#221
Posted 26 April 2012 - 05:28 PM
#222
Posted 26 April 2012 - 08:11 PM
Light and Med Mechs only.
2 rounds ( one in each role )
Turkey Role (Fit with armor, engine, jets, and passive defense only)
Hunter Role (Fit with weapons, engine, jets)
Non-combatant observers allowed ( No weapons, no interference allowed )
Objective: Kill the Turkey as many times as you can in the round when you're the Hunter. Avoid getting killed if you're the Turkey. Switch Roles for Round Two, do it again.
I remember it was a lot of fun.
#223
Posted 27 April 2012 - 01:06 PM
#224
Posted 27 April 2012 - 02:50 PM
#225
Posted 28 April 2012 - 10:16 AM
How about Mis-drop. Have a center opjective and have all 30 (?) Players droped at random locations across the map. They would have to link up or go it alone. You might be near of far from help every match.
#226
Posted 28 April 2012 - 10:20 AM
#227
Posted 28 April 2012 - 04:10 PM
First Stage of the match is no respawn and starts out with a vote on the defending team to figure out who will be the VIP. The person with the most votes gets the pick to be VIP or if no votes are cast it is chosen randomly among the defenders.There is no way point marker on the VIP. Then the attackers drop down on the extraction zone and the defenders are dropped very far away from the extraction zone. The attackers goal is to kill or capture the VIP. The defenders goal is to extract the VIP safely off the battlefield. If the attackers kill the VIP the very first line of defense that the defenders base has is gone and the factory in the second stage is not captured by anyone. If the attackers capture the VIP the factory will also be captured for them in the second stage. If the defenders extract the VIP or kill off all the attackers the factory is captured by them and they have their first colliapy turret defense with radar on their base walls. To capture the VIP all defenders must be killed and the VIP Alive but his or hers arms, Left torso, Right torso, and one leg must be destroyed. It signifies a disabled mech that can't go anywhere or put up a fight. If the VIP ejects and all defenders are dead the VIP is Captured. Then the stage ends and loads in the second stage. Any players that leave the match can be replaced at this point in time and mechs repaired or switched for another one. Players will also receive awards for accomplishing there goal for this stage.
Second Stage of the match is limited or unlimited respawn. There is a factory between the defenders and attackers spawn. When the factory is captured it will give the team that currently owns it a flag to pick up. This flag symbolizes a convoy of resources that can help out your team because of that it adds weight to the mech that is carrying it. This results in forcing it to slow down to a lower speed. If the mech is destroyed while carrying the flag, the flag is also destroyed. When the attackers capture the flag minutes are added to the final stage for them. When the defenders capture the flag another perimeter of turrets and radar are added to the base's defense. The first team to capture the flag twice ends the stage. Also, if all opposing mechs are destroyed the surviving team automatically achieves 2 flags. The Factory can be destroyed to end the stage. If a team fires on it they loose the capture but can't destroy it if it's captured by the other team. If the factory is destroyed both sides don't gain any advantages in the final stage. Then the Final stage begins to load. Any players that leave the match can be replaced at this point in time and mechs repaired or switched for another one. Players will also receive awards for accomplishing there goal for this stage.
Final Stage of the match is limited or unlimited respawn. There is a Command head quarter's building hidden behind walls, gates, and turrets with radar that the defenders won from the previous stages of the match. There is a timer that starts ticking down when the game starts and when it reaches zero the match is over. Any extra time that the attackers won is added to this timer. Attackers goal is to get through the turrets, radar, and walls to destroy the defenders Head Quarters (HQ) with in the amount of time they have. Defender's goal is to prevent the destruction of their headquarters by wasting the attackers lives and time. If the HQ is not destroyed by the time the timer reaches zero or the attackers have no respawns left the defender wins the match. If the attackers destroy the HQ or kill off all of the defenders with in their time they win the match. The match ends and awards are sent to the players for full filling their mission.
Sorry for wall of text.
Edited by ArchSight, 01 May 2012 - 02:49 AM.
#228
Posted 30 April 2012 - 01:50 PM
Lance = 4 BattleMechs
Company = 3 Lances
Battalion = 3 Companies
Regiment = 2-4 Battalions
All Scenarios should be based off the Standard BattleTech TO&E System.
Campaign (Succession War) Mode: PVE Simular to normal Raids in most MMORPG's.
Succession Wars: PVP version of Campaigns.
In a Campaign / Succession War there must be multiple objectives. Also Mechwarriors should have both Piloting Skills and Out of Mech Skills. Reason for this is simple, you can win the Battle with your Mechs beating the opposing side but if you mess up the negotiations with the Native Population you can loose the War. This forces players to develop their Mech Pilots, fail to do so means that Campaigns & Succession Wars will all turn into skirmishes and not able to complete the War.
Use the same Skills as per the original rules. Such as Pistols, Rifles, Interrogation, Intimidation, Etiquette(General & House Specialized), Political Science, Planetary Law, Crowd Control, etc. Make it so not only do you have to operate in your Mechs but Outside your Mechs as well.
Give the option for the Aggressor if they wish to send a lance or company down via Dropship using Drop Pods, doing so would change the way the battle goes, such as if a lance drops behind the Defenders, or worse yet the Defenders spot the Pods and have Mechs like Riflemans and blow them out of the sky.
Is this complex sure, but Battle Tech is a complex game it wasn't originally just a shoot em up game but also required thought. I would love to see this aspect brought into the game. Any Mech not in a Lance could be added to Command Lance as Support up to 2 Mechs (3 Mechs would simply be a Lance with a missing mech). Not uncommon for Command Lances to have 5 or 6 Mechs as the Commanding Officer & Executive Officer could attach themselves singularly to any Lance to take control for a specific task.
Hope this is what you were looking for.
Campaign Examples, Border War between House Davion & House Kurita (ike that ever happens... LOL), Davion hires Mercs or uses House Units to Invade Misery a Border Planet with Federated Suns/Davion. Objectives:
* Hold Spaceport: Hold not Destroy, if too much damage is done to a Spaceport the controlling side suffers with slower Mech Repairs as Astechs are repairing the base.
* Capture(not Destroy) Comstar Facility(sure hate to be the side that destroys a Comstar Facility, Might even have to capture or defeat a Comstar Company that is defending the Communication Station.
* Capture or Destroy Ammunition Depot.
* Defend or Capture House Stronghold(s). Up to 3 Bases. Each base has an Importance Value such as Governor Residence.
Defend or Destroy Outposts: If this is done correctly you could actually have multiple companies ending up defending the primary base. (For Fantasy MMO Players Multiple (2-4) Guilds (House Units) from different servers being brought together to defend the base.) Once again even once the Battle has concluded if Winner is the Defender, tally up how much public damage was dealt and then Commanders must deal with the Locals to establish control. Aggressors tally would come to how many Defenders were destroyed vs buildings destroyed, it the Defenders destroyed or captured is greater than the builds destroyed the Natives would have a good chance of being grateful for their freedom otherwise they are not oppressed and demand restitution. So having Out of Mech Skills would kick into play.
Hope this suggestion or parts of it will be considered and used. I'm hoping Mechwarrior Online is more than just a FPS, but also incorporates MMO aspects. Not a Fan of Big Dumb Jock Mentality for the game I hold dear to me. You should see my copy of Wolf Pack (1992 Edition), poor book has been lent to many friends and along to way has been blemished and has a torn cover now. This game was created as a MMORPG (pen and paper version but also incorporated the miniatures into the game. IDK I think BattleTech was the first game that incorporated both Pen & Paper Concept with Miniature Role Playing.
#229
Posted 30 April 2012 - 02:49 PM
#230
Posted 04 May 2012 - 03:30 AM
Each team have convoy of trucks (controlled by AI, move very slooow)
You ve got to protect your convoy and destroy enemy's convoy.
The point is - you have 2 mission objective, and you ve got too cooperate with other players (deside who will protect and who will attack)
So i think it might be interesting, and bring lots of tactic
___
Sorry for bad english
#231
Posted 04 May 2012 - 08:21 AM
T_FreeLancer, on 26 April 2012 - 08:11 PM, said:
Light and Med Mechs only.
2 rounds ( one in each role )
Turkey Role (Fit with armor, engine, jets, and passive defense only)
Hunter Role (Fit with weapons, engine, jets)
Non-combatant observers allowed ( No weapons, no interference allowed )
Objective: Kill the Turkey as many times as you can in the round when you're the Hunter. Avoid getting killed if you're the Turkey. Switch Roles for Round Two, do it again.
I remember it was a lot of fun.
We used to run a few unit tourneys like this back in MW2:Mercs.
Elemental wars, tag etc, but my favorite was skeet shooting.
1 person would take their favourite 'Mech out, the rest would drop in Elementals with all of their armour stripped off.
Would then take turns running and jump jetting as high and far as we could while the big 'Mech tried to shoot them out of the air. Was a blast during the days of lag shooting lol.
#232
Posted 06 May 2012 - 12:41 PM
#233
Posted 06 May 2012 - 02:13 PM
I was really joking about that lol
but seriously I'd like to see a game mode involving King of the Hill type play. like....defending a dropship until it can power up and you can escape, or something like that.
#234
Posted 08 May 2012 - 12:32 AM
SURVIVAL
Standard 4 vs 4 lance match. Both teams enter a random map, with a team being eliminated once its last operational machine is destroyed. Winning team is now in control of the map and given LIMITED repair and ammo. Say 1 or 2 tons of ammo total per machine (player picks which weapon(s) gets the ammo, and if your an energy weapon boat it doesn't transfer to your teammates) plus a small amount of armor points per machine. Lost weapons, equipment, and even limbs are not restored. Objective is to last as along as possible in control of your map verus fresh incoming teams by using your resources wisely and defeating your opponent without taking too much damage. It could be divided by weight classes (light, medium, etc..) with possibly a 5th 'unrestricted' class.
And Iron Harlequin I was going to call this King of the Hill mode until I looked up and saw your post.
#235
Posted 08 May 2012 - 06:47 AM
#236
Posted 08 May 2012 - 11:12 AM
#237
Posted 09 May 2012 - 10:54 AM
#238
Posted 10 May 2012 - 01:13 PM
#239
Posted 10 May 2012 - 08:45 PM
I was thinking of a game mode like Mechcommander.
Two teams with a commander each Goal is to kill the enemy commander.
Commander has only one mech, but the rest of the lance has 3 (like in drop ship)
The commander has a command mode like in Mechcommander(the game) where he can lead his force, not any mech can be used as commandmech (Cyclops can be used).
The commander can call in mobil repair, scout helies, tanks. all this is stuff limited by weight.
I was thinking of this like a Clan ranked Mode.
Random team work dose not work over the internet, just look at Bf3.
-------------------------------------------
English is not my native language, so sorry if typos and stuff. secondly I have a hard time gettting a picture in my head down on "paper".
mang
#240
Posted 11 May 2012 - 06:09 PM
Night raid - a team of stealth build lights (tonnage restricted to lights) must infiltrate and destroy specific targets in the enemy base. The opposing team (much heavier mechs) must prevent the base from being destroyed.
Recon - Team a must locate enemy anti air bases and call in artillery strikes. When all AA is eliminated team a must call in air strikes on the main enemy mech base. Opfor must locate and destroy forward command and control vehicles.
A bridge too far – Team a must secure the bridge for future use. Team b must prevent or destroy the bridge.
Extraction – Team a must defend a drop ship while it prepares to leave the planet. Team b must destroy the drop ship (or maybe just the engines?)
Invasion – D day like beach invasion.
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