#181
Posted 07 April 2012 - 11:41 AM
hot drop -> secure landing zone (and some vital objectives) -> hold it for some time ( or destroy defenders)
No tikets, no "lives", no waves. just drop&take or die.
Counter attack:
(playes may use 2 predermined mechs from a bay, attack and take an enemy LZ)
Raid:
AI convoy moves.
Med lance is in support. (basically considerably stronger force)
Light lance is in attack. (more mobile, but weaker force)
Objective attacker: destroy convoy and fall back. (% of destroed vehicles = % of reward )
Objective defender: protect convoy ( % of "made it" vehicles = % of reward)
+Bonuses for kills, recon info etc.
Makes for interesting ambush, recon and hit and run tactics
Odds are in defenders favour, but provided some cunning, using terrain features and deversionary raids attacker obj can be reached. Ofc attacker is payed better.
#182
Posted 07 April 2012 - 04:26 PM
Pitch: A MechWarrior twist on VIP.
Desc: A single damaged 'mech is placed on the field for the defending team, with critical leg damage, reducing it to a limp. It's positioned exactly between the Attacker and Defender spawns at game start. The Defending team must connect with the 'mech, and escort it back to their spawn to win; the attacking team must destroy the crippled 'mech to score a victory.
Reasoning: This would encourage a battle between fast 'mechs, as reaching the crippled 'mech (and the pilot who chooses the role of the Rescue) first is vital. It would hopefully encourage a mix of strategies ranging from evading the enemy to trying to slow them down long enough to bring in assault 'mechs and anything in between.
I'm unsure of how legged 'mechs are handled in the game (Limping MW4 style, or knocked down style), so this may require a custom limp animation as it's biggest hindrance provide one is not already available.
#183
Posted 07 April 2012 - 04:35 PM
FinnMcKool, on 22 March 2012 - 08:48 PM, said:
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.
I think this may well be a good way to do this....http://mwomercs.com/...__fromsearch__1
And is a good idea in general
Edit:
I was just in the Industrial Mech thread and saw this...
"I think industrial 'Mechs could make for an interesting mechanic - for instance:
Imagine a PVP or PVE Scenario where you have 1 or 2 Industrial 'Mechs who have to complete some kind of objective, like repairing a facility/recon walker/damaged friendly unit - while teammates in battlemechs hold off agressors.
or - You could have 2 opposing groups (each containing 1 or 2 Industrials and an assortment of battlemechs) compete to gather a single resource/data capsule/whatever.
Basically modified "king of the hill" or "capture the flag" scenarios - but I think it could make for some great gameplay."
By Hyuga Tseng
I think it is a good idea
Edited by Dirk Le Daring, 08 April 2012 - 04:07 PM.
#184
Posted 07 April 2012 - 08:06 PM
Different Sub Modes-
1. Destroy all enemy mechs
2. Capture enemy base
3. Capture city or town
4. Destroy certain base buildings, like HPGs, Mech Hangars, Repair Bays, etc.
1 life for player, when dead, they wait in waiting room or spectate, can leave if they wish.
Essentially its like war, except it is just a huge battle.
If you and your friends can chat within your unit, you can tell them to defend you.
If you are a commander or something, you can get bots to pilot your lance's mechs.
Edited by Your Worst Nightmare, 07 April 2012 - 08:10 PM.
#185
Posted 07 April 2012 - 09:41 PM
chris
#186
Posted 08 April 2012 - 01:55 AM
Happy easter evreyone.
#187
Posted 08 April 2012 - 07:40 PM
Any Mech you have access to. No weapons. Only Charging and DFA damage allowed. Bonus damage if you have a hand weapon on your mech.
#188
Posted 09 April 2012 - 06:31 AM
Kem, on 07 April 2012 - 11:41 AM, said:
hot drop -> secure landing zone (and some vital objectives) -> hold it for some time ( or destroy defenders)
No tikets, no "lives", no waves. just drop&take or die.
Counter attack:
(playes may use 2 predermined mechs from a bay, attack and take an enemy LZ)
Raid:
AI convoy moves.
Med lance is in support. (basically considerably stronger force)
Light lance is in attack. (more mobile, but weaker force)
Objective attacker: destroy convoy and fall back. (% of destroed vehicles = % of reward )
Objective defender: protect convoy ( % of "made it" vehicles = % of reward)
+Bonuses for kills, recon info etc.
Makes for interesting ambush, recon and hit and run tactics
Odds are in defenders favour, but provided some cunning, using terrain features and deversionary raids attacker obj can be reached. Ofc attacker is payed better.
I actually like that "no respawn" idea, makes it, more realistic, but otherwise, still a carbon copy, we thinking the same?
#189
Posted 10 April 2012 - 12:32 PM
Im thinking we should have an optional game mode where you have to progress up the weight classes, not because of their weight, but because of their cost to purchase, maintain, and drop. Call it a budget based progression mode.
Allow players who have elected to play in this game mode to play in matches with every other player, but mission pay for them would be higher (providing several factors were included in this mode but not the normal game mode)
Drops would cost the player money
Regular maintenance of their mechs would also be charged to the player
Payment for transit to the different plannets would be charged to the player
The player would be charged for all other normal expenses too.
I havn't thought of any real benefits to this game mode, other then being ranked on a special list, but im sure someone else could find something to reward them with for going the extra mile. Im fully aware that this could go over about as well as a fart in an elevator.
#190
Posted 10 April 2012 - 01:22 PM
-Long map with several strung out control points and both teams start in the middle.
-Only one control point is active at a time and the teams must fight each other fight to capture all points.
-Spawn points are a teams farhest forward point.
-If a point is successfully defended for x amount of time then the former would be captures must now defend their farthest forward point.
-The individual points can be king of the hill style (stand in an area for x amount of time) or ctf/reverse ctf (take or install a flag/objective time) or a destructible mechanism (resource gatherer, shield gen, taco stand w/e).
Edited by kelmar6821, 10 April 2012 - 01:29 PM.
#191
Posted 10 April 2012 - 02:34 PM
The trick would be to lure the enemy into a certain zone and get points based on how long you can keep them there, how many mechs you keep there or how many kills you get in that particular zone.
It could go so far as if you can keep two or more mechs in that area for, say three minutes, an air strike is automatically called in to rain death upon your foes.
I could see how lighter mechs would be preferred in this type of a scenario, or perhaps an assault or two to do some herding. To herd or bait, would've the key, I suppose.
#192
Posted 11 April 2012 - 04:15 AM
Feature: Satalite scan
The idea is that periodically all player will get a complete view of enemy positions for say, 20 seconds duration (as if a satalite or fighter did a pass-by scan.
In maps where there is no other objective then eliminating the opposing force this can be used to push for a real conclusion. and helps deal with campers etc.
Example:
Lets say that the current match has a 20 minute time limit, at the 10 minute mark a scan passes over and all non-powered down mechs appear on everyones map for ~20 seconds, thus locating people who are avoiding the fight. At this point a shutdown mech is still hidden so someone who is watching for the scan can avoid it when setting up a skilled ambush.
Next scan could happen at 15 minutes in, though maybe now its a flyby with visual, so even shutdown mechs are revealed, exposing campers etc.
As the match reaches the end, in this example minute 18 of 20, the scan comes fully online showing all locations so that there is no more hiding.
Of course this scan only shows locations, it does give targetting data.
Mode: Assault(attack/defence)
The attacking team has to take an objective, either destroy targets to hold position with X mechs unapposed for x seconds(60?) defenders win on timeout, team with no mechs loses, no respawns.
Yes, simple, but the depth can come from a well designed map.
Lets say that the defend location is exposed making it a poor place to make a stand, and that the terrain is hilly/mountainous or high forest; meaning that the attackers have 3 possible routes to the target. Each route has defensible locations in, giving the defenders the advantage if they set up in the route the attackers are taking. This means that the defenders can hold off if they lock down the right route, but would be out of position if the attackers come down a different path.
This set-up makes scouting vital as if the defenders can find where the attack is coming from they can choose the defences and have the advantage. On the other side if attacking scouts see one entrance fortified they can direct their main force to another route.
#193
Posted 11 April 2012 - 07:44 AM
I was also thinking that having something like magnetic rock formations (which are hard to walk away from and glow like mad on a magneto scan) or hot springs that make your mech light up on heat scans (or would mask your presence if you're near) would be interesting if properly placed on a map.
#194
Posted 11 April 2012 - 08:57 AM
Raiders:
Lance vs Lance (4vs4)
Attackers:
Have a set of Primary and secondary objectives such as capture banks, destroy factories etc. Each objective has a price value in C-bills which is added to the teams pot if completed.
They are also on the clock, having a limited amount of time to complete obejctes AND escape to their exit point/dropship (mechs which don't escape are considered 'lost in combat').
At the end of the battle if the attackers completed the primary objectives and got out they have a choice to continue on to a new mission against new defenders. with a catch: they carry over using the same mechs in the same condition as they ended the last round (except re-arming and maybe a quick-fix armour patch). Lost mechs cannot be replaced on the mission, so may end up continuing with fewer/crippled mechs.
The bonus for continuing? objective rewards are doubled.
This could go on untill the attacking team miss a primary objective, get wiped out, or are too beaten up to continue. Prize pot from objectives is shared evenly among all 4 attacking players.
Defenders:
To give an incentive to play on defence, the defenders can get bonuses based on defended objectives, as well as an extra bonus bounty for each attacking mech which doesn't make its escape based off the attackers running total (eg if attackers have made 1M C-bills from objectives defenders get 250k for each attacker taken down)
If the objectives are well formed this can work for a variety of mech sizes for both teams. Attacking scout mechs might be able to hit obejctives quickly and escape, but lose if pinned down, heavies/assults can force their way through but accumulate damage and risk running out of time. For defenders Heavies are needed to bring down the heavy attackers, but might not be able to catch scout mechs.
Thoughts?
Also:
Coliseum:
1V1 In a closed enviroment- can auto matchup by tonnage +/-10(/15/20) or by catagory.
I'm pretty sure there is a precident somewhere in the novels.
TBH not sure about this one - might detract from planned emphesis on team play.
#195
Posted 11 April 2012 - 10:46 AM
#196
Posted 11 April 2012 - 10:58 AM
12v12 all the time is going to get old in a hurry. See WoT for more on this.
#197
Posted 12 April 2012 - 06:28 PM
SO, a better idea IMO is to have a dropship that got beat up during deployment by fighters. It has to make a forced landing and gets further beat up but, it's repairable. NOW the defenders in the ship, their main mission (whatever that was), is called off and they're tasked with defending the dropship while it attempts repairs enough to just get back off the world. THIS way the attackers actually have a snoballs chance in heck of assaulting a dropship.
I am a huge BattleTech nut. Mechwarrior came later and it was an RPG not a tabletop combat simulator. It had a bunch of stupid rules when it came to the actual mech combat (shooting missiles from an LRM20 rack one missile at a time for example). But, in BOTH games dropships were NOT something you typically assaulted with mechs as their weapons were terribly powerful and had a LOT of range over mechs.
I'm good with most any game modes as long as they stick to canon. What I'd NOT like to see is anything like what M$ did with MW4. Omnimechs that, well weren't very omni lol Yes I know it's an omnimech but really you can only mount a similar class of weapon in that slot....yes yes it uses modular tech and all but...well we say so so there.
#198
Posted 12 April 2012 - 08:14 PM
Conquest mode: anything that merges the board game styled troop movement (like in Risk) with Mechwarrior gameplay. Specifically; movement of troops across territories like in Risk and resolution of territorial control by said troops with MW combat. Control of a planet requires control of a certain number of important strategical territories.
Battlemech Chess (it is exactly what it sounds like):
Taking of a playing piece would be resolved with 1v1 combat. It could be played with just two players or up to 32 with one player for each piece on the board. It would definitely give a new layer of strategy to the traditional game of chess. I could see this being VERY popular.
Edited by MagnusEffect, 12 April 2012 - 08:37 PM.
#199
Posted 13 April 2012 - 12:45 AM
light mechs with gauss rifles - instagib style untill team score reaches a limit
Control Points - 3 points to hold, gaining score every second per point untill limit is reached
Attack/defend - Each team has a repair bay alowing respawns, win by destroying the enemies.
#200
Posted 13 April 2012 - 05:50 AM
Personally, some kind of co-op, hot LZ, planetary siege with defined, timed objectives, air/arty support, etc... Would be a blast.
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