#201
Posted 13 April 2012 - 12:00 PM
This sounds like an awesome way to build in-game tension.
#202
Posted 13 April 2012 - 05:54 PM
Capture the Planet
- Used only when capturing a large amount of strategically important ground, such as a planet.
- Two opposing sides fighting over five territories.
- Each team starts with one.
- Each territory will include a strategic advantage to owning it such as:
Air Base: Able to call in one bombing run per match for a set amount of C-Bills.
Land Base: Able to call in a resupply convoy, enabling players to shut down their 'Mech for a little while so NPCs can repair and resupply it.
Etc., etc..
- Different default gametypes will be used, hopefully an attack and defend game and a holdout for a time limit game, as well as some TD.
- Teams take turns battling for territories, at start, team paying most C-Bills goes first.
- Neutral territories are auto-captured.
- Each enemy-occupied territory requires two matches to capture: a TD game, and an objective game. Both must be successful in a row.
- Each battle will (hopefully) be able to have 12 'Mechs on each side.
- Winner of game (not battle) gets territory and MASSIVE C-Bills from faction.
#203
Posted 13 April 2012 - 08:50 PM
Hope you like it
Now I'm excited
Edited by Fresh_Meat, 13 April 2012 - 09:08 PM.
#204
Posted 14 April 2012 - 01:07 PM
Fresh_Meat, on 13 April 2012 - 08:50 PM, said:
Hope you like it
Now I'm excited
Doesn't sound like it'd work well in MW, but it sounds like a very interested FPS-based mechanic. Some of the best game modes I've seen restrict the game to 2v2 or 3v3 at most. It really requires teamwork between players. Jailbreak sounds like it would be very interesting to play in a FPS.
#205
Posted 14 April 2012 - 01:39 PM
Rush And Capture
- 12 Players per team.
- No respawns(duh!).
- Each team has 3 waves of 4 'Mechs.
Wave 2 is heavies and mediums(2 mediums, 2 heavies).
Wave 3 is assaults and heavies(3 heavies, 1 assault).
- Each player is auto-assigned a wave and weight class. If you don't have a 'Mech of a certain class and cannot switch places, you are kicked and replaced.
- A single, neutral base is in the center of the map. Both teams try to control it.
- You must stand near the command center to control the base. The more friendly 'Mechs nearby, the faster. If an enemy is nearby, the capture sequence stops until the enemy goes away or dies.
- The base has a gate on each side, turrets that are on the controlling team's team(offline if neutral), a 'Mech repair bay, and tough but breakable walls.
- Wave 1 is initially deployed, so smaller 'Mechs go at it to see who gets the base.
- After the base is captured, the defenders have Wave 2 deploy inside the base(in 'Mech bays or something) and the attackers have Wave 3 deployed at their spawn.
- The remaining waves deploy after all 'Mechs on a side have been killed or 5 minutes after the initial capture.
- Game ends after all enemies are dead or after one team has controlled the base for a total of 10 minutes.
Edited by MechWarrior4Lover, 14 April 2012 - 03:07 PM.
#206
Posted 15 April 2012 - 10:40 AM
I do sorta agree with some others about limiting the FPS styles of gameplay. Having a large variety of scenarios (realistic canon style battles) involving attack, defence, capture, infiltration, hold the line, RETREAT, king of the hill (etc), would be much cooler for me. I'm definitely a fan of those types of gametypes. These will only get cooler once MWO has AI tanks, aircraft, turrets, buildings, etc.
That said, I am not completely adverse to some of the fps game modes. Rush from Battlefield Bad Company/BF3 was fun. Conquest/zone control is a staple, as is king of the hill, or VIP. I apologize if this was mentioned already (didn't see it in the search function), but my favourite game mode in Rainbow Six Vegas was 'Team Leader'. I'll try to adapt it to MWO.
GOAL:
- Kill the enemy Team Commander, AND his entire team. OR....
- Extract your Team Commander to a specific extraction point.
- 2 people are chosen as each teams commander (queue up to fill the role).
- If your TC is alive, your team had unlimited respawns.
- If your TC dies, whoever on your team left alive must kill the enemy TC and his entire team.
- If you are killed directly by the enemy TC, you can not respawn (even if your TC is alive).
Lastly, I still worry about putting in too many different game types. More often than not, it results in only a few game types being played, with the rest being forgotten. I hope that doesn't happen here.
Edited by HeIIequin, 15 April 2012 - 10:50 AM.
#207
Posted 15 April 2012 - 07:06 PM
Essentially, you have 2 teams, the attackers and defenders. The setting is a heavy urban map, possibly with important structures to be captured or destroyed. The defenders gain points by downing attacking 'mechs, but lose points for collateral damage. Meanwhile, the attacking force gains points by capturing/destroying important buildings, destroying other buildings, and destroying the defending 'mechs.
If a certain number of attacking 'mechs are destroyed, or if too many defending 'mechs are still standing by the time everything is captured/destroyed, the attacking team loses, which forces them to choose between taking objectives and fighting, and at the same time, the defending forces have either a tonnage advantage, or number advantage.
The urban setting would force the defenders to fight to reduce collateral damage, instead of simply grouping around objectives, since losing too many buildings would make them lose.
It's a work in progress, really, but I thought I would at least share my thoughts.
#208
Posted 15 April 2012 - 07:56 PM
Then I gotta give this a plug too
#209
Posted 16 April 2012 - 12:12 PM
A drop ship has crash landed on a planet in turmoil and two different lances are on the way to investigate the crash site.
two different teams essentually playing hide and go seek with a dropship crash.
Once a lance locates the drop ship, they have to defend the site against the opposing lance to get the salvage from the dropship crash.
#210
Posted 17 April 2012 - 09:40 AM
#211
Posted 17 April 2012 - 09:44 AM
Edited by Arch Angel 09, 17 April 2012 - 09:46 AM.
#212
Posted 17 April 2012 - 06:46 PM
#213
Posted 17 April 2012 - 10:38 PM
Smash and Grab.
Attackers are tasked with raiding a factory complex, causing as much damage as possible, and escaping with whatever tech and parts they can make off with. Only 'Mechs with hands can pick up items, but they can load them onto cargo units attached to other 'Mechs. The higher the value of the item, the more points awarded.
Bonus XP + c-bills to the attackers based on the total value of what was taken.
Bonus XP + c-bills to the defenders based on total value of what they managed to hang on to.
#214
Posted 18 April 2012 - 09:29 AM
~~~ (Main Filler Contract) (single drop modes only)
1) Basic Garrison ~ (Does not know if vs collateral damage/ Guerilla/ recon/ or sabotage, etc. Basic non specific other end filler mission).
~~~ (Sub - Specialty Contracts- Run Away Type)(single drop modes only)
1) Guerilla warfare/ stalk, kill, and run
~ Under Battle value matched vs ~ Much higher Battle Value Unit (Garrison). Objective is to kill x enemy units and escape off map.
2) Recon x units/ buildings / and Run
~ Under Battle value matched vs ~ Much higher Battle Value Unit (Garrison). Objective is to gather data thru target lock on x enemy units / buildings and escape off map.
3) Collateral damage /and Run
~ Under Battle value matched vs ~ Much higher Battle Value Unit (Garrison). Objective is to destroy x target buildings and escape off map.
4) Covert Ops Sabotage enemy radar and com relays/ and run - tag~ your dead style
(Grand Scale, bigger map/ more targets)
~ Small/few BV units vs Larger BV Garrision
Objective is not for combat but to sabotage X number radar and relays. Radar actively shows where you are but sabotaging disables them for a period of time where they stop detecting you. Options for sabotage include destruction thru firepower, or sabotage thru staying in vicinity for X time.
~~~(Sub - Hold the Line ~ Break Thru Types)(single drop modes only)
1) (Break Thru) vs (Hold the Line)
(Outside to in version)
~ Urban setting, Many Choke points exist,
Objective is to get X number of units alive to a centralized Point on the map. If failed in unit survival the next option is to retreat with a mission failure or destroy mismatched Bigger Battle value enemy team. Point are heavily defended by (Hold the Line) mission.
2) (Scum Hunter) vs (Break Thru)
(Inside to out version)
Objective is to get X number of units alive to a outer Point on the map starting from spawning in the center. Point are heavily defended by (Scum Hunter Mission). Win condition is partial victory for x units survival or complete victory by destroy mismatched Bigger Battle value enemy team.
~~~ (Conquer Mode)(multidrop modes only)
1) Capture drop points/ All out war
~ Drop points spawn AI fighting support vehicle, also allow Dropship re-drops. Secure X % of total possible point = victory, kill all enemy = victory.
2) The Last Stand/ with repair points
~ One Unit with no drop is pitted against a unit with 3 drops. Battle is to the death, repair facilities exist for defending force that cannot be used by invading 3 drop force.
4) Covert Ops Sabotage enemy radar and com relays/ and run - tag~ your dead style (respawn version)
(Grand Scale, bigger map/ more targets)
~ Small/few BV units vs Larger BV Garrision
~~~ Clan specific
Trial of ~ Whatever
1) 1 player is pitted vs 1 enemy. if they win they are pitted vs 2 enemies. if they win again they are pitted vs 3 enemies.
if they lose they can come back with themself and an ally. if they lose again they can come back with themself and 2 allies. game ends with destruction of third spawn either side. Points are awarded on less respawns either side. NO repair in between. Scale up weight as match prgresses.
~~~ Semi Silly game modes
Build a bridge
1) team has cross a valley, they can do this by escorting bridge builder ai unit or by throwing rocks and stuff with hteir mechs with hands to fill the gap.
~~~ Solaris
Hand Ball ~ mech derby
2) No weapons. Mech destruction thru ramming, kicking, and punching.
Objective is for a mech with hands to transport a large spherical object to their oppoents goal.
Game ends on X points. Full respawn per goal. No respawn in between. Being Punched or kicked, or falling from being rammed drops the object. Punching drops the object. Points for mech destruction.
Edited by ManDaisy, 18 April 2012 - 09:59 AM.
#215
Posted 21 April 2012 - 09:54 AM
Zombie mech survival mode¿?
#216
Posted 21 April 2012 - 12:08 PM
#217
Posted 24 April 2012 - 03:59 AM
Min. 12v12 Mechs
Purpose: The attacking mechs are trying to secure strategic points on a map in order to cut off vital supplies to a city for a prolonged seize of the enemy. The attacking mechs will at first have to secure three objectives, and each object must be held until all three are taken at the same time.
The first three objectives could be a road crossing, a mag lift junction, and a communication relay. The second two could be another road junction, and a bunker defending a high ridge vantage point. The final objective could be a transportation hub which leads into the city, effectively cutting off supplies and communication from that route
Then the attacking mechs will have to secure two additional objectives further in to the map, with the same requirement as above. Finally, the mechs must secure the last final objective for a certain point.
This is similar to Drop Ship, however, one team must attack, and one team must make a decision on what it will defend. There is another strategy in what mech load outs will be used prior to the mission. For instance, an Assault mech is better suited for defense, where as a faster medium mech with heavy long range weapons may be better suited for flanking attacks when commanding the high ground, etc.
I also think that this mode could be rolled with the Drop Ship mode into a large game play style. Drop ship is the initial assault to create a base of operations. Seize could be a battle leading to the final assault of a planets capital. Finally, a last battle for control of the planet's capital or major spaceport called Invasion. These series of battles could lend itself to a larger clan warfare set up for competitive and territory game play similar to that of world of tanks. I feel this will allow for greater immersion into the game.
.
#218
Posted 24 April 2012 - 07:50 AM
2 vs 2 tag team solaris match.
2 mechs enter the solaris battle arena with the ability to run into a safe zone, where as then the previous pilot swaps with their tag team partner. Match continues until 1 mech is destroyed.
#219
Posted 24 April 2012 - 09:03 AM
12v12, 8v8, 4v4 whatever.
Objective is for the attacker to get to a certain building and scan it (10-15s for the scan) then return to their dropship with the intel.
Defender is obviously supposed to stop the attackers. Match has a 10 or 15 minute timer, if the attackers can't gain the intel required within that time frame, they lose.
No respawn.
Also defenders would not be able to enter within a certain distance of the target to prevent "camping" the objective UNLESS an attacker was within that area. This should prevent camping the objective but also prevent attackers from using the zone to get away from a pursuing defender.
#220
Posted 24 April 2012 - 09:35 AM
4 (+4) vs. 7
Background: One team has fewer but stronger 'Mechs than the other team. The team with fewer 'Mechs have one extra respawn per player. Strength of 'Mech is calculated by Weight. The team with greater number of players cannot exceed the weight of the other team.
Note: The weaker team can have an Assault 'Mech if the stronger team has at least one or two Assault 'Mechs, or if the stronger team's combined Weight allows the weaker team to have an Assault 'Mech even if the stronger team lacks one.
Objective: The team with fewer 'Mechs has to defend a set territory from the invading force until time runs out. The invaders have to either destroy all the defending 'Mechs or occupy a certain position within the territory for a set amount of time to win.
Special: When a defender is destroyed once, the defender will respawn at a set radius away from the territory (N km) in a random direction that is at least X km away from the enemy. The distance that the defender will have to go to reach the territory must be less than the time needed for the invading team to occupy.
Special: Some modules for the team with more 'Mechs are disabled.
I think that this might bring something interesting to the match because it forces the teams to plan ahead. Do the defenders choose all Assault 'Mechs and allow the opposing team to use one or more Assaults and then reaching the territory slower in case of a respawn, or do they choose Mediums and Heavies to limit the opportunity for the invaders at the risk of being easier to destroyed? Do the invaders try to take out all the defenders at once and risk them coming back, or do they pick them out one at a time but risk more casualties by being careful?
The only problem with this is that the players must have 'Mechs that have equal or less Weight. This can only work if there is a "Rental" system where the Match assigns 'Mechs to players, or if the stronger team can choose their 'Mechs first via the "Rental" system that forces the stronger team to have 'Mechs that must exceed 7x the lightest 'Mech available. The weaker team then chooses 'Mechs in an order, and then having the system making checks that forces all players to be able to select a 'Mech so that even the player on the weaker team that is allowed to pick first or second cannot select a 'Mech that would make the last player not able to carry the 'Mech.
This may be too complicated to implement and may be easily served in a PvE match instead where the players defend against a force of lighter 'Mechs, or the player choosing whatever 'Mechs they want have to destroy fewer stronger 'Mechs.
Edited by Samuel Maxwell, 24 April 2012 - 09:37 AM.
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