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Game Type Suggestion



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#161 Felicitatem Parco

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Posted 30 March 2012 - 08:52 PM

View PostVictor Morson, on 16 March 2012 - 04:24 PM, said:

I'd like to suggest one that fits pretty well with the canon:

Star League Cache Salvage

A basic twist on classic tug-o-war style gameplay, adjusted to fit the universe.

Concept: Effectively, both teams have a drop ship that deploys a number of cargo hauler vehicles, 1 at a time, that must make it to a Cache location or wreckage of an enemy hauler, recover what's inside, and make it back to their dropship. This effectively turns it into a real time escort/defense mission that can turn into an attack mission depending who has the salvage; defending your own hauler and making sure to shut down the rival hauler could change the roles rapidly. I'd suspect this would have to play in a similar fashion to dropship, allowing reinforcement 'mechs onto the field.

It'd be made even more interesting if this type of mission does not pay in c-bills, but rather in available equipment, depending on how the 'mechlab and available weapons work. It would fit very, very well with the feel of BattleTech to risk taking expensive damage in attempt to salvage just a couple LosTech parts or weapons.

Optionally: The role of the cargo hauler could be replaced by any 'mech with hand actuators, removing the NPC element from the game.

I like the idea of a mission where the goal is for the Offence to move cargo from one end of a battlefield to another without it being destroyed by the opposing Defense team. Hand actuator-equipped Mechs would be required to lift a cargo crate. They could only fire shoulder-mounted weapons when carrying cargo because the arms would be occupied and the torso obstructed.

In order to pull this off the Developers would have to create some new animations and mechanics for every single "handed" Mech permitted, such as the bending over and picking up/dropping off crate sequence, a new gait for carrying cargo, new body movements for responding to direct hits from enemy fire while holding cargo, and others I assume. This means it would be a long time from now... but it would be awesome.

Edited by Prosperity Park, 30 March 2012 - 08:53 PM.


#162 Knusern

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Posted 30 March 2012 - 11:14 PM

Gamemode Raid.

Defender has a factory complex to defend, they know the enemy is comming (obviosly),
but they dont know the enemys objective.
Attacker get a random objective to aquire, it can be the destrucktion of one of the facilities, theft of
a prototype weapon or a data steal, the objectives should be many.

Defenders has to use scouts to see where the attacker is heading and move their defending forces
to respond to the attacker.

Attackers can use feints to draw off the defenders from their intended objectives,
if the objective is a data steal
Lights and mediums can do the job, if its destruction heavies and assult has to engage the target
(all classes can do the job but heavies will be more efficient at large scale destrucktion)

Example:
Attackers got a mission to steal a prototype weapon, The commader orders his heavies to strike at a hangar
to draw off the defenders while sending a scout lance around to the objective.

Depending on the defenders scouting they will detect the lance sneaking around and intercept it.
If the defender fall for the hangar attack, the scout lance will complete its mission and the attacker will
try to retreat to its LZ.

When the objective reaches the LZ the retreat is sounded. 5 min to dust off
The mission ends when all attackers has retreated to the LZ or been destroyed.

#163 Soviet Alex

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Posted 31 March 2012 - 12:48 AM

For another angle on the Smash & Grab scenarios above, watch Kelly's Heroes.

"How many bars of gold like this in your convoy, major?"
"Fourteen"
"Fourteen? Fourteen what?"
"Thousand!"

Your command has been ordered to evacuate the planet & pull back due to overwhelming numbers of the enemy. But there's a bank vault full of bullion 50km behind enemy lines. ;)

For all you Clan players out there, this is what those hands are for.

#164 Skylarr

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Posted 31 March 2012 - 10:29 AM

View PostSoviet Alex, on 31 March 2012 - 12:48 AM, said:

For another angle on the Smash & Grab scenarios above, watch Kelly's Heroes.

"How many bars of gold like this in your convoy, major?"
"Fourteen"
"Fourteen? Fourteen what?"
"Thousand!"

Your command has been ordered to evacuate the planet & pull back due to overwhelming numbers of the enemy. But there's a bank vault full of bullion 50km behind enemy lines. ;)

For all you Clan players out there, this is what those hands are for.


Kelly: Well Oddball, what do you think?
Oddball: It's a wasted trip baby. Nobody said nothing about locking horns with no Mars Assault Vehicle.
Big Joe: Hey look, you just keep them Mars Assault Vehicles busy and we'll take care of the rest.
Oddball: The only way I got to keep them Mars Assault Vehicles busy is to LET THEM SHOOT HOLES IN ME!
Crapgame: Hey, Oddball, this is your hour of glory. And you're chickening out!
Oddball: To a Merc like you, a hero is some type of weird sandwich, not some nut who takes on three Mars Assault Vehicles.
Kelly: Nobody's asking you to be a hero.
Oddball: No? Then YOU sit up in that turret baby.
Kelly: No, because you're gonna be up there, baby, and I'll be right outside showing you which way to go.
Oddball: Yeah?
Kelly: Yeah.
Oddball: Crazy... I mean like, so many positive waves... maybe we can't lose, you're on!

Edited by Skylarr, 31 March 2012 - 10:36 AM.


#165 McGunns

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Posted 31 March 2012 - 11:39 AM

I'm all for these assault type mission ideas. How about a more sea based one? Infiltrate a massive carrier and either destroy a super weapon or steal designs for a prototype.

#166 guardian wolf

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Posted 31 March 2012 - 04:08 PM

View PostSkylarr, on 31 March 2012 - 10:29 AM, said:


Kelly: Well Oddball, what do you think?
Oddball: It's a wasted trip baby. Nobody said nothing about locking horns with no Mars Assault Vehicle.
Big Joe: Hey look, you just keep them Mars Assault Vehicles busy and we'll take care of the rest.
Oddball: The only way I got to keep them Mars Assault Vehicles busy is to LET THEM SHOOT HOLES IN ME!
Crapgame: Hey, Oddball, this is your hour of glory. And you're chickening out!
Oddball: To a Merc like you, a hero is some type of weird sandwich, not some nut who takes on three Mars Assault Vehicles.
Kelly: Nobody's asking you to be a hero.
Oddball: No? Then YOU sit up in that turret baby.
Kelly: No, because you're gonna be up there, baby, and I'll be right outside showing you which way to go.
Oddball: Yeah?
Kelly: Yeah.
Oddball: Crazy... I mean like, so many positive waves... maybe we can't lose, you're on!

Oddball: We got 'em right on the ***!
Loved that movie.

#167 benwarrior

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Posted 01 April 2012 - 02:04 AM

wager matches- like solaris either lanced based with single life or all out free for all carnage with the winner recieving the pot , or mech bet put your mech up as the wager in a 1v1

#168 Victor Morson

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Posted 01 April 2012 - 05:35 AM

Glad to see the thread resurrected.

You know, re-reading the OP, I think it's not a bad idea - if lifted from MechCommander. I'd like to see it made a little more focused, however. This was actually the idea I was coming here to post, but I'll admit similarities with the OP.

Effectively, what I was thinking of is this:

Headquarters Assault

Headquarters Assault is a mission with a single, simple primary objective: Storm the headquarters complex and destroy it.

However, the Headquarters are heavily protected by turrets, sensor relays and a team with more support power capability than normal.

Thus, you have a series of side objectives. These range from destroying power generators to disable turrets, nuking uplinks to remove the other team's ability to call in Commander abilities and destroying relay stations to disable the Headquarter's sensor grid that can give your position away.

I'd list more ideas for secondary objectives, but I'm not really aware of what's actually in the game. While this game type could not be applied to all maps, I think it'd be an interesting dynamic for maps it can, since a head-on assault would be a bad idea without first crippling the defenses around the map.

It'd also give a legitimate reason for faster, scout lances to break off and try to destroy buildings, while the main force needs to keep the defenders busy hitting a more heavily guarded area.

All in all, I've always been a sucker for game types that are sandbox in nature, saying "This is what you need to do; you pick how you do it." Ultimately that's what this is after.

#169 Kaemon

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Posted 01 April 2012 - 06:13 AM

Game Mode - Cookie Fight (CBT only)

Synopsis - put a box of Girl Scout/Guide cookies on a table in the middle of a group of devs playtesting. Then allow each side half the cookies to use as bribes.

Assets - (all) requires out of game assets as well

Maps - all

Requirements - Everyone playing must be a developer, have questionable morals/loyalty to team, and want an excuse to shoot them.

Time limit - Not needed, most games will be done in under 5 minutes.

:huh:

Edited by Kaemon, 01 April 2012 - 06:14 AM.


#170 guardian wolf

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Posted 01 April 2012 - 08:48 PM

View PostVictor Morson, on 01 April 2012 - 05:35 AM, said:

Glad to see the thread resurrected.

You know, re-reading the OP, I think it's not a bad idea - if lifted from MechCommander. I'd like to see it made a little more focused, however. This was actually the idea I was coming here to post, but I'll admit similarities with the OP.

Effectively, what I was thinking of is this:

Headquarters Assault

Headquarters Assault is a mission with a single, simple primary objective: Storm the headquarters complex and destroy it.

However, the Headquarters are heavily protected by turrets, sensor relays and a team with more support power capability than normal.

Thus, you have a series of side objectives. These range from destroying power generators to disable turrets, nuking uplinks to remove the other team's ability to call in Commander abilities and destroying relay stations to disable the Headquarter's sensor grid that can give your position away.

I'd list more ideas for secondary objectives, but I'm not really aware of what's actually in the game. While this game type could not be applied to all maps, I think it'd be an interesting dynamic for maps it can, since a head-on assault would be a bad idea without first crippling the defenses around the map.

It'd also give a legitimate reason for faster, scout lances to break off and try to destroy buildings, while the main force needs to keep the defenders busy hitting a more heavily guarded area.

All in all, I've always been a sucker for game types that are sandbox in nature, saying "This is what you need to do; you pick how you do it." Ultimately that's what this is after.

That is basically what I posted a little ways back. I think, though correct me if I'm wrong.

guardian wolf said:

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.


#171 StompyMcGee

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Posted 02 April 2012 - 03:04 AM

http://en.wikipedia...._Bulldogs_(game)

http://en.wikipedia....emolition_derby

These, but with urbanmechs. Flat fee for entry, everyone pilots a stock urbie, winner gets half the pot(the rest is just a money sink).

#172 canned wolf

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Posted 02 April 2012 - 09:15 AM

pyrrhic capture - Best two of three capturing an objective with no respawns and no repairs between matches.

Solaris - 1v1, 2v2, and 3v3 matches on a ranked ladder with limited repairs between matches.

Realised that the deathmatch thing made no since.

Edited by canned wolf, 02 April 2012 - 02:55 PM.


#173 Ledabot

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Posted 04 April 2012 - 02:56 AM

I can only think of one other than the obvious assult the base map.

The area control. Basicly, try and hold onto the best of 3 objectives on the battlefield while trying to kill off the other team. You win if you kill im all or hold 2 objectives after 10 miniutes. If players from diffrent teams are around an objective,after the time, they have to scrap it out till only one remains

#174 Karel Spaten

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Posted 04 April 2012 - 03:01 AM

View PostSemyon Drakon, on 12 March 2012 - 02:49 PM, said:

Can we have some scenarios that aren't based on half Life or the Battlefield series?

Aegis' Territory idea looks pretty much like a Mechcommander mission, IMO.

Edited by Karel Spaten, 04 April 2012 - 03:01 AM.


#175 guardian wolf

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Posted 04 April 2012 - 12:00 PM

I came up with my proposition, all by myself, don't tell me that EA stole my idea. :) :)

#176 Hollister

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Posted 04 April 2012 - 06:38 PM

ill try my hand at this, havent read the whole thread so maybe this idea came up already.

Call this : Operation Payday.

This is a retrieval based objective that is placed randomly on the map that must safely retreived. Lets say there is a Lostech station somewhere with a high value memory core. Killing the other team is not the objective retreiving the memory core is. So a team that has 1 mech still functioning and has retreived the memory will win while the other loosing team that has 6 to 7 mechs still functioning will loose and get nothing.

Players on both teams have a set limit of mechs. with 3 lights, 3 mediums, 3 heavies, and 3 Assaults on each team. Since time is a big issue with getting the memory core, all players will be droped in and at random locations. When droped in you will have limited view of being able to find your location of where you are being placed and where other teammates as well as enemies if you can see them at all durring the drop. Being droped next to a enemy would make good times and bad. As being droped in a light next to a enemy assault would most likely leave you screaming mayday over the comms.

When said memory core is found you will need to be with in a given amount of range and be mousing over the object for a given amount of time to retreive it. When it is grabed by a player, a safe zone will be designated at random on the map that must be reached to win the game. If the persons mech with the memory core becomes no longer operational, such as destroyed or unable to move (legged) they will drop the core. Letting another person teammate or enemy pick up the core. When another teammate picks up the core though, the safe zone will be reset to another random location.


This should make for lots of crazy action and trying to form together as a team to win the game.

#177 Halfinax

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Posted 05 April 2012 - 03:44 PM

View PostFACEman Peck, on 12 March 2012 - 02:15 PM, said:

Let us add an idea from Battlefield series, called Rush. Defenders have infinite lives while the attackers have limited tickets to take a pair of objectives, say, 'Mech Hangars. Once those 2 OBJ's are taken, the defenders get 1 minute to retreat while the attackers are held back by an out-of-bounds sort of deal, along with attacker tickets being reset.. You go for a ways, until there are no more bases to attack. Attackers win by take out the bases before their tickets run out, and defenders win by removing the tickets.

Fair enough? Or are new ideas needed?


Tactical Retreat Similar to the Defense mode from BF series, but mostly intended for a no win situation for the defenders. Hold a position/line/asset, without capture for a finite time frame. I envision this mostly as a game mode for when the Clans invade. The defenders are looking to hold a single position for say 3 minutes against an aggressor with superior numbers/Tech before a timer runs out.

Mostly see this as a combination of an Escort and a Point Defense game mode. You need to protect those Long Toms until they've left the area, so that they can be used in a more defensible position later down the line. This could actually lead to contigeous story lines in a PvP environment where the more assets that have been successfully defended throughout a series of Tactical Retreat Missions puts a Faction or Merc Corps in a better position later down the line for holding a Key asset like a world, factory, or fortress.

Edited by Halfinax, 05 April 2012 - 03:44 PM.


#178 3Xtr3m3

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Posted 05 April 2012 - 09:28 PM

How about a "NASCAR" game mode.
You would need a large oval map.
The one to complete ten (or more) laps wins.
The fun would be in do you bring a fast mech and get out front?
Or maybe a little slower, but with more weapons?
Do you pass the mech ahead of you? Or shoot him in the back?
Is it a team sport? Or everyone for himself?
JJ are legal.
Should legging be legal? Or is blatant legging "BlackFlagged"?
Do destroyed mechs disappear, or are they obstacles for the duration of the race?
Which is supreme? Piloting skills or weapons skills?

#179 Amolas

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Posted 07 April 2012 - 10:42 AM

I think King of the hill would be a good game mode. A certain area of the map is highlighted and the team gets point for when they enter the area.
The more mechs from the same team in that area their score will increase higher. Evrey 90 seconds or so the area will move to another random part of the map.

Like if you think this would be a good game mode. ;)

#180 Amolas

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Posted 07 April 2012 - 10:46 AM

Another good game mode would be survival, 4 or 5 mechs enter the map and have 60 seconds to prepare. They have to survive a mixed number of waves. And if they survive say 25 waves they have to move the the extraction area and hold on till the ship arrives.
This would make a good and intresting game mode. It will show how good people will work together and play their rolls.

Like if you think this would be a good game mode. ;)





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