#361
Posted 15 June 2012 - 06:42 AM
#362
Posted 15 June 2012 - 04:23 PM
Kenshar, on 14 June 2012 - 10:16 PM, said:
It begins, ALRIGHT EVERYONE TURN TO PAGE 1 IN YOUR HANDBOOKS.... NOW READ HOW IT SAYS THAT "NHUA matches are Microsoft's poor, POOR attempt at creating diversity," THAT MEANS THAT WE NEED TO MANAGE HEAT, AND AMMO.
*awaits the flame that is to come*
#363
Posted 16 June 2012 - 01:58 AM
or just conventional weapons like cannons or missiles. Well on the other hand there could be a gamemode with a random set of weapons.
#364
Posted 16 June 2012 - 04:25 PM
Steps would be:
1) Form your unit of 12 with manual and random methods of forming the unit with an alloted Battle Value.
2) Manual or Random deployment options against 1-3 other opposing units with similar BV ranking.
3) Manual or Random map is revealed. Your units deployment zone is revealed. Central objective of contested position is revealed.
4) Your unit chooses deployment position by individual mechwarrior.
5) Engagement begins. Objective is to take up defensive position in central objective.
6) Battle commences. You have the option to withdraw at the edge of the map. You also have the option to eject/surrender/evade.
7) Once all opponents have been neutralized, victory is claimed by the single remaining unit.
8) Rewards are determined and granted to individual mechwarriors (and any factions represented) based off of performance/accomplishments during the battle.
9) Holding the contested objective can be an alternate victory. Such as each mech in the contested zone of the map earning a point value for each ten seconds of remaining. At end of a time limit, Victory and rewards are granted based off the added factoring of claiming the objective.
This could also allow 2 unit vs 2 unit format battles / training platforms.
#365
Posted 16 June 2012 - 07:14 PM
Search and Destroy mission get the bunker, dropship, ammo dump, etc... and trash it.
#366
Posted 19 June 2012 - 04:05 PM
The basic concept is based off the battle of Tukayyid, 15 Lances/12 Stars for the attacker. Half again as much for the defender. No respawns.
The Defenders start spread out with the designated overall defence commander asaigning specific lances to specific points, but each point has a minimum and a maximum total.
The attackers arrive via dropship and a few defenders, (say 2 lances/stars), are asigned to defend this and contest the landing.
There is then a series of terrain features that give them several routes of approch on a city that is the primary objectinve. Along each roue of approach are scattered more lances/stars and a series of script markers, these bassiclly trigger to represent progress towards the objective, (so blasting through 2 diffrent approach routes won't get you any more markers than 1 as both are the same level of forward advance). Once the get into the city there are a furthar set of markers that have to be captured, (basiclly kill all enemy emchs with X 100's of meters and then have a mech stand on it to cap).
Game time would have to be fairly long 45-90 minutes IMHO. Points would be scored for every objective captured, every mech still alive, (damaged mechs grant less), enemy mechs destroyed or damaged and mechs that have got past certian advance points on the advance routes, (dead mechs give small amounts, alive ones bigger amounts, and higher weight classes are worth more for this purpose). I'd also expect mechs making it away from the drop site by more than X distance to give points. Again bigger slower mechs give a lot more. Also undamaged mechs should probably get a bonus on top.
The attacker is not expected to win outright by exterminating the enemy and capturing all objectives, despite the enemy being spread out there ultimatly facing an enemy thats a half again as strong. They simply don't have enough raw grunt to eliminate the enemy outright. But if they can capture enough and do enough damage whilst preserving their own strength they can get a win on points.
The main issue is going to be making sure that the maps are big enough that the attackers can advance faster than the city mechs, (where a good chunk of the defenders would be based, say about 10 lances/8stars), can pull together. The en-route objectives should enshure they don't just fall back to the city, (every mech that makes it there is scoring them big points, and the reduced time to kill them means more surviviours which means more points deficit to overcome). ut we don;t want the city mechs moving up too much eithier. A big enough city, and enough a gap between city and routes should help that as well as the multipule routes. if they can't know where to go until it's too late to get there they'll stay where they should helping cover the retreat of the frontal elements as they're forced back.
Also thsi mode should provide support for multipule mer corps/custom clans to create pre-made combined clans/corps teams for this mode since many mercs and clans wouldn't have the manpower for the full mode.
Overall it's no scratch on the somthing like 10K mechs, 3K aerospace, 20K tanks, and 100's of K infantry that fought a near month long battle in reality. But it's a good game aproximation that should be fun to play.
#367
Posted 19 June 2012 - 04:46 PM
I would run it where you have 10 "trucks" and each team gets a chance to attack/defend...score could be (#trucks survived/destroyed X #friendly mechs standing) so the team that destroyed/saved the most trucks, or the same amount with fewer casulties wins the match.
Edited by Specterr, 19 June 2012 - 04:48 PM.
#368
Posted 19 June 2012 - 06:56 PM
Boymonkey, on 12 March 2012 - 03:05 PM, said:
That being just a fun mode I would like to see a full war mode IE: A certain faction will attempt to take a planet maybe with 60 players and they pick 5 different maps to attack, it could be all at once or staggered and the owner of planet must defend and both have to decide which map to defend or attack.
Maybe this is a little what they have in mind?
Good god I can't wait for this game grrrr.
that was fun in mw3 trying to shoot those little ^666^ off with a atlas and if i recall in the campion you would be around lava or in a lava cave so you would over heat. dam i had to use guns and med lasers with lots of heat sinks to pick on them. i died two many times just to try and get that campion done. and it is alot harder then it looks. i don't mind see playing that again most differently with ff is on that's is going to be harder and you have to work as a team. the dev might put something in related to this were u have to use like scout mech vs a assault mech since this a pvp game right now not a pve game. i been doing this with scout mech and shadowcat back in mw3 and mw4 it was fun and a challenge trying to pick off the heavier mech and win the game at the same time. but that was campion and the match systems.
i didn't read all of this couse i seen the turkey shooters and it would be nice to get that going. but is there any sugg. about capt. a building and holding the building to salvage something end of the round. i don't mind salvage things that we can use or sell. but as a having it as a mod that would benefit. for both sides i don't mind playing and holding something that i can use or sell. or capt a building in maps (or find aound the map) and hold it for like 40sec and the stuff can be for the team. it can be anything like weapons, mech or double c-bills i understand the dev can't really do it right now but can they have a mod or in the system later down the road?
#369
Posted 19 June 2012 - 07:04 PM
#370
Posted 19 June 2012 - 07:11 PM
#372
Posted 19 June 2012 - 07:28 PM
Belinir, on 16 June 2012 - 01:58 AM, said:
or just conventional weapons like cannons or missiles. Well on the other hand there could be a gamemode with a random set of weapons.
THis was stated by the devs.
They said some planets will be to hot to use lazers effectively or have very bad heat management (desert)
And some that are so cold tha it would be stupid to pass lazers up due to very fast cooling (ice planet)
Low and high Gravity planets jump jets get a bonus, aiming takes longer or decrease and speed is effected as well
#373
Posted 19 June 2012 - 11:14 PM
#374
Posted 20 June 2012 - 12:11 AM
Blaze32, on 19 June 2012 - 07:11 PM, said:
2nd
I like this better than mine actually
#375
Posted 20 June 2012 - 04:15 PM
- two players
- each chooses a mech of similar tonnage class
-- possibly allow for +1 or -1 class variance or +10/-10 tonnage
- the two players agree on an arena type; urban, woodlands, mountains, marsh, ocean islands, military base, solaris arena
- maybe have a perimiter defense to prevent running / prolonged match
- add limiters like no jump jets or no flamers
- win scenario - choose betweeen disable or complete destruction or surrender
- opponents can put up a wager of C-Bills, mechs, weapons, components, or nothing (private or publicly viewable)
- create rankings for this specific game mode
-- players are matched via rankings and/or win/loss ratio or mutual duels
- allow invited spectators to watch the match or create a replay of the match available for viewing afterwards to prevent cheating
--have the replay show each opponents details, like mech damage status, clan, name, wagers
- have an AI announcer to critique the match in progress similar to solaris tournament in previous mechwarrior game
- possibility for salvage after match
- maybe use this mode for the introduction of melee weapons and attacks
#376
Posted 20 June 2012 - 08:01 PM
http://mwomercs.com/...156#entry421156
Its a large all faction Warzone, supporting many many players (See link for mass detail)
Edited by Skadi, 21 June 2012 - 01:03 PM.
#377
Posted 21 June 2012 - 07:12 AM
Defending team must protect a convoy of high ranking military personell traveling in ground vehicles along a specified route. Vehicles are heavily armored and protected by two to three ground tanks in front, middle, and back of convoy to give both the attacking team a challenge and also the defending team a chance. Number of military vehicles can be adjusted by devs to balance out the game play.
#378
Posted 22 June 2012 - 01:10 AM
Final Stand
The base has been brutally blasted from space, the base is devastated and a only few mechs survived. Take to the battlements and hold you ground until reinforcements arrive.
- 8-10 Player Half attacking/Half defending
- Random mech and mech set up for Defensive team
- In match Defending mechs are heavier and have ONE life a game.
- Assaulting Mech come in waves, ONE life a wave, and can select increasing powerful mech as waves progress (Final wave assaulting side get mech/s from the personal hanger).
- Defending mechs have defensive terrain advantage
- Base defence type mode
- Attack/ Defence of a various generators and a final objective of a mech hanger.
- Ability for both side to 'spot' enemy mechs for friendly forces
- Every 2 waves ammo restock/repair for defending team
- Global leader boards
- Special achievements/gear unlocks for victory
- Penalties for players that leave, especially on the defensive if they have not been knocked out
- No mid game joining
A highly classified prototype mech is in transit between a reach base and central command, the transport ship and its escorts come under fire and crash land on an unclaimed world. Your mission is to secure the prototype and/or destroy enemy forces also trying to take the cargo.
- Teams spawn of opp sides of map
- Map centre is the location of the objective
- 12 v 12
- All mech types available
- 1 life per match
- Ability to "spot" enemy mechs for friendly forces
- 30 max. time
- If the match reaches 30 min team with most forces on the ground wins, tie if even number of mechs remaining
- To capture the objective mechs stand within a circular boundary of the objective (A crashed ship containing the prototype) for 60 secs
- Penalties for player who leave the game before they have been knocked out.
- No mid game joining
A high ranking official is needs to move through enemy territory, escort the official across the enemy. DO NOT let his mech be destroyed (He is unarmed and in a especially heavily armoured mech)
- Primary objective is the official
- 2 teams of 12 will take turns in attacking and defending
- Official's mech has high HP but no offensive weapons
- Defending team loses if the official's mech is destroyed
- One life per round
- Best of 3 rounds wins
- All mech types available
- "spotting" of enemy mechs enabled
- Officials mech has a marker on the mini map updated ever 5 seconds for attacking team, live stream foe defensive team
- Penalties for players who leave before game end
- No mid game joining
- Each team of 12 has 4 mech lances of 3.
- Leaders of defensive teams lance can direct the objective mech to stop, move here, move there, backtrack ect.
- Objective mech moves from corner to opp. corner
Edited by xXINVICTUSXx, 22 June 2012 - 02:00 AM.
#379
Posted 22 June 2012 - 01:17 PM
You have 2 teams of 12 Mechs each split in to 3 lances.
1 person chosen at random from each lance on each side is the Survivor.
Scattered around the map are the other Mechs from your lance. You are the only person that can see them and you must "revive" them.
Rush around reviving them while fighting a pitched battle. Give it a 20 second timer to "revive" a Mech.
Once a Mech is revived they can pick up others in their lance as well and join the combat. Last team standing wins.
1 life per Mech.
Edited by Mason Storm, 22 June 2012 - 01:26 PM.
#380
Posted 22 June 2012 - 03:56 PM
Death Race 3049
This literally a race with both sides starting equidistant from the goal (even possibly right next to one another). The idea is you not only have to get the goal quickly - you have to hold/prevent it from being destroyed for a pre-determined amount of time. Thus you might have a lot of fast light mechs but you might want some med-heavies to back them up to hold it (or for the OppFor destroy it). Channeling Car Wars combined with capture the flag as inspiration for this one.
Last Stand
This would work best with some PvE assistance but it could work with purely players.
Defenders (12) start at a base - there must be one defender in the base at all times - if they leave all leave the base for more than a set amount of time (say one minute) the defenders lose. If they can hold the base for a set amount of time the defenders win.
Attackers consist of one player mech (PvE) or a single lance (4). If PvE they can be supported by endless waves of enemies that slowly ramp up as time passes - otherwise it's just the single lance - however the attackers have unlimited respawns. The Attackers win if they can destroy the base or eliminate all the defenders.
Now the twist: If the attackers eliminate a defender, the eliminated player respawns on the attacking side as their reinforcement (same mech, same player but now you're fighitng against your teammates). Thus it's a good idea to try to not lose mechs on the defending side because those lost mechs become reinforcements for the attackers.
I'm channeling zombie apocolaypse combined with the Alamo or something here.
Anyway, just some ideas I had.
A little twist to the scenario is this: If the attackers kill a defender - the
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