#121
Posted 27 March 2012 - 06:38 AM
I don't want some maniac in a light mech dying 10 times in a game I'm playing.
#122
Posted 28 March 2012 - 01:06 AM
Kaemon, on 26 March 2012 - 07:44 AM, said:
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!
True - but - that's the point. If the 'alternate objectives' are harder to accomplish than the kill-victory, then kill-victory becomes the default mode.
With limited or no respawn, exterminating the enemy becomes a totally viable method of winning.
Example: CTF on a no-respawn map -> thats a camping trip death match.
Quote
... (depending on effectiveness).
Sexy. Well presented, too.
I like how it gets away from the 'both teams trying to do the same X' mode that so many games get stuck on.
#123
Posted 28 March 2012 - 01:11 AM
guardian wolf, on 27 March 2012 - 04:50 AM, said:
.....
(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.)
TL:DR
no seriously - it's a great campaign scenario, but, I think it's too involved for the type of game that will appeal (or work) with larger groups of people. Not because we aren't interested in playing a great battle like that, but that scenario looks to be really time consuming. Some folks still want to get that feeling of epicness without having to spend all afternoon playing (stupid job...). But I really like where you are trying to go with it. I'ma write up a 'campaign series mode' that expands on my original post here http://mwomercs.com/...post__p__169209 into the campaign setting. I'll do my best to include the kind of flavor that you are describing in your post.
#124
Posted 28 March 2012 - 06:02 AM
palebear, on 27 March 2012 - 06:38 AM, said:
I don't want some maniac in a light mech dying 10 times in a game I'm playing.
It could be easily balanced: each team had a fixed amount of respawn tickets. The more experienced player is the more tickets it cost for him to respawn. MWLL done that to balance their team tickets and it works quite nicely.
#125
Posted 28 March 2012 - 06:30 AM
docmorningstar, on 28 March 2012 - 01:11 AM, said:
TL:DR
no seriously - it's a great campaign scenario, but, I think it's too involved for the type of game that will appeal (or work) with larger groups of people. Not because we aren't interested in playing a great battle like that, but that scenario looks to be really time consuming. Some folks still want to get that feeling of epicness without having to spend all afternoon playing (stupid job...). But I really like where you are trying to go with it. I'ma write up a 'campaign series mode' that expands on my original post here http://mwomercs.com/...post__p__169209 into the campaign setting. I'll do my best to include the kind of flavor that you are describing in your post.
Actually this would be only a pitched battle between Faction players, and merc units, that would take maybe 15 minutes at most. The thing that we RPed was an actual campaign across the planet, as this was just to establish the staging area.
#126
Posted 28 March 2012 - 09:18 AM
Siilk, on 28 March 2012 - 06:02 AM, said:
Yes, but this is just what I'd hope to avoid - I don't want to unduly advantage or disadvantage players with a game mechanic that makes no sense. Poor mechjocks should get to play less (in a battle) because they're bad, rash or don't follow orders. I don't want to be propping bad players up so they can go on annoying the good players.
#127
Posted 28 March 2012 - 11:26 AM
palebear, on 28 March 2012 - 09:18 AM, said:
But what are the alternatives? Not-yet-good players need their time to practice and gain combat skills while not being a dead weight for the team. With randomly matched teams it could be a serious problems to the point of players quitting the match as soon as they see that there are more than 1-2 rookie players in the team.
#128
Posted 28 March 2012 - 12:44 PM
It's a tough issue to address - it'll be up to the matchmaking algorithm, I suppose.
#129
Posted 28 March 2012 - 07:27 PM
First team to take others bace\hold middle outpost for 10mins win - extra xp and credits for taking main bace
Simple pub game that would hopefuly get people to work as a team
O - Team 1 main bace w/ammo+repair bay
o - outpost w/ammo
o - outpost w/repair bay
o - outpost w/ammo
O - Team 2 main bace w/ammo+repair bay
#130
Posted 28 March 2012 - 07:46 PM
cardinal vice, on 15 March 2012 - 09:24 PM, said:
We will be earning faction/loyalty points to start with, which determines who gets the meta-game bonus.
So why not expand on this as the game develops to make multiple stages for controlling planets?
Stage 1 - Invasion - Throughout history, getting a foot on the ground you want to control has been difficult, to say the least. The enemy has advantages on their home turf that you need to overcome.
Stage 2 - Defense - Once your team establishes the DZ, you'll need to defend against an angry opponent.
Stage 3 - Expansion - Push the opposing forces back to their own bases.
Stage 4 - Siege - Take control of the enemy's bases.
Now the home team angle...
Stage 1 - Interception - The bad guys are coming! We have to stop them from landing.
Stage 2 - Offense - They have a base of operations that must be destroyed
Stage 3 - Defense - We need to hold the line and keep them from expanding.
Stage 4 - Last Stand - If they take our bases, we'll lose the planet.
Ok! So Stage 5 is victory for the invading team and Stage 0 is success for the defending faction.
So... say you have chosen a faction or merc group and landed in a specific region... You would now be able to survey the surrounding planets and choose to take part in a certain stage of the planetary control. Pick your own fights!
I think it beats the hell out of farming reputation/loyalty points for planetary control. If it's done right we could have multiple options for game modes that actually have an impact on the Inner Sphere dynamics.
Basically, I was thinking of a way to expand on the faction point system for planetary control that would give us players a more concrete measurement of our battle contributions.
It is similar to the idea Guardian Wolf suggested yesterday, but less of a campaign action and more of a phasing feature for determining house influence on planets in contention.
I can also imagine end-game content involving 2 battalion sized elements (72 players OMG) based on these game modes as the invasion and last stand phases.
#131
Posted 29 March 2012 - 06:14 AM
Seems like a 4 stage completion could be in the several hours range.
#132
Posted 29 March 2012 - 06:31 AM
cardinal vice, on 28 March 2012 - 07:46 PM, said:
Basically, I was thinking of a way to expand on the faction point system for planetary control that would give us players a more concrete measurement of our battle contributions.
It is similar to the idea Guardian Wolf suggested yesterday, but less of a campaign action and more of a phasing feature for determining house influence on planets in contention.
I can also imagine end-game content involving 2 battalion sized elements (72 players OMG) based on these game modes as the invasion and last stand phases.
I would to be able to see us perform raids on planets, you know, hit supply convoys, and **** with the garrison forces.
#133
Posted 29 March 2012 - 09:06 AM
#134
Posted 29 March 2012 - 10:09 AM
#135
Posted 29 March 2012 - 08:33 PM
Help we need to get that thread back, it was full of
invaluable Information, and ya I posted in it too.
#136
Posted 29 March 2012 - 08:50 PM
#137
Posted 29 March 2012 - 09:13 PM
#138
Posted 29 March 2012 - 09:34 PM
Point all the forks at paul guys!
Most likely its just a devlish payback for his recent post and not a permanant thing..........
Tho who knows with Paul around.
Edited by Foòóoo, 29 March 2012 - 09:35 PM.
#139
Posted 29 March 2012 - 09:37 PM
#140
Posted 29 March 2012 - 09:47 PM
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