Aegis Kleais, on 12 March 2012 - 02:06 PM, said:
MWO is starting with 2 game modes: Team Deathmatch and Dropship. So let's suggest others and their implementation.
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.
Aegis Kleais has the basis for what I think could be a viable third gameplay option. I have some points for discussion that may be worth consideration.
1.
" A player may not use the same chassis after it has been destroyed ". This may present some restrictions to players if they do not own 3 different mechs. Perhaps an option to to pay for repairs in game or an option to take a time penalty if you wish to utilise the same mech back to back.
2. Reference base capture and building and mech repair - Would the rate of capture and repair be indicative of the amount of unocontested mechs in the base. Also would repair to base defenses be selectable, such as, opting for a greater repair percentage towards weaponary and less towards gate repairs, comunications etc..
3. Reference base defense weapons - Would these weapons (LRM, Gauss and PPC) be of similar range, accuracy and damage output as those attached to actual mechs themselves once they are at full power?
All in all a sound idea and well thought out!