#341
Posted 10 June 2012 - 06:32 PM
Lights only, only requirement is mechs are below 35tons. Tonnage limit in that not all mechs can be 35 tons.
#342
Posted 10 June 2012 - 07:35 PM
#343
Posted 11 June 2012 - 10:46 AM
Now i know some people may cry and say it wouldnt be fair cuss a team game or b/c assaults would have an advantage, but this isnt true... a jenner can absolutely demolish an atlas due to maneuverability. I mean, the atlas will have no recon mech to paint enemies, will just be 1v1.
Edited by Chacatumbi, 11 June 2012 - 10:53 AM.
#344
Posted 12 June 2012 - 04:39 AM
My basic idea is to have a series of nav points each team has to navigate under a certain time, like you have 30secs for somebody on your team to reach each point in order. Both sides would have their own routes that would start and end separately, but would overlap in some areas, maybe like in a canyon or something, and the paths would cross in other areas, like an urban area where you wouldn't know what was around any corner. You could still shoot at and take out enemy mechs, but the winner would be whoever got the most nav points or finished the course before either time runs out or all their mechs are destroyed.
The reason for doing this could be for sport, or it could be some sort of story like you have to collect dead soldiers or something.
I think it would add a sort of urgency to the game, where both teams would have to balance the need to get to the nav points with trying to stop the enemy from doing the same thing.
#345
Posted 12 June 2012 - 07:57 PM
How about: FREE FOR ALL
All 24 drop on their own with just one mech only once, seperated by some distance, and begin killing each other until only one remains.
It was very popular in MPBT.
Another version could be FFA+
Same as above but randomly spawning on the field could be powerups like shields, ammo, repair, X2 damage.
It would certainly spice things up rather than waiting for the one minute that slightly damaged hunchback closes with the slightly damaged Atlas, the hunchback could pick himself up an X2 damage boost and make a battle of it.
Finally; Clan Zombies/Davion Zombies, whoever
You spawn with 3 or more others, defending a base from wave after wave of increasingly stronger Zombie mechwarriors, maybe make them melee only mechs
Edited by Supremacist, 12 June 2012 - 08:27 PM.
#346
Posted 12 June 2012 - 08:28 PM
Supremacist, on 12 June 2012 - 07:57 PM, said:
Finally; Clan Zombies/Davion Zombies, whoever
You spawn with 3 or more others, defending a base from wave after wave of increasingly stronger Zombie mechwarriors, maybe make them melee only mechs
Sounds cool.....wait what?
Actually, i like this idea, maybe we have start with one machine gun and have to buy new guns.
A mystery weapon could be provided by Comstar! Imagine the happiness when you win a Gauss rifle, or you could put it through the NAIS thingermajigar and get a Heavy Gauss Rifle. There could be Different types of Zombies infected by the Wei Gas, like round one being bandits to 99 being clan assualt forces. And you cant forget the drunk Marik, the Pissed off Davion, the Silent Kuritan, and the Insane Lyran!!!!
Strangely, my insane rant sounds somewhat plausible....I forgot to mention the mad capellen scientist who strips your mech of weapons one at a time...and then there's the KF teleporters....hmm.
Edited by Chunkymonkey, 12 June 2012 - 08:35 PM.
#347
Posted 12 June 2012 - 08:41 PM
#348
Posted 13 June 2012 - 09:15 AM
4 Maps, chosen by the planet. (its always the same 4 maps maybe, to give planet owners a home advantage?)
Anyway, you fight back and forth on these maps until one side is pushed off. Attackers start on Map 1, must walk to Map 4. There are a finite amount of Mechs, based on what the Attacker brought, and the standing garrison on the planet, if it comes down to attrition. Both sides gear up for about an hour of drops.
#349
Posted 13 June 2012 - 09:43 AM
The idea is this: each team has a high playerbase, and different tiles to attack. A battle starts when the Attacking team selects a Tile to attack. It's a blind mode, so you don't know the number or type of the enemy Mechs.
Each time a tile is taken by the attacker, they unlock new tiles to attack.
The invading team wins when they take the last row of tiles (having all the tiles in between isn't needed).
None of the teams is able to repair their Mechs between battles. They can only reload ammo or use their extra Mechs.
As an extra feature, some of the tiles could be capture the objective maps instead of just killing each other (Killing the entire enemy team could work anyway).
EDIT: I forgot to mention: you can go out of the battle map on purpose to leave an already lost battle without losing your mech.

A map of this size could work for a Border World, with a Company Vs Company fight and a 2 hour limit. For a House Vs House Faction World fight it could be a 50x50 event, with the final capture tile being at the center, and the event lasting 12-24 hours.
Technoviking, on 13 June 2012 - 09:15 AM, said:
4 Maps, chosen by the planet. (its always the same 4 maps maybe, to give planet owners a home advantage?)
Anyway, you fight back and forth on these maps until one side is pushed off. Attackers start on Map 1, must walk to Map 4. There are a finite amount of Mechs, based on what the Attacker brought, and the standing garrison on the planet, if it comes down to attrition. Both sides gear up for about an hour of drops.
Yeah, it's pretty much this. Just with a 5x5 matrix and a 2 hour limit.
Edited by Southern Taxi, 13 June 2012 - 10:07 AM.
#350
Posted 13 June 2012 - 01:22 PM
Southern Taxi, on 13 June 2012 - 09:43 AM, said:
The idea is this: each team has a high playerbase, and different tiles to attack. A battle starts when the Attacking team selects a Tile to attack. It's a blind mode, so you don't know the number or type of the enemy Mechs.
Each time a tile is taken by the attacker, they unlock new tiles to attack.
The invading team wins when they take the last row of tiles (having all the tiles in between isn't needed).
None of the teams is able to repair their Mechs between battles. They can only reload ammo or use their extra Mechs.
As an extra feature, some of the tiles could be capture the objective maps instead of just killing each other (Killing the entire enemy team could work anyway).
EDIT: I forgot to mention: you can go out of the battle map on purpose to leave an already lost battle without losing your mech.

A map of this size could work for a Border World, with a Company Vs Company fight and a 2 hour limit. For a House Vs House Faction World fight it could be a 50x50 event, with the final capture tile being at the center, and the event lasting 12-24 hours.
Yeah, it's pretty much this. Just with a 5x5 matrix and a 2 hour limit.
Fantastic. PGI, make it so.
#351
Posted 13 June 2012 - 04:08 PM
The assaulting force has multiple objectives to complete in order to conquer a given planet. These objectives could range from Seek and Destroy of the on world defenders, Capture and control say Starports or Dropship landing pads, Assault and Destroy the on planetary defense base/system, ect.
This could take place in multiple battles with varying number of Mech Companies operating together or just an individual Mech company assaulting the planet. These objectives could be predefined prior to the assault or change mid course depending on how the individual battles unfold.
One scenario could be a company hot dropping from their dropship right onto a defenders base, then a running battle afterwards as the attackers chase them to the supply base the defenders are attempting to regroup at. The final battle could be for the last of the defenders bases on planet and the winner would thereafter own/occupy said planet.
Would take some extra work to implement a game mode such as this that could be unique depending on the planet being fought for and the attackers and defenders force makeup. But since MWO is advertising that planets will be able to change hands between varying factions/units, this could be an interesting and involed way to implement such a battle for planetary conquest.
#352
Posted 13 June 2012 - 06:06 PM
Aegis Kleais, on 12 March 2012 - 02:20 PM, said:
1. I assume this would have to be a NON-RANKED game mode only (cause you're giving them infinite lives rather than requiring them to have the needed number of Mechs they use from their Mech Garage). I like the idea of dynamic objectives (or having 2 being active at the same time). I would just have to make sure that a game mode designed around FPS transposed properly to MW. But it sounds interesting.
i would say that you choose your mech and it respawns with you .. allowing your contribution to the battle to be added to your ranked score. the requirement of multipul mechs for a game type or more than one game type forces players to play mechs they may not like or want to play. I personaly would like to focus on one or two mechs so i am verry efficent with them and can be more of an asset to my team in my chosen mech than be an average joe who can play anything but realy is not that good at any one mech ( i know not all players fit this bill)
#353
Posted 13 June 2012 - 06:09 PM
Hoaggie, on 12 June 2012 - 04:39 AM, said:
My basic idea is to have a series of nav points each team has to navigate under a certain time, like you have 30secs for somebody on your team to reach each point in order. Both sides would have their own routes that would start and end separately, but would overlap in some areas, maybe like in a canyon or something, and the paths would cross in other areas, like an urban area where you wouldn't know what was around any corner. You could still shoot at and take out enemy mechs, but the winner would be whoever got the most nav points or finished the course before either time runs out or all their mechs are destroyed.
The reason for doing this could be for sport, or it could be some sort of story like you have to collect dead soldiers or something.
I think it would add a sort of urgency to the game, where both teams would have to balance the need to get to the nav points with trying to stop the enemy from doing the same thing.
the idea has merrit but this mode would just turn into a bunch of lights swarming as fast as they can along a track takeing pot shots. i belive that the first team that makes all points or the team farthes along when a set time limit runs out or all enemy mechs are destroyed would work. This being said it would encurage tactics as killing of the team who is winning would cause a loss
#354
Posted 13 June 2012 - 06:14 PM
Izzit Alldat, on 10 June 2012 - 08:08 AM, said:
Regards,
Izzit Alldat
i like the basics of your idea but the deves do not have ejection implemented in the game as of this time to the best of my understanding. but its a sound start to hard core... but i dont want to see anyone unable to play based off cbill loss but maybe if you cannont repair or die you would be unable to join matches for a certain type of game and if pilot dies recive penalties that can be overcome after a few games
#355
Posted 14 June 2012 - 04:54 AM
Edited by Arthwys IronHand, 14 June 2012 - 04:55 AM.
#356
Posted 14 June 2012 - 09:05 AM
#357
Posted 14 June 2012 - 10:18 AM
You have this special kind of gun that freezes up the systems of the mech that it hits. Teammates of that mech can then unfreeze him with the other special gun that's mounted on the other arm. The team with the most kills within a certain time limit wins.
#359
Posted 14 June 2012 - 06:48 PM
But here it is.
Have one unit set to defend a city with a huge purse for winning and the other team set to drop or attack for a small purse for winning the map. The purse diffrence is needed as the defenders are to try and prevent damage to "their city" and have their purse reduced per building destroyed/damaged. All the while the attackers are rewarded for destroying as much as possible. This could also be done at factories, military bases, heck anywhere there would be a resorce one side would benifit by destryoing. Of course the sides would be slugging it out the whole time and there would have to be a time limit mainly to prvent the attacking team from just razing buildings.
Edited by Axatillian, 14 June 2012 - 06:50 PM.
#360
Posted 14 June 2012 - 10:16 PM
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