#241
Posted 11 May 2012 - 09:15 PM
I would like to see an arena where 1v1 or 2v2 happens. For example there could be weight classes (based on light, med, heavy, assault) there could also be an unrestricted class where a med can go against an assault.
A king of the hill type of match. Basically you go 1v1 (or say 2v2 or 4v4 teams) against someone. Whoever wins gets limited repairs and and a bit of ammo after they win. The next person drops in and you fight them.. You would earn C-bills based on the number of rounds you win before you got destroyed.
changing objective - Two teams are required to get to and hold an objective. You earn points the longer you hold an area, with bonus points for holding it the entire time. After a bit a new objective is selected and everyone needs to head there and try to take it and hold it. Team who holds the objectives for longer wins. Objectives would not be glowing or marked where you could see them from across the map. You would be told there was a new objective but then your team would have to find it before you can defend/attack it.
Castle Defense - A defending team is set up in a highly defendable position and must hold the enemy for an amount of time. attackers would have more numbers but terrain and such makes up for that.
Escort - A member of your team is randomly selected to be the escort the rest of the lance has to defend them. The other teams goal is to kill the escort.
CTF - which could be rare/critial supplies...etc.
Deathmatch
#242
Posted 12 May 2012 - 12:06 AM
Solaris combats.
single and team combat modes, set in classic Solaris venues. Focus would be on short range combat with showy weapons. Various weapons could generate a crowd approval rating, and allow for special purchases and or ranking boosts.
team combats would be death matchs, and or take the flag/ hold control point combats.
Death from Above should be difficult, but should generate a lot of approval, especially for head hits.
Mech Chain saws, hatchets, swords and machine gun arrays that spit fearsome streams of tracer ammo. Lasers with pulse effects and PPCs with splashs. High shrapnel missiles, everything to make a glorious mess of things while maknig for a lasting and exciting combat.
I would also like to see invasions. If that is what dropship is awesome.
true Invasion combat.
It would be a two or three stage set of games, first game would be a fight to take and hold a localtion for a set amount of time. If they do they get to play as either offense or defense on the next map, winner of the first match would select the role. The winner would be determined by a team vote, simple majority rules.
The final stage of the game would be again determined by the winning team, offense or defense. If one team has two previous wins, they get a tactical advantage, a bot that can cover a location or the team lead can fire off a one shot orbital strike.
Team lead is chosen based on ranking, ties resolved by one stat or another like general accuracy, crit count so on and so on.
#243
Posted 14 May 2012 - 08:03 AM
kinda like a king fo the hill cept the hill gets four defencive turrents keep your mech near the turrent control the longest to win.... can be played in teams or free for all
#244
Posted 14 May 2012 - 11:39 AM
#245
Posted 15 May 2012 - 03:41 AM
ok, seems to be 6 lances all up including two teams for normal game mode.
Have one or two lances equiped with heavy & assault mechs as they defend inside the base walls of some crazy planet environment. The remaining 4-5 lances are attacking with only light mechs.
The light lances either establish connection with a communication uplink building to send SOS while the 2 or single lance defends at all cost. Could basicly have two comms array for hard strategy. If the communication is successfull by capture then the light lances are permitted a second drop with medium mechs once they die off. basicly imagine winning is slim for light lances.
Defending lances can have access to repair bays if possible.
only way of winning is taking down the defenders.
#246
Posted 15 May 2012 - 04:25 AM
Light/Medium:
Assassination - identify the Commander, tag or headhunt him.
Bodyguard - prevent the Assassination of your Commander.
Medium:
Sabotage - Destroy communication- and sensor-relaystations to secure the Flanks.
Heavy:
Patrol - secure the HQ and communication centers
Secure the Dropship - capture/keep alive the Dropship for future hot drops of your teammates
(if wanted and ppl have the c-bills for repairs)
Assault:
Assault - Clear a preset area of enemies and preventing them from overrunning your position, or acquire their objectives.
All classes:
Bodycount - get killtags for every enemy killed by you, and half the exp for assists.
can be expanded.
#247
Posted 15 May 2012 - 04:29 AM
CLAN JUGGERNAUT
Whoever kills another player first becomes the Juggernaut. The Juggernaut gets a sweet Clan ride that gets taken away when another person KOs him. Said person gets the Clan mech and becomes the Juggernaut. Whoever can be Juggernaut most often/get the most kills as Juggernaut(?) wins. WOOHOO!
#248
Posted 16 May 2012 - 06:47 AM
In addition the tanks, infantry and hoverscraft carry supplies. It is a tactical level. I can Summarized my request in a way like this:
War Tactics Mode:
One faction defence, other attacks.
defenders:
- They have a base defended, well located with selected resources, can use C-bills to buy walls, artillery, mechs, tanks and fenders. They can repair his mechs and refuel in the hangars of the base. You must secure a factory or a civilian population, or an important military objective, which is always away from your base.
attackers:
- They come in a dropship space, fall into a random location, just a mech/ammo stock should sustain on the capacity in tons of dropship and its C-bills. May include mechs, tanks, hover and carry mobile supply trucks with technicians to refit.They should also take strategic points and fight the enemy, and hold them for a period of time to win. They can also win by elimination.
It is important to balance the teams with the C-bills and tonnage allowed each Dropship or base, is playing with limitations. Reinforces could be optional based in the map (in Alamo maps, you never receive reinforces, but in invasions like normandia type, you could receve it)
Open for corrections-suggestions.
#249
Posted 16 May 2012 - 08:01 AM
Aegis Kleais™, on 12 March 2012 - 02:06 PM, said:
Territory:
Up to 12v12, 3 lives per player. Primary Objectives: Eliminate all enemy players or obtain control of all 5 bases in the allotted time. Time limit: 60 mins, scored. For ranked play, player must choose a chassis from their Mech Garage. A player may not use the same chassis after it has been destroyed in battle.
5 bases exist in the map. Players can spawn from any team-controlled base they choose or select. At round start, 1 base is owned by each team with 3 remaining as neutral. To acquire a base, players need to be adjacent to a large structure at the center. The more players near it, the faster the base becomes acquired.
A base acquisition rate is halted as long as an enemy player is within the perimeter of the base. Players can opt to jumpjet over walls, but walls themselves are indestructible. A Mech who is shutdown in the base will not contribute to (or from) the capture rate.
Bases include the following buildings of note (each repairing itself automatically at a rate indicative by the state of the base - for example, if the base is fully capture, base resources repair their fastest):
Power Generators - These provide power to the perimeter defenses. There is 1 power generator for each corner of the base and the generators control a set amount of defenses.
Gate Control Tower - These control IFF functions with the base's 4 gates. Though gates are very sturdy and take a decent amount of damage, destroying the Gate Control Tower will open all gates by default until the tower repairs itself.
Radio Communications Relay - When a base is owned, any assault on a non-perimeter defense structure will send out a communication to the team that owns it indicating it is under attack. Destroying the Radio Comm Relay first will prevent this message from being transmitted to the owning team.
Perimeter Defenses - Along the outer wall of the base are perimeter defenses which include LRM, Gauss and PPC weapons. These will automatically fire on any enemy Mech when the base is captured, or all Mechs when the base is neutral. Though these can be destroyed, doing so means that after a base capture, it will not be at full defensive power until it has auto-repaired. Perimeter defenses will not attack enemies who are inside the perimeter, they only address external threats.
Mech Repair Bays - Each base has a single repair bay. These bays will not repair enemy Mechs (or any until the base is captured), and the repairs, nonetheless, will cost an appropriate amount of C-bills, but it also lets Mechs refit ammo. Once Mechs indicate they wish to repair, autopilot takes over and they are moved in and repairs/refitting is started. Once they choose to power up (or repairs/refits are complete) the Mech automatically walks forward and out of the bay allowing the next player to utilize it. If this device is destroyed, it takes the longest time to repair itself for use.
Once all 36 Mechs have been destroyed or 5 bases are under 1 team's control, the game is over. A player cannot spawn in any owned base that is currently being contested unless all bases are being contested.
I really love your idea, it is similar to a game/mission type I developed for MW4 Mercs. It was called Domination and opposing teams had to capture and hold certain waypoints while advancing, fighting and destroying the opposing team. Sorta like a tug O war, or advancing on a defended outpost or city perimiter. I am hoping the DEV allow map making from the community in this game like they did in MW4.
#250
Posted 16 May 2012 - 08:24 AM
#251
Posted 16 May 2012 - 09:34 PM
now you have a good excuse for a charger!
#252
Posted 17 May 2012 - 05:37 AM
#253
Posted 18 May 2012 - 05:21 PM
#254
Posted 18 May 2012 - 10:49 PM
Can we set the number of "rounds" for each gametype? Once everyone dies, another round begins, and the next mech in the players' garage is used. The amount of pay and salvage will be higher to compensate for 3-4 mechs that need to be repaired and extended match time.
#255
Posted 19 May 2012 - 08:19 PM
Gameplay is based simply on which team outlives the rest. Teams can be anywhere from 1-5 man squads and the number of teams is capped by the server pop. When the server pop. is maxed, all the teams are filled. Players can join teams on start-up or work with preset teams.
#256
Posted 20 May 2012 - 09:27 PM
Basicaly it will be a series of battles fought in a row. On worlds there will be an option for a campaign mode. This mode would be focused for Hardcore/well organized groups. Each campaign would be between 4-8 battles (1-2 hours if each battle averages 15 minutes). A team would not know how many battles a campaign would be until they fight it, but they would know that it would only last 2 hours at the longest. The campaign length would allow people to play one in a night, is short enough people dont have to set aside an entire day or long periods to do it, but is long enough that people wont try to gain points by lossing fast.
Each battle would have its game mode randomly picked. Mechs/loadouts cannot be changed during this time. Also players cannot be changed out only those who started can play (designed for organized play not random groups). One major difference would be that between battles repair/resupply is limited. Winning battles (and surviving while taking little damage..etc) would increase your ability to repair/resupply. each battle would also have one or more additional objectives. Additional objectives do nothing to help you win, however they increase your ability to make repairs/resupply (for example a level 2 additional objective allows someone to add 2 tons of armor during repair). By limiting repair/resupply you force teams to approach the fights more tactically than normally to ensure that they dont win one battle to only loss the fight. However by also not telling them how many battles the campaign will last you force then to not to try to save everything for the next battle. it also encourages the use of roles to bring the needed flexability since you never know what game mode you will get.
So why would people do this except to brag? Simple you get a bonus if you win. Each battle you would get the normal xp and c-bills as any other battle, but once the last battle if fought the winning team gets a decently large bonus of lp, xp, and c-bills. The lossing team does not. In addition to this for every time you win a campaign to control a world that worlds bonus for occupying it improves a bit.
By having the lossing team not gain a bonus you force both teams to fight their hardest to win...that way people dont sign up for campains to loss and get extra stuff, since campains, while not really long, do require an investment of time.
#257
Posted 22 May 2012 - 08:34 PM
#258
Posted 23 May 2012 - 12:03 AM
a) One group has to defend a starting Dropship, the otherone tries to beat defenders and avoid dropship to start.
b. One group has to clear a landingzone the other one tries to avoid this.
for type a) there could be a time limit in wich dropship must be destroyed
or
for type a) and b. a combined mode in wich each side starts with same level of points/lifes/whatever and group with more points at end of roundtime wins. An option would be also to start with a specific amount of points and first group with no points left looses...
Edited by Stefano McCarron, 23 May 2012 - 12:07 AM.
#259
Posted 23 May 2012 - 09:03 PM
Escort VIP. VIP dies, your team loses.
King of HIll
Capture Flag
#260
Posted 23 May 2012 - 10:52 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users






















