if you have an Epic battle planed on a specific planet, but instead of having 100
players all on the same map, instead have 10 or 20 lobbies each hosting the 12v12 matchs, make it so they
launch at the same predetermined time, and they are timed to end at the same time, the winners will then be
launched into the next round against winners from the other teams , kind of a ladder system, but you dont get
into a new mech you use what is left from the prior game,again no new mech,no repairs (unless it is part of the
map) at some point the matches will get uneven, so be it. keep going until only 1 side remains.

You could use a host of game modes or types , its up for debate, but this way you could get a lot of players
involved in Epic battle and think of the bragging rights of whom ever survived .

you could also have more than one faction or even all factions.

was thinking a little more ,
you dont need to toss losing teams just start the next match with survivors, fill ot the ranks so as many as possble
are 12v12.

so as long as your alive you move up after a certain amount of time.

Edited by FinnMcKool, 23 March 2012 - 10:34 AM.


#107 Siilk

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Posted 23 March 2012 - 01:45 PM

Here's a repost of my idea from another thread:

View PostSiilk, 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:




#108 Dlardrageth

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Posted 24 March 2012 - 09:07 PM

Derived from another thread in "General Discussion" subforum:

MechBattle Classic

This would basically require nothing fancy in terms of additional terrain, setup or anything, could be played out perfectly on the standard maps with standard setups. The main difference would be that there is a strict limit imposed of what Mechs can be fielded. Especially in terms of no chassis' customizations are allowed. Actually this one could be easily tweaked into a combo package.

There would obviously be the pre 3025 tech, Level-1 gear only mode.

Then we have the 3025-included version, Level-1 gear only.

Next up would be the 3025 and earlier version, but with all stock variants available from MWO. Plus you can pick whatever ammo fits the bill. Just no customization at all, as before.

After that, how about one with all chassis up to 3049, all stock variants like before, but now with the add-on of all available modules allowed (Modules, NOT customizations.)

And so on...

As you can easily see, the options of how to tweak out this game mode are huge. And that with only stock Mech chassis and variants plus added modules in some versions. We'd get multiple game modes for one, all that is needed is really that the first person to start a room/server (within PGI's interface architecture) needs to tick a few boxes to nail down the exact match variant.

Additional benefit to this whole mode is that those who don't fancy fighting e.g. Awesome Mechs with all missile-weapons or Archers with double Gauss Rifles can find a place where they can easily play more akin to CBT. And needn't worry about permarespawns, FrankenMechs, heavies outpacing Locusts and other... "abominations" ;) that stray too far from what they consider "true BT". And as to our knowledge every stock variant will be purchasable in game for standard currency, no heavy customizer needs to feel touched inappropriately, as they could just quickly buy a stock variant if they want to bother with this mode. Or just not bother. Or whatever.

Might be a good way to give those here a place/home, who already think that customization is going over the top from what we know so far (mainly by interviews etc.). B)

#109 Siilk

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Posted 25 March 2012 - 06:01 AM

View PostDlardrageth, on 24 March 2012 - 09:07 PM, said:

MechBattle Classic


I like this idea. Playing standard non-customized variant against other such variants could be really fun. I'd even say it should not be a separate game mode but rather an optional mutator to any other game mode.

#110 palebear

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Posted 25 March 2012 - 08:52 AM

I like the idea as well, the only problem I see is that a player is usually in charge of his or her own mech selection. Players generally dislike being shoe-horned into anything. You wouldn't be telling players they had to play a scout or medic in TF2, so how can they tell us which type of mech to play?

That said, there could be specific scenarios that lay out beforehand which mech are available and the players can decide who will play which role among themselves. I'm not sure if that's much better.

#111 Dark Fox

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Posted 25 March 2012 - 01:15 PM

VS. Atlas Mode

Name could be reworked. Just a paraody of Team Fortress 2's Saxton Hale Mode. Have one guy go on one team by himself with a super augmented Atlas. Two possible options:

1) Regular Atlas VS. Everyone else as Urbanmechs(or whatever the weakest lightest mech ends up being)

2) Augmented Atlas VS. Everyone else in whatever mech they have.

Just a "for the lulz" idea, not to be taken too seriously :)

#112 Soviet Alex

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Posted 25 March 2012 - 01:36 PM

A quick question for the Battletech purists. Most mechs have far more "official" variants in Battletech than they are likely to in MW-O. And that's before we even get into defining an "Official" variant. I suspect that many of us will have to use the Mech-lab to recreate variants from the table-top, and missing (ie: Unseen) mechs. If we are going to ask for "no customization" battles, we are going to need a bullet-proof way of differentiating between OK variants cooked up in the lab because the devs haven't included them on the one hand & Not OK variants designed for personal preference on the other. How would you propose resolving this?

#113 palebear

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Posted 25 March 2012 - 03:27 PM

The Mech-lab must use a schema (of one sort or another) to track the mech loadout - I can't see why it couldn't include a few flags for things like 'stock_mech_legal' or 'misson_four_qualified'. Then it's just a flag check to determine if it can be used in the battle or not.

#114 docmorningstar

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Posted 26 March 2012 - 04:23 AM

In my earlier post, I talked about some interesting (to me) 'basic' game modes that required very little in the way of automated defenses and 'special' rules. One reason for that is that if you go to far the route of automated defenses, or difficult-to-accomplish rules you end up with a 'deathmatch by default'. You see this to some extent in WoT - 85-90% of games there end in a complete kill; simply because the only other way to win (capping) is to hard to really accomplish without killing everyone first. So, while I like lotsa 'fancy' game modes, I think they are better left off the table for a while.

#115 Kaemon

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Posted 26 March 2012 - 07:44 AM

View Postdocmorningstar, on 26 March 2012 - 04:23 AM, said:

In my earlier post, I talked about some interesting (to me) 'basic' game modes that required very little in the way of automated defenses and 'special' rules. One reason for that is that if you go to far the route of automated defenses, or difficult-to-accomplish rules you end up with a 'deathmatch by default'. You see this to some extent in WoT - 85-90% of games there end in a complete kill; simply because the only other way to win (capping) is to hard to really accomplish without killing everyone first. So, while I like lotsa 'fancy' game modes, I think they are better left off the table for a while.


That's because their maps are small, and promote deathmatch above all else, couple that the geo-spatial view of arty, and their effectiveness and you get deathmatch a majority of the time.

***edits***
tangetial post!

Game Mode - Tour de' Force

Synopsis - Each lance is given a specific timed objective to defend/attack, however on the same team you might end up defending or attacking (defend resupply obj/attack enemy sat installation). Commander will need to cycle teams for Defense/Offense based on a few factors...

Map Type - variable

Repawn - NO

Objective points needed - 6 (3 per side)

Specialized roles - All roles work (Commander preferred)

Specialized mechs - All mechs work

Details - It's a mix-mode that allows for people to specialize for both D and O and basically breaks the battlefield up into mini-deathmatches lance vs lance. Once a specific lance's objective is completed, they are then free to help out other lances accomplish their objective. Battletime should range from dusk to night, so final battle is near dark/full dark (depending on effectiveness).

Edited by Kaemon, 26 March 2012 - 08:15 AM.


#116 Scanlon

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Posted 26 March 2012 - 08:12 AM

I am for any game mode that reminds the game is a simulator and not an action game. I am against respawning all-together. Also any match that will have us pick up a flag and return it to our flag is equally silly. Deathmatches just for the sake of fighting until tickets are depleted are also bad. Save that for the 13 year olds on Call of duty.

Make the combats something believable, something worth fighting for. Anything thats about gaining ground or defending it from attackers that would effect politcal borders is great. An objective like a VIP or escourt is also good. Esecially if the combats end up effecting the game world.

Edited by Scanlon, 26 March 2012 - 08:14 AM.


#117 Hades Serpent

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Posted 26 March 2012 - 01:13 PM

What about an extension of the already announced deathmatch mode? Random events could be added to a battle, and they would certainly keep the game interesting, and lend even more importance to working together as a team. I'd think of this along the lines of how random encounters are handled in Sword of the Stars, by a simple slider set at the beginning of the game, and the game then throws out random events based on that slider's probability setting. Set it to zero, no random events. Set it to 200%, you'll be swimming in them. Slap a slider to the match settings in MW:O for random events, and you could control if and how many such events there are.

You could, for example, have a situation where things are rolling along swimmingly. Your Lance and Company CMDRs have been coordinating your lances nicely, you're actively searching for the enemy. Finnally, you catch an enemy lance off-gaurd and in a cross-fire. Yay team! Then 9 minutes into the game you get a burst of flash traffic: A failed drop has left a friendly MechWarrior who had to eject stranded somewhere in your sector. Search and rescue required.

So, your team breaks-off the attack abruptly, and your scouts start fanning-out across the map. The enemy team is left wondering why the heck you left when you had them in such a perfect position to eliminate them. Then 10-or-so minutes into the match the enemy team gets a burst of flash traffic: Enemy MechWarrior failed drop, ejected, in your vicinity. Search for and apprehend, terminate if necessary.

Now the battle has changed form entirely, both teams racing across the map looking for some sign of this downed pilot.

Events like this could add a fair amount of interesting change to well-trodden gameplay, and they could also do well to simulate how real battles can evolve. Objectives change, curveballs come out of left-field, and what was a simple op can go completely sideways in seconds.

#118 Dlardrageth

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Posted 26 March 2012 - 02:53 PM

View PostSoviet Alex, on 25 March 2012 - 01:36 PM, said:

A quick question for the Battletech purists. Most mechs have far more "official" variants in Battletech than they are likely to in MW-O. And that's before we even get into defining an "Official" variant. I suspect that many of us will have to use the Mech-lab to recreate variants from the table-top, and missing (ie: Unseen) mechs. If we are going to ask for "no customization" battles, we are going to need a bullet-proof way of differentiating between OK variants cooked up in the lab because the devs haven't included them on the one hand & Not OK variants designed for personal preference on the other. How would you propose resolving this?


It would naturally depend a bit on what exact variants will be made available in-game by PGI. Assuming every single canon variant would be implemented (with proper reckoning of build/production date) might be a bit optimnistic, still, wouldn't rule it out off-handedly. Short of that, something as simple as an in-game reference list implemented, that crosschecks your personal Mech loadout via canon stats and sets a flag for being a "standard variant" (or not) might work as well.

Having that mechanism actually detached from the matchmaking one could work out better. Thus the matchmaking won't have to go through Mech loadouts in detail, but could simply look if the Mech got the appropriate "3025 standard variant" flag and then chuck it into the appropriate match roster. I think Catalyst might be more than happy to provide an initial reference list if need be. ^_^

Edited by Dlardrageth, 26 March 2012 - 03:15 PM.


#119 Soviet Alex

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Posted 26 March 2012 - 03:00 PM

Here's one for the Battletech history buffs: The 10th Lyran Guards assault on Dromini during the Fourth Succession War. Frederick Steiner led his mech regiment in a hot drop onto the Kuritan supply dumps in an effort to derail Theodore Kurita's counteroffensive. FASA's "Battlepack: Fourth Succession War" covers it best.

This scenario would see a smaller number of attackers orbital dropping onto a large enemy supply base. Their mission is to destroy as much stuff as possible before the larger defending force wipes them out. Neither side can use artillery (the attackers don't have any & the defenders aren't going to drop a barrage on their own bases). Perhaps have the value of the destroyed resources credited to the attackers to cover the rebuilding of their mechs, whilst the value of the undestroyed resources goes to the defenders.

Historical note: Frederick Steiner is captured by the Draconis Combine, who report him killed in action & hide him in a monastery for a few years. They then hand him over to Comstar where he is renamed Anastasius Focht & becomes Precentor Martial.

#120 guardian wolf

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Posted 27 March 2012 - 04:50 AM

Okay, I've got an idea. This probably won’t be implemented for a while as it’s pretty lengthy, and in depth.

Planetary Assault

Obejectives


Assault the enemy position to take an hold strategic points. You would select lances and mechs in the opening sequences of the drop. There are several objectives. First would be to hot drop in, in lights through jump capable Heavies only. No Assault mechs. And what you must do is secure a landing zone by a) taking control of the LZ via capturable area, and destroy local AA and AAA positions, though only one needs to be destroyed to start landing heavy reinforcements. Once on the ground, the single lance has to accomplish these objectives, with the defenders starting at a location in the center of the map. The only advantage the defenders have is the initial drop is select able, and can be in any of the areas surrounding the central base. Once the first initial objective is captured, then the reinforcements from above will land, and the attacking force can deploy Assault mechs. Then the commander has limited abilities, such as to deploy the next reinforcement wave as a hotdrop lance behind enemy positions, outside a certain area that is defended by multiple AA guns. Along with the ability to deploy hot drop reinforcements onto the location, the attacking commander will be able to use more of his/her abilities with each gun going down, to where he can finally use the full destructive force of his (so far) unlocked command tree. Then the objective is either a) capture the enemy base, for a lot more XP and C-bills granted, or simply destroy it, with much less reward. In order to capture the base, there must be at least a certain percentage, say 50-75% of the base still intact, and is automatically void if the following buildings are destroyed: The Mech Bay, The Comm Tower, The Headquarters, The Ammo depot. HOWEVER, if the defenders destroy these buildings this does not void the contract, as it was not directly the attackers fault that they were destroyed. Once either the defenders are completely destroyed, and/or base is held for allotted amount of time, (for the devs to decide), the attackers win. The Attacking team has 12 respawns TOTAL. That means if a person dies 12 times, and no one else dies once, you are out of respawns. This means that you must act as a team, and try to preserve your amount of lives.

Defenders have the objectives for holding the base, and destroying the enemy attackers. They can all field Assault mechs in the beginning. They have multiple support units, such as turrets, AA guns, and Artillery, all accessible to the commander of the defenders. The Artillery has a small recharge time, and the commander can call strikes on specific coordinates, and before the battle, deploy multiple turrets to defend his position. The AA guns will also have chances to damage incoming Hot Drop lances AFTER THE INITIAL LANCE HITS THE GROUND. The Defenders also have 9 respawns TOTAL, in order to make them act more defensively. The Defending commander can spawn these at held points around the base, as long as the capture points are still held, and the AA gun in that area are active. The Defender also has access to all of the commander tech tree initially, but as the AA guns are disabled, the will slowly degenerate, into only being able to call in the artillery that is stationed inside the base. When all the area around the defenders is captured, they can finally start to mount counter offensives to attack and retake areas. Once this starts they can literally push the attackers back to the dropships, and then either kill them, or if the attacker so chooses, let them retreat. The more areas that are under your control in the end help determine the amount of XP and C-Bills you earn, along with kills, and time held.

If the attacking commander loses the initial drop phase, either another wave, or whatever is left of the attacking mechs will drop into combat, and all Assault mechs will receive considerable damage before hitting the ground, if ANY of the AA sites are still active.

(If any of you wonder where this came from, it was a scenario that me and a couple of friends RPed a while back, that was one hell of a friggin drop, and boy, where we in one hell of a fight.)

Edited by guardian wolf, 27 March 2012 - 04:52 AM.






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