#261
Posted 24 May 2012 - 08:55 PM
What this led to was another game mode idea. Have a small team of developers go online once in a while (or have at least a single lance present playing 24/7 in shifts) and play as a clan team. However, don't have them go into the normal Clan vs IS games; have them pop in unexectedly into a normal IS vs IS game. Think like you have two merc corps rearing to go at each other and as soon as the game starts after 5 seconds or so a large warning comes across everyone's screen that a Clan invasion is inbound. The mercenarie teams then have around 30 seconds where they share data and are all marked as allies and can prepare for the incoming Clan strike force (who will assumedly drop-ship in after those 30 seconds).
We also figured this could be a good way for the developers to get some live playtesting in for the Clan tech before putting it in the hands of the players. You'd see how the y performed against custom 'mech varients, the community's general tech specs, as well as how much balancing would need to happen. Good idea? Bad idea?
#262
Posted 25 May 2012 - 04:17 PM
Random map -- 1v1
Charge an enrty fee. Split enrty for the top 8.
Can play around with giving winners access to different shops based on gained reputation.
I like what the Solaris Melee challenge has added to big conventions for the table top game. It would be nice to see something with a similar ruleset. Rules are in the Community tab of the board game site.
#263
Posted 26 May 2012 - 08:46 AM
Pappa, on 25 May 2012 - 04:17 PM, said:
Random map -- 1v1
Charge an enrty fee. Split enrty for the top 8.
Can play around with giving winners access to different shops based on gained reputation.
I like what the Solaris Melee challenge has added to big conventions for the table top game. It would be nice to see something with a similar ruleset. Rules are in the Community tab of the board game site.
solaris would be great if you´d add a seperate league for it with team and single-pilot ranklist... random maps in the same style as seen in the solaris box, with traps, walls and what not appearing randomly... raaawr^^
looking at battles? anything with cool mission objectives, maybe with more than one main objective plus some bonus objectives...
at most, i hope sooner or later there will be a real campaign...but i know how hard that is to realize in a shooter-style mmo w/o beeing faction unbalanced
#264
Posted 26 May 2012 - 11:29 AM
Semyon Drakon, on 12 March 2012 - 02:49 PM, said:
This is mechwarrior. I am already displeased by the dropship style game as honestly there is NO precedent for it in Canon. If you want reinforcements, then support more machines and players in the scenarios. I see no reason that we can't have multi-company per side battles given the state of technology in this day and age.
I like the idea of campaign games where you have to stage your landing and set up an LZ, advance to contact, probe for intel, defend your LZ, stage deliberate attacks on objectives and withdraw under fire. Note these 'battles' see it from both the POV of the attacker and defender. We are fighting for worlds and by 3048 the IS Houses armies were well used to throwing large scale operations to take worlds. The days of sending a single company to take a planet are long gone, unless you want to lost that company when a battalion is sent to wipe them out.
The devs are doing a fantastic job on this game but please don't forget that this is a wargame, not a FPS and a simulation intended to introduce the idea of small unit tactics to Mechwarrior.
Rant closed
Semyon
I completely agree with you, however, IRL combat, there will always be reasons for small (lance to company sized) missions. For instance, capturing the coms center(where else would you get decent intel from), or destroying/raiding a supply depot. Guerrilla tactics has a strong place in modern combat.
#265
Posted 26 May 2012 - 02:58 PM
A large FFA match in small enclosed ring, with No or little respawns, light cover and hills to stop from spawn killing, but only give you a split second of time before the carnage starts. ( Optional... when everyone is dead save for the last two, instantly healed up to full health to duke it out fresh)
Convoy Defence
a small AI supply convoy train is sent from one side of the map to the other on a pre destined course, the convoy is slow and made of ten to 15 large tanker trucks or something... The Attackers have plenty of time to set up ambushes and to harras the defenders. Both sides have unlimited lives,and Cbills are erned on how far the convoy makes, or does not make respectivly.
Scout mechs would be very vital to this, as they would be key in geting where, enemy troops are realitve to the convoy (Optional.... Certin parts of the map the leader of the lance,has an optin of where the convoy goes, certin paths that it can take)
Palace defence
A city scape or Villa, is placed in the middel of the map, with a few vital buildings that must be defended, the attacking force must assuslt the compound and take out the targets where the defenders must defend them ( kinda straight forward)
(optional .. have the abiltily to fix the buildings, via the points Lance leaders gain to call in arty and bombing runs)
Race
A good old foot race, Trying to gain as many Rally points as possilbe with limited ammo, NO ammo, or only certin weapons. This would mean that people would build certin Mechs solely for speed and not fire power, adding a certing Dynaimic to the game where people didnt focus just on blowing the crap out of each other, and more on finase ( Optional... call in all sorts of Hazards to stop your fellow Racers , such as Arty, and bombing runs.... )
Gladiator fight
A singal lance or so versus unlimited AI in a small inclosed Arena, Cbills awareded on how many Mechs are slaying, and the qualilty of them. (as in Size ) The game ends when all Lance mates are dead, 1 2 3 or NO extra Lives to be voted for in lobby ( Optional Killin mechs awards Health, weapon power ups, salvage, or other niffty things)
Assualt
Much like DOA, and LoL, two baces on opisit sides of the map, turrets in lanes, carnage, AI's and all around just good times. This method has been tried and proven to be fun, and another FTP game uses just that. Tho i dont know what it would be like on MWO, or if it would really fit into the game , at its current standing.... but it would be fun to stomp around killing tanks, killing ai mechs, earning in game Cbills to buy better Reinforcements, and other upgrades to ones mech.
One on One dules
Small Arena setting where you can dual one singal person, More than one person can sit in game, allowing people to spectate and place bets with there Cbills, this can go like a ladder match, when one dual is over another will start till the finals, players will earn Cbills on how they do in the standings and on betting on Duals ( optional, your ranking in the betting is your rating vs your enemies rateing on the leader boards, so if you dont win very often, your odds are long shot odds,)
#266
Posted 26 May 2012 - 05:15 PM
Right now, without the self determination and control aspect, I suspect I'll play the game for free while it keeps me entertained, never spend a dime on it, and fade it out of memory within months. Give me something where I can feel like me and my friends actually control something, own something, and have to fight to keep it, and I'll spend my money and time on it.
#267
Posted 26 May 2012 - 07:04 PM
#268
Posted 26 May 2012 - 07:48 PM
Edited by cw roy, 26 May 2012 - 07:51 PM.
#269
Posted 27 May 2012 - 05:31 AM
The battlefield has several disabled mechs on it. Teams have to plant a beacon on a wreck and then defend it until their salvage craft comes and takes it away (think the aircraft "solid scrap" from Mechcommander 2). The team that salvages the most equipment with the least damage wins so rather than a score you'ld be looking to get a high salvage:damage ratio.
The worth of Salvage can be determined by the mech so salavging a tiny little Ravne would be worth at lot less than hauling an entire Atlas away yet if you lost 2 mechs defending that Atlas which would take longer to lift out/hitch up then that would count against those points.
#270
Posted 27 May 2012 - 12:47 PM
For instance - August 5th weekend , the battles of the Fourth Succession War - and mechs are limited to pre 3050 tech , and you can choose a side on the friday and then fight for your side of the conflict. Winners could get bonus Points to spend , Battle awards to there profiles ( fought in the Fourth Succession War medals )
also . also having a stats complier so you could look over the stats of the battles , ( how many mechs have fallen , number of bullets used , average game length , shortest match , longest match , goofy fluff like that which is always fun .
Also people who preform really well could be selected for the sunday night final where like the top 100 people play in 3 battles at the same time which other plays could spectate and cheer them on with a chat window at the bottom for everyone to talk about that battle as it went on , or have commentary by game designers .
just ideas and ramblings
Edited by SweetMuffin, 27 May 2012 - 12:48 PM.
#271
Posted 27 May 2012 - 01:32 PM
I would also like to see something like Solaris. If anyone remembers the days of the old Battletech gaming centers, I would LOVE to have mech battles like that. Set up teams or free-for-all. Or even just the Solaris Tournaments like MW4 had.
#272
Posted 28 May 2012 - 12:20 AM
#273
Posted 28 May 2012 - 01:05 AM
Now I know there are a lot of pilots out there that don't care for NHUA but for those of us who prefer to battle without having to conserve constantly, which may I add slows the play down to a crawl to the point that pilots must hide to regenerate, cool down, or get left with no alternative but commit suicide due to no ammo left so you can start fresh ammo and cool mech, really slows the game down tremendously, at a loss of points for your team. In MW4, NHUA mode was by far the MOST played mode in the game from the start and today, is pretty much the only servers left being played now. There were more NHUA servers in the list than non-NHUA servers for a reason. Non-NHUA, means, hide well, shoot less...way less. BORING...sell disk on eBay, find a new game. NHUA did not ruin the game, it went away due to Microsoft (FASA), the maker of the game no longer supporting the game and MEKTEK although doing what it could to revitalize the game, was a pain in the a** to update to the point that most pilots purely gave up. That's what killed the game.
NHUA is the fast and furious, most compelling mode...those who are against it, normally just don't take the time to learn how to build out a mech. Most of these pilots are passer by's, play the game every once in a while. Not the core mech warrior pilot who plays regularly, spends the time to learn how to build out a good formidable mech, comes in with seasoned piloting skills to make a name for himself or herself amongst the greats.
The pilot who favors NHUA is by far a more piloting skilled warrior than non-NHUA pilots due to the faster learning curve that's derived from the play mode. The mode itself doesn't make you a better pilot, its piloting skills alone that makes you a better pilot. More sustained play action means more time perfecting piloting techniques, makes you a better pilot!
On large open maps, last thing you want to do is run out of ammo, picked to pieces and left for dead in some remote part of a map while on a long hunt.., all you can do is head for the lions den and hope that the opposing team finishes you off... that's if, you don't spend the remainder of the game, just getting there...and by the way, overheated...shut down, go a little farther... shut down...sell disk on eBay, buy another game.
Another point I'd like to mention is reality within the game itself. We are talking about MECHS! A Mech is a futuristic entity that's taken hundreds or thousands of years to evolve into what they are to be in the game, not today's fossil concept that although we are piloting machines, we have not conquered something so simple as the ability to control heat to the point of non-existence and ammo? Let's face it... metal ballistic projectiles (bullets) should be a relic in the age of the mech. We can build a 100ton, 100ft high walking, war machine with jumpjet abilities.., armed with bullets? Come on. That's just not realistic. Energy weapons and missile technologies are mech era weaponry, and as far as I'm concerned, bullets should be left out of the game... for the sake of realism.
The guys in NHUA are always helpful to noobs because we want them to come into the NHUA servers and learn and perfect piloting techniques. It's the pilot's piloting skills that make a warrior great. Noobs in the beginning need to come up to speed quickly enough that they don't get bored with losing all the time. NHUA offers a more sustained approach to learning how to brawl and hunt long distances. Not to mention, close quarter brawler maps are worthless in a non-NHUA environment. See those maps rarely played!
One last thing, NHUA is a play mode. Give us guys who do like NHUA a place to play with others who prefer the same. If you don't like NHUA, then go to a non-NHUA server, its that simple. You don't have to play in the NHUA servers. Go get tired of the game, come back and play with us! Its a play mode, not the only mode.
If NHUA is added to the game, THOTH will help you learn.
Peace out!
Mech Warriors RULE!
THOTH
Edited by THOTHMW4, 28 May 2012 - 01:22 AM.
#274
Posted 28 May 2012 - 07:51 AM
Edited by Hawkcrest, 28 May 2012 - 07:57 AM.
#275
Posted 28 May 2012 - 07:55 AM
THOTHMW4, on 28 May 2012 - 01:05 AM, said:
I am completely against this as a standard, it is not true to Battletech or the Mechwarrior universe, and this is not Xbox or Playstation...most of the Mechwarrior community are serious gamers, who would shy away from 3rd person and nintendo type gaming
#276
Posted 28 May 2012 - 08:08 AM
Basically a modification that could be placed on any game mode type, where each team has to wait a specified amount of time before the next wave of their team can spawn.
e.g. Start with two mechs, 45-120 seconds later the next two spawn, etc.
You could have it random, or a specific type of mech first.
This seemingly simple option could add a great deal of strategy to any game type.
Gut
#277
Posted 28 May 2012 - 10:20 AM
#278
Posted 28 May 2012 - 06:33 PM
Server:
35 man servers
24 mechs in ready queues, idlers dropped if they are not prepping/altering their mech after so many seconds. This allows new players to customize their Football mechs. Waiting mechs can watch the match from friendly player cameras while waiting "drop" into game.
11 mechs on the field per team at a time (you play till you die then enter respawn queue), no restrictions on mech weight or equipment (each map/server could restrict certain items if deemed more popular for balancing later)
Field Size:
Field length is set just over the max targeting range for any mech (so you couldn't just log in an Atlas loaded for Long Range and start slaughtering everyone without moving).
A max length shot from "5 yard line" to "5 yard line" would just barely be possible with LRM ranged weapons.
Mechs, Restricted/Required Mods:
Everyone decides what mech/gear they want and jump into the match...This may mean you use a Small Fast scout to start and see how long you survive or just jump into a LRM boat and hold the middle of the field. Pick what you want to have MOAR FUN!
Gameplay:
You spawn in your own END ZONE.
You can play several roles if you desire: Kill the Enemy Ball carrier, Assist your Ball Carrier or Be the Ball Carrier and make a touchdown by getting past the defending Mechs and scoring 6 points.
This allows for freedom of decided gameplay styles all with a basic focus of "scoring" more points.
When you die to go to the repair/refit area until you cycle back in.
The goal is a constant push towards the opposite endzone with the ball carrier moving until being killed and then dropping the ball. The first mech within 5 feet of the ball gets it (Ball carrier gets visial and obvious LIght indicating Ball Carrier status).
Extra Point Attempts
In this scenario a touchdown was just scored and the server respawns everyone Lined up on the 10 yard line and have a toe to toe slug fest (heaviest mechs in center of line, lighter out towards the edges) until the ball gets to the endzone or only the defenders remain standing.
Kick Off
Both sides are lined up on their respective 20 yard lines and the PC "Kicks" the ball towards players on the receiving team.
I LOVE this game play style and have been waiting for it's reincarnation SINCE Starsiege...I LOVED playing this map when it was out and people were online playing!
#279
Posted 28 May 2012 - 06:48 PM
basically, one person on the team is actually on the other team, and can communicate with him, and the battle develops as normal with the help of the two moles. the goal is still to win with the help of the mole, and i guess the team could get extra points if their mole survives.
im sure they could, better than i, devise a way to determine and kill the mole. would make it interesting with people being unsure if the person they think is the mole is or isnt. woooo psychological warfare
also, the teams would have to be randomized every time in order to ensure people not knowing their team and all of a sudden the one guy thats been on one team the whole time is on the other lol, kinda obvious
any thoughts to this? i think it would be rather fun
Kenshar, on 28 May 2012 - 10:20 AM, said:
idk about that. it always turned in to novacats, black knights, mad cats, and diashis loading up as many ERLL and lrms as possible and just alpha striking everything in site. while entertaining, i equate it to the counter strike source death matches, gets old really fast
#280
Posted 28 May 2012 - 07:33 PM
Spartan Leonidus, on 28 May 2012 - 06:33 PM, said:
Server:
35 man servers
24 mechs in ready queues, idlers dropped if they are not prepping/altering their mech after so many seconds. This allows new players to customize their Football mechs. Waiting mechs can watch the match from friendly player cameras while waiting "drop" into game.
11 mechs on the field per team at a time (you play till you die then enter respawn queue), no restrictions on mech weight or equipment (each map/server could restrict certain items if deemed more popular for balancing later)
Field Size:
Field length is set just over the max targeting range for any mech (so you couldn't just log in an Atlas loaded for Long Range and start slaughtering everyone without moving).
A max length shot from "5 yard line" to "5 yard line" would just barely be possible with LRM ranged weapons.
Mechs, Restricted/Required Mods:
Everyone decides what mech/gear they want and jump into the match...This may mean you use a Small Fast scout to start and see how long you survive or just jump into a LRM boat and hold the middle of the field. Pick what you want to have MOAR FUN!
Gameplay:
You spawn in your own END ZONE.
You can play several roles if you desire: Kill the Enemy Ball carrier, Assist your Ball Carrier or Be the Ball Carrier and make a touchdown by getting past the defending Mechs and scoring 6 points.
This allows for freedom of decided gameplay styles all with a basic focus of "scoring" more points.
When you die to go to the repair/refit area until you cycle back in.
The goal is a constant push towards the opposite endzone with the ball carrier moving until being killed and then dropping the ball. The first mech within 5 feet of the ball gets it (Ball carrier gets visial and obvious LIght indicating Ball Carrier status).
Extra Point Attempts
In this scenario a touchdown was just scored and the server respawns everyone Lined up on the 10 yard line and have a toe to toe slug fest (heaviest mechs in center of line, lighter out towards the edges) until the ball gets to the endzone or only the defenders remain standing.
Kick Off
Both sides are lined up on their respective 20 yard lines and the PC "Kicks" the ball towards players on the receiving team.
I LOVE this game play style and have been waiting for it's reincarnation SINCE Starsiege...I LOVED playing this map when it was out and people were online playing!
+1 good recall on starsiege football this must go in!
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