#321
Posted 02 June 2012 - 08:28 PM
Hardcore. Basically iv seen a bunch of people (or it seems like it) say they want some more hardcore type of things.
1) c-bills for repairs is harder to get. Basically upkeep would be a major money sink
2) repairs take long(ish) periods of time to complete
3) Using anything but a stock varient greatly increases the cost to repair the mech, and the time to do so.
4) since these are not omni mechs refitting should be expensive and take a long(ish) amount of time
This way the folks who want stricter rules can have it.
The restriction would be that you cannot move c-bills, mechs, weaponry, basically anything from hardcore to nonhardcore or the other way around.
#322
Posted 02 June 2012 - 09:14 PM
Suppose this prison planet also contained extremely valuable resources, that couldn't be found anywhere else. The only problem? Dropships can only access the dark side of the planet. Any fixed defenses placed would be crispified in 12 hours. The only permanent structures on the face of the planet? Loading Pads. MechWarrior teams have to move in every night, secure the landing pad, and signal for a tanker. It takes time to fill up these tankers, so a perimeter has to be set up. At the same time, though, a small group could sweep in right before sunrise (after the cautious Mechs have fled) and signal for a tankerload and initiate the launch sequence the things "heat up".
1) Capture 1-3 Landing Pads and call for a tanker(s)
2) Defend the tanker until a) It's full
3) Ambush other Landing pads, or even just force an early launch.
4) Bounties for destroying other *filled/partially filled tankers.
5) Maps last 120 minutes and are exclusively night missions. As the sun rises, it scorches any tankers or MechWarriors too greedy or stupid to have stayed.
6) C-bill rewards increase as more players join a game.
(4 guys defending 1/3 Landing pads in a 12 person game= Same points as 4 guys defending 3/3 Pads in a 4 person game)
It's similar to other point control games in that the more time you and your team control an objective, the better. Only you have to make sure all of you hard earned control points actually make it into space. A half full tanker will take off a lot faster than a completely full one, so in some instances moving from point to point would be profitable. (Say a small team running just outside the sunline, trying to sneak in a last pump before the sun rises?)
The only issue would be instancing. Every map would become available for an hour or two as the planet rotates under your Dropship. Also, the number of available maps (active mining facilities) could be reduced during non-peak hours.
The exchange rate for the resource would increase as the number of players in a zone increases (supply and demand right?) so that during the wee hours of the night, even if you did control every landing pad and were filling up tankers, it wouldn't be more profitable than you and your crew controlling 1 tanker during primetime.
Also, I think it's awesome that we do so much fighting in water. But what about steam-vents? and hot sulfurous geysers. Dealing with a terrain feature that heated up your Mech O-o' that'd be awesome.
Edited by KaijuHamster, 02 June 2012 - 09:18 PM.
#323
Posted 03 June 2012 - 04:32 AM
Using the same premise, what about King of the Hill, hold the site for x amount of time while you download the information.
#324
Posted 04 June 2012 - 05:13 AM
Well it cold be that the scenario is in a virtual simulator.
But I digress. One word "solaris VII" arena battles. I would also suggest "story mode" not a PVP but a co-op group shared objective, now if the Clan was used in a villain role to provide a antagonist for LFM "looking for mission". With that take all the previous suggestions and make them pickable missions, Or random mission. If AI is A issue look at LOTAR, left for deaad give the option for for players to fill the antagonist role. Or use dumb AI gun implacement. It would be so much more enthralling to have more than PVP.
#325
Posted 04 June 2012 - 07:17 AM
#326
Posted 04 June 2012 - 06:34 PM
#327
Posted 05 June 2012 - 07:40 AM
#328
Posted 05 June 2012 - 12:01 PM
#329
Posted 06 June 2012 - 04:13 PM
Defending mode: a unit is in charge of defending an area not by one wave of mechs but two waves one wave is to pull them away while the other unit goes in for attack.
solo or doubles or even teams on Solaris in the arena. Backed only by stables, they have to prove their weath to the stables like F1 drivers have too. where new tech can be tested, but only the elite get to try it with problems.
A mess planet defender unit. with all the problems of cammmanding the number of mech's while having other small units of mechs coming in to attack areas that they want. while having the commander try to send units to defend those areas, with enough forces to counterattack .
Space attacks - boarding spacestations around the planet.
A day long assualt. 8 hours of breaching a planet starting from getting to the system then breach a station in space, then moving to the landing site, then moving to the area you want to attack then finially getting to attack the object and then defending your way out again to the dropships
#330
Posted 06 June 2012 - 06:18 PM
The object of the game is for one team to cause as much havoc as possible in a short amount of time. The object of the game is to take down as many critical systems as possible on your enemy Mechs. Each critical system will be given a point value based on Mech size and hit difficulty. The team with the most points at the end of the round wins.
#331
Posted 07 June 2012 - 02:03 PM
#332
Posted 07 June 2012 - 02:42 PM
What do you think?
Edited by Lucan, 08 June 2012 - 07:39 PM.
#333
Posted 07 June 2012 - 07:51 PM
1) Have a team tonnage limit. You could break this down into a few aspects... say.. 200 tons, its it better to have two 100 ton mechs or five 40 ton scout mechs??? or a few heavy mechs??
2) tag team, for the light mechs. the light mechs can leave the battle field and swap out with their team mate.. The out of field mech can get repairs (wont replace lost limbs) while the other battles..You could even make it that both mechs are out at the same time but loose the ability to repair..
#334
Posted 08 June 2012 - 07:27 PM
Escape mission: A player or team has to escape an enemy base with one or more captured mechs (predetermined configuration and chassis) and make it to a predetermined dustoff site. No respawn available for obvious reasons. Victory for the attackers if any mech escapes to the dustoff.
#335
Posted 09 June 2012 - 02:01 PM
You have designated locations, usually three, that have to be captured by the players. A contested location has to be occupied for a specified period of time before they are considered in possession. The team who holds the designated locations longest during a match wins. The game ends when one side kills all opponents, or captures all of the locations.
This makes the match about the objectives of the mission, as a team that gets wiped can still win by holding the objectives longer.
#336
Posted 09 June 2012 - 02:13 PM
THOTHMW4, on 28 May 2012 - 01:05 AM, said:
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
WOW ... long-winded much?
Just the facts man ... maybe you should have at least explained *** it is for those people who don't know.
#337
Posted 09 June 2012 - 05:31 PM
Your company is getting off this rock but the dropship needs time to refuel/warmup/something technical sounding and two or three mechs have been selected to sacrifice themselves so that their company can get the hell outta dodge... the longer the defending team can delay the attacking team the better rewards they earn... untimate rewards for the team of two or three mechs who manage to kill all 12 attacking mechs.
#338
Posted 10 June 2012 - 12:13 AM
It could be a decent way to get more use out of Scouts/Medium mechs, as well as put those Small Lasers and Machineguns to use. An Assault packed to the brim with slow firing heavy weapons would be hard pressed to engage a lot of smaller lighter targets as effective as a more agile Medium utilizing faster firing medium lasers.
Also having the something like the Solaris Arena come back in some form would be nice. With regional/global rankings and official tournaments. For people who want to get out of the usual team matches into something more down, dirty and personal.
Edited by DonGardenio, 10 June 2012 - 12:14 AM.
#339
Posted 10 June 2012 - 08:08 AM
Regards,
Izzit Alldat
#340
Posted 10 June 2012 - 05:34 PM
Edited by zues4334, 10 June 2012 - 05:37 PM.
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