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Game Type Suggestion



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#301 Rodney28021

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Posted 31 May 2012 - 09:13 AM

I would like to keep this game free from the ticket or respawn system, but if you have another mech in your hangar you can take it out during the battle sound cool to me. That sounds like you have reenforcement arriving from other location. We need a huge city map. Maybe a moving map system like Rush in Battlefield 3, that was done in the CBT modules, surviving attackers from one map move to next map to take the next objective while facing fresh or damaged defenders. Need capturable buildings or vehicles or a capture point that spawns your sides equipment that does something to help the holding team like repair truck or building or reloader, coolant truck, artillery station, communications station, long ranged sensor stations. All builds should be damageable just take time to destroy them completely and you can destroy a section of wall for access or fire hole with cover.

View PostTalynn DeRaa, on 31 May 2012 - 06:38 AM, said:

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.


I like his mode ideas too.

#302 kurg81

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Posted 31 May 2012 - 02:21 PM

I know that multiplayer is the fouses of the game right now, but i would like to see something added were you can get a squad togather randomly or with friends and raid a base of some kind supply depot foward operting base etc. Mabye if the raid if succesful you could haul off part wepons, heat sinks, armor etc, and bring them back to you unit and they could be used to equip a mech that cant do it themselves at the moment or as a reward to a loyal member of a unit. Just a thought what do you guys think of this?

#303 Faenwulf

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Posted 31 May 2012 - 02:24 PM

The standard play mode that will be avaiable upon launch is a combination of team deathmatch and capture the base. How exactly this will work out is unknown so far.

That said, as far as i know, there will be no or little salvage at all.

#304 Gaboon

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Posted 31 May 2012 - 02:32 PM

Capture one anothers base. No hot drops no reinforcements just 15 to 20 mechs per side and go at it. first one to take the base or kill all mechs wins. This way tactics play a huge role in the match and scouts will play a major role in the matchl. Lose sight lose the fight.

#305 Felicitatem Parco

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Posted 31 May 2012 - 02:44 PM

It'd be cool if a team that wins a fight by capture or attrition will get rights to salvage, but since we get to keep our weapons it's a little hard to explain where the salvaged material comes from...

However, as an alternative playmode you could have a couple of 12-player teams fighting to capture a common base; that'd grant a loot bonus to the winners. This kind of discussion does belong in the Suggest a Game Mode thread in the Suggestions section, though.

#306 Atayu

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Posted 31 May 2012 - 03:48 PM

I want to see mechwarrior missions. Such as 1 team defends the other team attacks a city to kill a target such as a 3rd story's office where a enemy meeting is happening. Or escort mission where there is a caravan 11 team protects as it crosses the map and the other team must kill it off before it makes it. Or maybe multable objective maps where it is like there is a generator, supply depot, and power station for each team, Then witch ever team kills all enemy objectives first wins and could be a bonus for every structure your team has left over 1. VIP missions where 1 team is trying to keep 1 predesignated mech on there team alive and the other teams hole point is to find that VIP mech and kill him. Well i could keep going but I would like to see these kinds of missions like in the older mechwarrior games.

#307 Chunkymonkey

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Posted 31 May 2012 - 04:22 PM

If you die, you have to wait for the next reinforcements to come, say you die 2 min in to the game, you have to wait another 3 before you start at your original start point in a different mech. Or if you are doing the base capture/Rush thing, at any place you have captured

#308 Octavious Rastas

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Posted 31 May 2012 - 09:06 PM

View PostAegis 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!

#309 Protection

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Posted 31 May 2012 - 10:50 PM

I'd like to purpose two game modes. The first is fairly simple, but hopefully an interesting asymmetrical attack/defence game mode, while the second is a more elaborate suggestion that would have to be done down the road, certainly not by release.

1) Dropship Defence

Two Teams: Attackers and Defenders. Attackers goal is to destroy the defender's dropship (that classic battletech scenario), a giant static ball in a somewhat defensible position with a ton of health to soak up a lot of damage before going down. Attackers just need to shoot it with enough firepower to bring it down. Defenders just have to keep the dropship alive for ~20 minutes (or whatever game length feels appropriate). It's usual mech on mech combat. Now if an attacker gets killed, he simply respawns a few seconds later, back at his team's spawn (maybe 30 seconds?). He can then proceed to return to the combat and keep hammering the dropship. The catch for the defenders is that they do not respawn. One live a piece, and if the mech goes down they do not get another. The upside, is that if/when they die, they are allowed to take over a turret on the dropship (weapons systems powering up?), unable to move, but able to aim weapons and fire to support the remaining defenders. More defenders die, more turrets come online, and dropship gets that much more dangerous (nothing insane, but like one or two PPCs per turret). This gives killed defenders some way to contribute and participate, and keep it a challenge.

2) Dropship MOBA

The DOTA inspired MOBA. Two teams, each with their own dropship (something big, like an overlord). Big map, with 3 obvious avenues to the opposing teams dropship. Every 30 seconds, the dropship spawns NPC controlled vehicles (three light tanks and a VTOL, something like that), AI controlled, that march down each of the three avenues toward the opposing dropship. Mechwarrior spawn at the dropship as well,and have to push the lanes, bring enough vehicles to the enemy dropship to blow it apart. Long games (~1 hour) and respawns are allowed (30 seconds to a minute). Anyone who has played DOTA or LOL or Monday Night Combat knows what I'm implying with all this.

#310 Davers

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Posted 31 May 2012 - 11:43 PM

View PostTalynn DeRaa, on 31 May 2012 - 06:38 AM, said:

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.)

--------

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.


Both good ideas, the first definately should be a game mode, the second will prolly need to be tweaked, but there should be an arena-style combat.

Another I've heard of is "Seek and Secure" In which both teams have to search for a location that is randomly placed on the map, then stay in the vicinity of it until it is 'captured'.

Also should be a version of 'Capture the Flag'.

On the whole, I don't know about respawning. I don't want the game to feel like Unreal Tournament. Plus whenever you have respawning, you have people camping the respawn sites! If the Devs want to 'put the player in the cockpit and make them feel like a Mechwarrior' then keeping to one 'life' per game is the way to do it.

#311 Adrienne Vorton

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Posted 01 June 2012 - 12:34 AM

there is a whole thread about game mode ideas on THIS page ...why another topic?

#312 Sleeping Bear

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Posted 01 June 2012 - 01:57 AM

Raider

One side is the Raider, the other side is the defender.

Raider Objective/Victory conditions.
- Capture and escort an objective (Command Van/Supply Vehicle) to the designated rally point before time runs out.
- Destroy all Defenders.
- The Defenders destroy the objective.

Defender Objective/Victory conditions.
- Successfully defend the objective until time expires.
- Destroy all Raiders.
- The Raiders destroy the objective.

The match lasts for 20 minutes. Once a Raider activates the objective, it will proceed to the rally point. A Defender can activate the objective if it is unescorted and it will proceed back to it's starting spawn location. A mechwarrior has to be within 30 meters to be able to activate the objective, and it takes 5 seconds..

This is a pretty straightforward game mode and I believe it would be quite entertaining. Most probably the first time a mechwarrior plays this game mode, they will lose the match for their team when they inadvertantly destroy the objective with friendly fire. I can also see a crazy melee when a mechwarrior attempts to activate the objective with enemy mechs in range.

#313 Davers

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Posted 01 June 2012 - 07:42 AM

I am not sure about missions with destroyable objectives. Why bother fighting 4 opponents if you can just kill 1 relatively slow moving object?

#314 Protection

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Posted 01 June 2012 - 11:51 AM

View PostDavers, on 01 June 2012 - 07:42 AM, said:

I am not sure about missions with destroyable objectives. Why bother fighting 4 opponents if you can just kill 1 relatively slow moving object?


Because there will be people defending it.

#315 Davers

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Posted 01 June 2012 - 12:05 PM

But if you win by killing it, the game is over and you won.

If it's toot fragile the game ends with a few hits.

If it's too tough, then you might as well just kill the other team.

If the object is just a McGuffin to get everyone moving around the map then thats ok. But then it shouldn't be attackable anyway.

#316 DocBach

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Posted 01 June 2012 - 12:20 PM

I don't want to see standard FPS type of games like capture the flag. I want to see realistic objectives and scenarios.

Reconnaissance/raiding missions where you've got a strict hard time to get in and either recon or take out an objective then get out of there - perfect for light/medium 'Mechs

Heavy Assault missions where you have to level a critical enemy base/factory/valuable war asset

Straight up movement to contact where two forces are duking it out

#317 Sleeping Bear

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Posted 01 June 2012 - 02:52 PM

View PostDavers, on 01 June 2012 - 07:42 AM, said:

I am not sure about missions with destroyable objectives. Why bother fighting 4 opponents if you can just kill 1 relatively slow moving object?

You don't get it, if you destroy the objective, you lose.

#318 Killershrek

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Posted 02 June 2012 - 06:03 AM

There is one proposal is not in gameplay.
Broaden the base language for testing too early to talk about it but still be aware that young players from other countries as a consequence will increase as they form the basis for the beginning of the game (but from a young age do not know English) audience that pays for the extra devices in online games.
P.S. Languages ​​that are tried, in my opinion are: Chinese, Spanish, Russian, French.

#319 GHQCommander

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Posted 02 June 2012 - 07:48 AM

24 Hour Battle Countdown (EVENT)
1. Players have to collect specific items and resources for an event that happens 24 hours after the last event finish time.
2. The finish time depends on when the event actually ends.
3. Objectives require resources and items that can be prepared before hand but not with ease
4. Multiple smaller missions could be done on 24 hours leading too the event that build up the events story

What we would end up with is one long event that always exists but it finishes with a major battle. The length of the battle depending on how well each side has prepared for it i.e. their pre-collecting of specific items.

The items and resource count could vary between events. They could also be specific to the event, they are removed from inventory or ALL are used the moment they enter the event queue i.e. their contribution.

The mode of play comes in when you think about, the events ending. It would need to be a good battle with sensible objectives for both sides that allow even the newer player to take part and get something out of it. The best approach would be a range of objectives with no specific order or even require a team to split up i.e. capture and hold while others seek to deliver materials to a forward base, with others possibly making an attack so that the forward base is not delayed in building something or repairing something.

The scenario would simply need to be busy but make sense and require multiple jobs that require certain levels of player or mech types.

#320 Boris5134

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Posted 02 June 2012 - 01:36 PM

Ok - I'm not entirely sure if this may or may not have been mentioned yet - what about individual "mission" based game modes and perhaps a house / clan persistant territory system that allows for production, manufacturing, resource gathering and the like for everything from building mechs, weapons, upgrades and the like - and have persistant territory over which can do a specific role?

For individual game modes I have a few in mind - some are suggested that I'm going to fully write out shortly and perhaps may be vialble alternative options to TDM and "Teritory Conquest".

While I like the idea of an "Open Map and Go Anywhere" deal with some game modes, having a definitive objective to either attack / defend, capture / hold, or simply transit / blockade - some idea's I have will utelize the actual dropship of an attacking / defending team as an objective in addition to the mechs they carry. What do you guys think?

Heck - Who has played Section 8 or its predacesor Section 8 Prejudice? We HAVE Drophsips - why not hot drop in certain zones if we're capable of entering them? Player (after death / respawn if you will) gets 20 seconds to choose a new "hot drop" location to land on the battlefield, at the end of the 20 seconds if he / she does not select a drop location than a defualt one is chosen for them - forcing them out of the drophship regardless.





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