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Game Type Suggestion



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#281 Reshy

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Posted 28 May 2012 - 07:49 PM

How about :

Hold Out

One team of defenders starts with double the players as the other team, along with much better outfitted mechs. The goal is to last till the end of the round. If a defender dies they're out for the match, however if an attacker dies they'll respawn in a bit. In addition, attacker mechs slowly get better over time, until they're equal to or superior to defender mechs. Defenders also have automated defenses and mech repair bays that attackers do not have which will be very important later on when mechs are fairly evenly matched.

Players: 2v1, 4v2, 6v3, 8v4, and so on.



Super-Heavy

One team against one experimental super-battlemech. It has a lot more weapons and firepower, but is controlled by a couple of people against a large team of opposing battlemechs. The objective is to down the super-heavy before losing a specific number of tons/c-bills in losses.

Edited by Reshy, 28 May 2012 - 07:53 PM.


#282 Spartan Leonidus

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Posted 28 May 2012 - 10:27 PM

View PostReshy, on 28 May 2012 - 07:49 PM, said:

How about :

Hold Out

One team of defenders starts with double the players as the other team, along with much better outfitted mechs. The goal is to last till the end of the round. If a defender dies they're out for the match, however if an attacker dies they'll respawn in a bit. In addition, attacker mechs slowly get better over time, until they're equal to or superior to defender mechs. Defenders also have automated defenses and mech repair bays that attackers do not have which will be very important later on when mechs are fairly evenly matched.

Players: 2v1, 4v2, 6v3, 8v4, and so on.



Super-Heavy

One team against one experimental super-battlemech. It has a lot more weapons and firepower, but is controlled by a couple of people against a large team of opposing battlemechs. The objective is to down the super-heavy before losing a specific number of tons/c-bills in losses.


Super Heavy could contain 4 persons (pilot, 3 gunners)
As the pilot of the Super Heavy you would have all movement controls and an array of weaponry.

As a gunner (Left arm gunner, RIght Arm Gunner, Back Gunner), you would have limited aiming range due to physical restrictions and rely on the pilot lining up the massive volleys.

Opponents could be any C-bills amount combo of mech+gear to help balance everything.

+1

#283 Woska

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Posted 29 May 2012 - 08:00 AM

"I Kill You ALL"

Single player in the assault mech of his choosing against a lance of light mechs. Could also be lance of assault vs. company of light.


"Gauntlet"

Both sides have an identical obstacle course, with defensive turrets and such. The first to reach the centre of the map receives a bonus of some kind for the battle against the other team. The challenge here is balance speed and damage taken. It won't help much to get to the middle first if you've taken so much damage that it negates the bonus you receive.

#284 Jost

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Posted 29 May 2012 - 08:12 AM

I'd like to see an advancing territory campaign, with many scenarios working together.

Start with an uncontrolled rock, or critical landmass or city, take critical sections. Ownership state would be persistent.

Also, I very much like the clan concept of bidding. I think it would fit nicely into the matcher: Teams could bid progressively lower BV before being matched into a particular scenario.

#285 Sebastien Kane

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Posted 29 May 2012 - 02:02 PM

I would like to see a mech tonnage game mode:

to limit the overall amount of heavy/assault in games you would have a game mode with a maximum tonnage for your lance/team and you would choose all your mech so your cumulative tonnage does not exceed the limit.

ex: in a 4vs4 match, you could have a maximum overall team tonnage of 200 ( so each one can have a 50 ton mech) ( or 1x 100 tons and 3x light/med mech) in 10 vs 10 you could have around 600 max tons...

it could also be fun to have a maximum match up with uneven number of player on each teams... so a team of 4 vs 5, or 4 vs 6 but with an equal number on tons, so you would have bigger mechs on one side and a bunch of light mechs on the other.


I think it would be close to some of the battle told in the battletech novels and would be close to the tabletop where you build your force with a cash limit... so you can end up with a 4 vs 8...

I think this idea would be faisable... or it could simply be made available as customs games

it could also be useful to train uneven fights... 2 light mechs vs a med/heavy/assault...

#286 Osiris513

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Posted 30 May 2012 - 03:51 AM

How about a mission called "Patrol" where a group of mechs (lance strength or larger) must complete a circuit along a long path. The opposing team can spawn at points near the path of the patrol and attack the patrollers. If the patrol can reach each point and complete the circuit, they win. if not, the ambushers win. In my mind, the ambushers would have a smaller force than the patrol, but would have the ability to respawn (with a long delay) while the patrollers would not be able to respawn/reload. but it doesnt have to work that way.
I got the idea as an adaptation of the multiplayer concept in Left4Dead

#287 Bhodi Li773

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Posted 30 May 2012 - 07:10 AM

A "TEXAS SCRAMBLE" might be interesting as a quick pickup game.Mechs are limited to basic configurations but you don't know what you'll get Wasp,Pheonix Hawk,Centurion etc.The mechs could be all light,med etc but with 4 different weapon loadouts. Teams will be balanced but you may end up with a scout pilot in an assault so they have to change gameplay to win . RAMPAGE You are given a set time to destroy/damage a dropship/weapon cache/fort/city while fighting random AI spawned Mechs.This could make for a good training mission for newly formed lances.Newbies could learn overlapping fields of fire,focus firing,teamwork and the dangers of friendly fire,close combat, etc.
These could give players a "TASTE" of piloting that Jagermech/Atlas,etc before dropping their hoarded C-bills on a mech they don't like.

Edited by Bhodi Li773, 30 May 2012 - 07:16 AM.


#288 Sebastien Kane

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Posted 30 May 2012 - 07:36 AM

Some people will find that I'm stuck on tonnage mode... or c-bill mode... but I like to be able to make balance battle...

We still have no infos on the dropship mode... but it would be nice if you had to choose your "mech lance" (if i remember correctly, it's 4 mechs) I think it would be nice if the choice was not fix on a number of mechs... but on tonnage or c-bill cost... so you could have only 2 backup mech but they would be 2 assault... and another would have 6 or 8 back up but would be all light mechs...

I think it would make an interesting balanced mode

#289 TWolfWD

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Posted 30 May 2012 - 11:11 AM

I've always been a fan of objective based missions, finding TDM to be rather boring. I personally would enjoy a game mode which entails a large attack/defense structure, in which the defenders have two points which need protecting. Both sides would have 1 light lance for recon purposes, and 2 mixed lances for the nitty-gritty. Assuming the map is large enough, both teams would need to scout for enemy forces in order to best plan their attack/defense. The scout lances would have ample time to report enemy movement to the main force, allowing for tactics to be developed and placed into use in an effective manner, and even be capable of harrassing the enemy's larger mechs, while having paths for withdrawel.

The map for such a gametype could not be too open, and for me, would ideally be wooded or urban, with patches of open space here and there. Lances must have some ability to move under cover, requiring the scout lance to do their job, or risk an objective being taken with insuffecient defense.

#290 Korps

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Posted 30 May 2012 - 05:55 PM

Mech racing..or durby,, just taking the fastest mech doesn'twin. but first team to All make 4 laps..or to make the most laps wins......open track with obsticals to hide behind running from cover to cover..multiple teams not just 4 on 4 would be best...

#291 Korps

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Posted 30 May 2012 - 06:00 PM

IF there is a way to get your mech beat to death...and you ran outta mechs. andNEEDED a new one,,a freedie mech Randomly generated in a free forall. and ONLY the free for all winner gets to keep the replacement mech... or if you can't ever really run outta mechs,,,then make this a way to get random rare NON modifiable mechs...

#292 Korps

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Posted 30 May 2012 - 06:43 PM

LockUp... each teamstarts with 1 or 2 mechs free..the actions of those mechs determine if andwhen other players get releasedto joincombat...

#293 Roland

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Posted 30 May 2012 - 08:53 PM

Didn't even notice this pinned topic... so I'll just paste in my post from the other thread.

So, I was reading through a number of threads, and seeing some back and forth regarding salvage and how it would be implemented.


Certainly, I can see how folks would not want to be forced to lose mechs that they worked hard for. There's a reason why most games these days don't have real looting of other players' corpses any more. Lots of folks don't like that.

However, it occurred to me that some percentage of us would in fact like to play in battles where that kind of thing was in the line. It'd be something akin to racing for pink slips. Generally, how I see it working:
  • If your mech is destroyed, you lose that mech.
  • If you disconnect, your mech is destroyed, and you lose that mech.
  • There could, perhaps, be some mechanism for retreating... Perhaps an extraction zone where, after being there for X amount of time, you are removed from the battle. Although I would tend to suggest that this be fairly wide open, so if you get pushed back to your extraction zone, you're gonna have to dig in and defend, or you're just gonna die there instead.
If you are victorious, your team gets salvage from all of the destroyed mechs. This means:
  • If your mech was destroyed, but your team won, you get it back. You'll still have the same repair costs that you would normally incur.
  • All enemy mechs and equipment are salvaged, per a percentage roll on each mech and piece of equipment, and then divided up among the victors. Either through random rolls (ie, some kind of standard MMO type loot distribution system), or maybe even having a commander assign the loot (would really only work when a team is comprised of an organized unit).
Finally, there are some reasons why I think this could add something interesting to the mix, while keeping everyone happy:

Makes high risk battles a choice:
By linking this to a specific game type, this type of gameplay becomes totally voluntary. It's not forced upon folks who perhaps want a more casual game, but it's there for folks who want it.


Helps encourage deployment underused "cheap" mechs:
In this type of game, you end up rewarding pilots who use the "trash" mechs to great effect. You can risk less, by piloting a cheaper mech, but potentially salvage much more expensive equipment. Some additional consideration must be made whether you really want to drop in that shiny Atlas, because you're gonna be losing a lot more money than if you just lose a hunchback. You're gonna lose that entire mech, and all of its equipment.
As a result, I think you may likely see a bunch of battles in this type where a ton of lights and mediums are running around because they're relatively cheap... Of course, it also means that it could be easy pickings for a heavy mech with a good pilot, if he wants to risk being swarmed and losing his fancy ride. Especially since the other pilots are gonna say, "Hey now! Take down the fancy guy over there! I want his stuff!"

So, over all, I think this has potential to add some significantly cool elements. Some potential issues:
  • Without fail, you'll have some guy cry that his router crapped out, and that he wants his mech back, because it was't his fault... or someone would cry haxxor, or whatever. To head this off, I'd just put a disclaimer on the game type: There are no refs who can possibly refund your mech, no matter what. Don't bother complaining to anyone. If you don't like this rule, then don't play this game type. It may be harsh to the handful of folks who lose a mech in this way, but really, I'd rather just have a "no refunds" rule, than have the developers say something like, "Well, sounds kind of cool, but I don't want to have to pay some guy to sift through a billion whining emails." So, I'd say no refunds. Play at your own risk.
Guess that's the only issue I see. Generally, I think this seems like a pretty low risk way of adding an extra adrenaline burst to the game.

#294 Belisarius1

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Posted 30 May 2012 - 10:42 PM

View PostRoland, on 30 May 2012 - 08:53 PM, said:

[...]


I would consider myself part of the hardcore crowd, and I'm really not sure I'd be down with this because I'm not sure I'd like the scene that I see emerging.

The rest of the game is designed around never losing 'mechs, which means that any new chassis will be absurdly expensive compared to its maintenance costs in the normal game. This means that even a couple rounds in which you lose your 'mech would probably cost you two weeks' worth of grinding. You can get around that with a salvage system that offers rewards to the victor in line with what they would have lost, which is fine.

With so much at stake, though, I would expect pretty much nobody to be willing to risk pub games in this environment. So we're talking almost exclusively about organised team play. Here, with so much on the line and with such competitive participants, a really glaring issue crops up, and that's pay-to-win.

A mode like this approximates garrisons in planetary leagues, which I'm sure was half the inspiration. Except in MWO, it's possible to create a totally pimped out "garrison" (or resurrect a stripped one) simply by sinking money into the game. "We're about to be pushed off world and we've got no scouts left... does anyone have a spare $20 for a raven?" I don't like that at all, even the possibility of it.

Edited by Belisarius1, 30 May 2012 - 10:56 PM.


#295 Eradicator

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Posted 30 May 2012 - 11:58 PM

Reconnaissance - Team tries to punch their way through enemy base/fortification to get a scout mech within 200 meters of a building/object. Scout mech needs to inspect target (establish a datalink) team defends scout mech until download is complete then they have to extract at their dustoff site. If the scout mech with the intel dies, the data is retained within that mech, so any friendly (any weight class) can download it from the downed mech (assuming its intact) or another scout mech can download from the critical structure/object again. Data can also be passed off like a baton.
2 Round match, teams switch at half time.
Defender wins if time runs out or all enemy mechs destroyed.
(2nd phase) = if scout mech succeeds in downloading intel. NOTE: If mech with intel dies and data is not recovered, game reverts to original objectives.

ATTACKER OBJECTIVES:
Primary Objective: Escort scout mech(s) to enemy intel.
Primary Objective(2nd phase): Get intel to Dustoff site.
Secondary Objective: Destroy all enemy Mechs.
Tertiary Objective: Destroy target(s) of opportunity?

DEFENDER OBJECTIVES:
Primary Objective: Defend intel.
Primary Objective(2nd phase): Secure intel.
Secondary Objective: Destroy all enemy Mechs.
Tertiary Objective: Defend target(s) of opportunity?

I like this game mode because first of all i like capture the flag and second I think it promotes teamwork with the handling and defense of the intel/carrier. Scout mechs are necessary so no full on heavy/assault teams, yet they would be useful in helping any scout mechs on the team. I am still thinking about what role scouts would play on defense other than there already defined role as a simple scout. One possibility is that scouts cannot download data or data transfer becomes interrupted when an enemy scout is within 200 meters etc.

#296 CW Roy

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Posted 31 May 2012 - 01:09 AM

View PostHawkcrest, on 28 May 2012 - 07:55 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


Neither is respawning. Heck, NHUA was mostly all I played back on MW4's Vengeance. The guy is right, it's all anyone played. I'm not saying I demand a NHUA mode and it's what I would play, but it wouldn't hurt to include it.

#297 Roland

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Posted 31 May 2012 - 05:24 AM

View Postcw roy, on 31 May 2012 - 01:09 AM, said:

Neither is respawning. Heck, NHUA was mostly all I played back on MW4's Vengeance. The guy is right, it's all anyone played. I'm not saying I demand a NHUA mode and it's what I would play, but it wouldn't hurt to include it.

I assure you that NHUA was not in fact all that anyone played in Vengeance.

Many of us played in competitive leagues for literally years, playing in no respawn, FFP, restricted heat/ammo servers.

#298 CW Roy

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Posted 31 May 2012 - 06:09 AM

View PostRoland, on 31 May 2012 - 05:24 AM, said:

I assure you that NHUA was not in fact all that anyone played in Vengeance.

Many of us played in competitive leagues for literally years, playing in no respawn, FFP, restricted heat/ammo servers.


I assure you that in my time playing the whole span of Vengeance's lifetime, for the majority of the years, NHUA is all 'mostly' anyone did play. Leagues were not ever part of the ZoneMatch, and if you're talking leagues, you probably played MW4 Mercenaries.

Edit* Well, there was a Vengeance league, but we all know how quickly into MW4's life that it died. Not noteworthy at all.

Edited by cw roy, 31 May 2012 - 06:17 AM.


#299 Talynn DeRaa

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Posted 31 May 2012 - 06:38 AM

Capture and Hold

THere would be 3 to 6 strategically placed "Points of interest" That players would capture and attempt to hold for the duration of the session. These points, once captured, generate points for each team. The first team to reach max points, or has destroyed all of the opposing teams 'mechs, win. This can give a very tactically intriguing and encouraging gameplay styles, as players attempt to control as many points as possible, while trying to play "keep away" with opposing players. This would cause for pilots to make an attempt to patrol their controlled points, while opposing players would have to strategize how they would cause a "divide and conquer," or strike one point with full force.
Recommended player number: 8~16 players (1 to 2 lances per side.)

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Call to Trial - Justice by Combat (Deathmatch / Duel)

Want to finally settle the score with someone? Want to prove your worth? Want to test a bug? This is the game mode for those very purposes. IN this mode, it can be as small as 2 players going toe-to-toe with one another, to finally settle aside the differences of themselves, and battle in one-on-one traditional mechwarrior style, or its a trial of brothers, two opposing lances, finally settling the score with one another. Victor takes the opposing person or teams weapons, and mech(s).
Recommended player number: 2~8 players.

#300 Roland

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Posted 31 May 2012 - 07:36 AM

View Postcw roy, on 31 May 2012 - 06:09 AM, said:


I assure you that in my time playing the whole span of Vengeance's lifetime, for the majority of the years, NHUA is all 'mostly' anyone did play. Leagues were not ever part of the ZoneMatch, and if you're talking leagues, you probably played MW4 Mercenaries.

Edit* Well, there was a Vengeance league, but we all know how quickly into MW4's life that it died. Not noteworthy at all.

I personally played in competitive leagues throughout the entirety of MW4's lifespan, starting with The Flaming Sword (Which later became UTS), and then NBT. They started in Vengeance, continued through BK, then into Mercenaries.

They had a few thousand players, all playing in FFP, No Respawn, with heat and ammo restrictions.





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