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Game Type Suggestion



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#381 Xenryu

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Posted 22 June 2012 - 04:47 PM

Simulation Mode or Practice Mode

Allows you to use mechs you have and don't have.
Allows you to equip and use weapons you don't own as well.

Helps you practice and decide which mechs and weapons you want in the future.
Maybe allow A.I mechs for weapon testing.

I think this a good idea for people deciding on mechs and weapons they want.

#382 Paullus Valcerus

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Posted 23 June 2012 - 06:38 AM

obviously Free For All

#383 Gaussguy

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Posted 23 June 2012 - 07:51 AM

Search and Defend senario: the 2 teams land on a planet that is rumored to have a ComStar cache on it.

You would need to scout the area for the cache, and then the team that finds it would need to defend the cache for a certain amount of time, say 5 mins.

The cache would show up on radar as a green arrow, could be adjusted to showing up at say a distance of 1/2 your normal detection distance. Once you find it, the timer starts, but the rate at which the timer ticks is based on the difference of friendly mechs to enemy mechs in a certain distance from the cache. So initially the timer would tick off slower until you got more of your mechs there to defend it. The other team would counter by having their mechs in the area, and destroying defenders. If attackers then outnumber defenders, then u switch roles. Basically which ever team has more mechs in the area is in control of the cache.

This map would require alot of communication, might not be that great for random PUGs. Could also see some issues if Matchmaker sets a team up with mostly slow mechs. Might need to make an alert that goes off letting everyone know that the cache has been found.

Edited by Gaussguy, 23 June 2012 - 08:08 AM.


#384 ZetaFalcon

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Posted 23 June 2012 - 01:24 PM

Suggestion,

A long term battlefield between the factions covering planets with various enviorments. An ongoing online battle which would accomodate users 24 hours a day.
Team stratagy and leaders would make it more realistic and bring out leaders as well as specialists. It would also encourage users to play teams instead of being lone wolfs.

#385 WM Atimar

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Posted 23 June 2012 - 08:47 PM

Escort Matchs.. one team escorts a convoy.. the other destroys it... than the match flips reversing roles best time wins..

Another Idea might be.. a 2 phase set up... 12 / 12 Death match 1st phase.. 2nd Phase would be a base capture where the pilots once ejected control a stationary turret of some sort where they defend against Mechs ... a 2nd chance to win but with less of a bonus..

Trials of 1vs1, 2vs2, 3vs3 Perhaps the player / team Wagers a set amount.. winner takes all
if your feeling godly allow a 3vs2 or 3vs1 sign up..

Training grounds to increase Pilots Skill, weapon practice with range etc..

A timed mode with perhaps 5 gates to destroy only allowing respawn after a gate is destroyed.. again.. fastest team or longest advance wins.. both teams switch rolls.

Arena Mode.. 24 sign up.. once your dead your out.. winner takes all.. allowing for solo play or entire clans / merc corps compete

Just a Few Ideas..

They will need variety for sure to keep players interested in long term play

#386 ShadowDarter

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Posted 23 June 2012 - 10:06 PM

Rabbit:

This is taken from Tribes:2

Everyone spawns and the first person to make a kill becomes the rabbit.

Now everyone starts to hunt the rabbit and who ever kills the rabbit become the new rabbit and the becomes hunted

The person that has been the rabbit for the longest after the clock has finished is the winner

Note: The rabbit has no weapons.
Note: All mechs are in the same weight class
Note: The rabbit clock is accumulative.

#387 Sagacious Loon

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Posted 23 June 2012 - 11:11 PM

Sorry, too late for me to read everything. Still, this pleases me.
Few ideas:

Second wwiiogre's post - having hidden objectives that factor in a little distance between players means that they have to choose between winning theirs and denying yours. Also means you can force two lances apart after a fight so they can surprise each other later on.

Destroy the point
Two teams are hot-dropped into an LZ. There are five points (target buildings or neutral vehicles) revealed over time during play, and both teams are given orders (sometimes conflicting ones). Say team 1 has orders to attack a target, team two could be ordered to capture, defend or kill the same target. The fun comes from not knowing what the other team's objective is - should you berserk-rush into the target to kill it before they can, or will they be waiting for you at the point, willing to die while their asset is extracted?
Standing orders per point are either Capture (neutral), Evacuate (allied), or Attack (enemy), across 5 different objectives.
Gets even more interesting when you have your glass cannon standing behind the point taking pot shots, and your heavy playing human shield for a hostile so that the other team can't take out the point themselves.

Recon
Two teams are dropped in an area. Team 1 is in control of a kilometer-square base, and told to keep all interlopers out. They cannot use any mech set to be a scout. Team 2 is nothing but scouts. Team 2 has to figure out a way to evade patrols and sneak their way into scanning range on targets. Team 2 is the only one who knows where the targets are, however, so you don't have clumping guards making it impossible.
IRL, this would be the precursor to a larger offensive. Bigger mechs in Team2 are useful to draw fire and attention away, while smaller ones can focus exclusively on legging it and being clever. Can also play a shell game where a single scout will draw defenders to a different position on the base, to give a team-mate a better chance.

Better part of valour
Team 1 is a lance of heavies and assault class mechs that have been cut off from their allies (bonus points if they are named Damocles), ordered to return to a designated map boundary. Team 2 are Light and Medium mechs ordered to harass the enemies as they retreat, and kill or maim as many as possible. Turns a traditional trench run on its head, because T2 has to balance damage potential with the danger of attacking a bigger enemy, and T1 has to weather whithering fire along one of several predetermined paths. T2 has the ability to set up multiple barrages and ambushes. T1 has to decide whether leaving a wounded ally behind is worth the loss of their weapons and score or if the loss of speed is too much of a liability. Deaths on either team are respawned as stripped down "ultralight" mechs that can do little more than spot for their allies and do not count for points gained (Hate sitting around when I run out of lives)
Final score is determined by percentage of total tonnage left. In true phyrric spirit, if the entire team survived but their mechs would take weeks to repair, that's not much of a victory.

The Alamo
Your Commander has been wounded behind enemy lines but you must hold the line! Your lances must decide how much heavy hardware they want to dedicate to the defense of an installation, and how many allies they want on recovery. Scout mechs for the defending team must scour the surrounding area for their lost commander, and extract him safely to the home base. Attackers must decide how much effort they want to expend towards shutting down those recovery operations (they can only see the mechs, after all) and how much they want to focus on hammering defenses.
Victory is based off of a countdown timer; if all powered-up mechs within a radius of the base are destroyed, the position is lost and attackers win. If the defenders recover their CO, he can get base defenses on-line in time to aid in the defense; heavy turrets and sensor networks, along with an assault mech for one ally.

Git daughn!
The commander of your unit (the biggest mech on your team) has been wounded, and you must extract him. Their mech has suffered leg servo damage below armor, so their pace is slowed to a crawl. Evacuate your CO at all costs.

Git daughn again!
The CO of both teams has been wounded and needs extraction, but he orders you to take down the other team's commander at all costs. Do you focus more on the defence of your CO, or the denial of the valuable experience his counterpart represents?


Also, as both an opportunity for MWO to weigh in on the "weekly challenges" business that most Multiplayer-intensive games have created (and proven quite popular), consider weighing in the political ramifications of certain military actions. For example, say the DCMS have been staging successful operations in a different theater (a non-playable one). On the one hand, DCMS-affiliated units and mercs have lowered store purchase prices for the week, but a shortage of available drop-ships has limited their max total Lance Mass rating.
Or say that problems with mismanagement of supply chains have sent too little coolant to your front lines, but a surplus of ammo. Reduce heat sinc efficiency, but give an equivalent bonus percentage to carried ballistic ammunition free of charge.
Or, in order to prevent a "your faction has been murdered from this server" message showing up in a galactic conquest map (which would be amazing, by the way), say that the lowest-ranked faction (say Steiner) has temporarily allied itself with one or more of the strongest (say Davion) for a week or two, and giving them both an advantage that lets Steiner recoup some lost ground.
Mostly, though, focus on game-changers. Things that make people move out of their element and gets people to rethink their strategies. If there is a challenge that emphasizes having more light mechs on your lance, and you make it worthwhile, you can keep people thinking about more than just the rut they set themselves into. And meanwhile, if you give players the chance to use a "rental" weekly bonus mech, where they can just outfit something fun however they want to without a c-bill cost, it encourages players to experiment with new equipment without penalizing them for not knowing how to use it.

Edited by Sagacious Loon, 23 June 2012 - 11:18 PM.


#388 FrostPaw

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Posted 24 June 2012 - 05:21 AM

Convoy Assault

Team A Obj: Defend the Convoy until it reaches the opposite edge of map.

Team B Obj: Destroy Convoy beforehand.

Each of the convoy vehicles has a "spehere of influence" while a friendly mech is within the sphere, the vehicle cannot be harmed. If the friendly mech is destroyed or wanders too far out of the sphere, the vehicle becomes vulnerable and can be destroyed. This is nessecary to make the convoy guards a primary target and prevent attackers ignoring them and going straight for the convoy.

There will be two waystations along the route the convoy will take, these can be captured by either team.

If friendlies capture a waystation, convoy repairs itself as it passes through.

If enemies capture a waystation, convoy sphere of influence is reduced for the remainder of the journey.

Waystations may be captured in advance but once captured they remain in the hands of whoever captures them and cannot be recaptured.

If one team captures both waystations the convoy speed is increased or reduced by 10% to the advantage of the team with both captures respectively.

Defenders spawn near convoy, attackers spawn in the far corners of the exit side of the map. Between both teams are the waystations.

Every 3 defenders = 1 convoy vehicle.

Each convoy vehicle destroyed gives the attackers a Cbill and XP bonus, each convoy vehicle successfully escorted off the map gives the defenders a Cbill and XP Bonus. Victory requires defenders to escort at least one convoy vehicle off the map. Killing all the defenders does not cause victory, the convoy must be destroyed. Killing all attackers ends the map as a victory for the defenders.

I'll leave Piranha to determine how many players or what mech balance they think should apply to each team.

#389 Sagacious Loon

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Posted 24 June 2012 - 11:32 AM

Ok, finally finished reading through the whole thread. Gorram, lotsa good content. So in order to prevent wall o' text, will be splitting my post.
First, new game type ideas.

Contract Competition
Two units are competing for the same bounty. Mechs are hot-dropped on a point. They are then given designated targets and must push their way across the maps to take them out. Player who gets the most tags wins (objective kills need to be weighted between "did most damage" and "last hit"). Players can kill units on the enemy team (which respawn on a timer), but there is no reward aside from tactical bonuses.
Players then have to decide whether getting there first or dealing more damage is most advantageous.

Fortress Assault
Defenders are given a wide array of fixed emplacements and assets ranging from turrets and repair bays to comm facilities and sensor arrays spread wide across 2/3 of the map. The main base is on one end West, and attackers spawn on the East end. Defenders must decide whether maintaining the outlying sensor grids is worth spreading out, or focusing on stationary strength and letting the attackers get a wider venue for attack. If done well, this can lead to feints, diversions, pincers and fascinating assaults.
Repair bays & turrets do their thing, duh
Sensor arrays can act as long-range non-mech spotters within a certain radius, and can detect powered down mechs. Otherwise, they just give a location awareness of enemy mechs.
Comm arrays improve the quality and range of information being relayed from allied spotters and sensor arrays. These daisy-chains can be destroyed to cut sensors and turrets off from the main base.
Objective buildings are heavily reinforced targets that must be destroyed or defended depending on your affiliation
Repair crews gradually repair stationary assets. They are pulled from a finite stockpile in the base so defenders can reclaim defunct outposts or reinforce important ones.
Mobile platforms can be set up as a slightly less-effective version of their stationary parent, to allow players to select the pattern of their defenses (though would recommend either repair crews or mobile platforms be available, not both). These would either be taken from a stockpile or paid for with in-mission currency.

Evacuation
All pilots start in rented Assault class mechs. They are given a time limit to cross enemy lines and meet up with their extraction dropship. If they succeed, they are given a score bonus and respawn with a smaller mech (80 tons or lower); if they fail or "throw it", they keep the mech they are in but are deducted a "counter". Each player is given 5 counters, given for either more time in one mech or one more mech to extract. Final score is based on total numbers of mechs extracted. Players who extract their last mechs can select one of their previous mounts and defend within a certain radius of the base (Any players who leave this radius are "violating orders" and can be killed by countdown).
Players can choose whether boosting their score or dropping the competition's is more important.

Anchors Aweigh
[has been stated before, but like it enough to repost]
"Aright, kiddies, those ******* merc "helpers" have been bugging us to hell and gone for three weeks, and to top it all off we are facing a massive offensive that we cannot hope to overcome. We and all allied units were ordered to evacuate ASAP, but some drekhead at the starport managed to crash-land a Union-class dropship right on the front lines. We have been ordered to rescue and extract via that dropship.
Here's the fun part, maggots. That Dropship has already been loaded with indispensable resources. She can take crew, but her max tonnage is a little skewed. I will be damned before I let some Merc chucklehead take a slot in that ship that should be reserved for one of the Corps' mechs. Our orders are to take that dropship, and destroy any merc mechs that try to board it above its listed weight cap. After we all load in, everything is fair game.
Get moving maggots, or you'll find what my boot polish tastes like. Boots on the ground in five."
Players are deployed in three teams. Teams one and two are ordered to take and hold a dropship for a timer, then until their combined tonnage drops below the maximum weight. Team three is dropped in mostly Assault class mechs that want nothing more than to destroy the defenders or the drop-ship's engines. Every player from Teams 1&2 killed come back as members of team 3 in their choice of mech (rented or otherwise). After the timer runs out, players on team 1&2 can opt to duke it out between each other while team 3 continues to batter them both.
The rewards system gets a little more complicated. Players who originally spawn on teams 1&2 gain a cash bonus if defenders win; Team 3 spawned win if all defenders are killed or the dropship takes too much damage. Of the defenders, whoever ends the mission with more tonnage in the hold gets an additional bonus. Kills by Team 3 are given a headhunter's fee, but those who spawn in on the Attacker's side because of "friendly fire" among the defenders have a scrambled IFF so they cannot easily tell one faction from another.

Mole Hunt
One of your "allies" is feeding tactical intel to your enemies. This mech will feed the equivalent of a scout's spotter abilities to the opposing team, and they can fire on both sides (as they prefer). Cash bonuses are given to targets that the mole had spotted for, while the player who kills the mole gets a bounty bonus. On death, a player on the opposite team is designated the mole. This continues until every character has respawned three times.
The Mole is the only player who can kill an ally without taking a C-Bill penalty.

#390 Sagacious Loon

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Posted 24 June 2012 - 11:47 AM

Want to advocate a campaign &/or co-op mode. I've always found that replayability for a game is mostly set in the campaign, because there are some days when I really just don't want to deal with people. I miss MW3 and 4, specifically because I could run a wide range of missions by my lonesome without internet or anything special.

A Galactic Conquest mode gives players a reason to care and return to the game. This allows integration of "weekly challenge" items, but also means that a planetary assault asset could be used as a bonus elsewhere. Could also counter with lower-ranked Houses getting some sort of "desperation bonus" where they become gradually more and more entrenched in their fewer remaining worlds.

View PostRoland, on 30 May 2012 - 08:53 PM, said:

However, it occurred to me that some percentage of us would in fact like to play in battles where that kind of thing was in the line. It'd be something akin to racing for pink slips.

This is where the Galactic Conquest comes in handy. Say you've played a while and bought what makes you comfortable. Then you export your normal account (call it "Soft") into a common "hardcore" server. Hardcore servers have lower equipment costs than Soft servers (because what's lost is lost). You use a variation on Blizzard's Hardcore Liability statement (You Knew What It Was When You SIgned Up), and then you throw players at each other. The exported Soft account isn't deleted, though, so you can choose whether you want to play a Soft or Hard server and can export again if you get wiped (either pilot death, which should be rare, or death by credit loss). Include a ranking system so that players who have been Hardcore longer get bonus cash, XP payoffs or other fun little goodies, or as a bare minimum, can count as an e-phallus measurement.

If there is a game type that requires a certain mech mass, or group total, let players get a "rental". These cannot be customized beyond the base loadout, but it still lets them participate. Booting a player because they did not dedicate one of their four slots to every single mass number is asinine.

I am in favor of OhGilPin's comment suggesting letting a dead player leave a game but still get paid. If we are going to limit respawns, you have to take into account that people don't want to have to wait another half hour for the game to finish, especially if there is no way for them to participate.
Additionally, even if they don't want to leave, give them something to do. Have a dead player control some sort of "recon bot" or let them hook into a living mech's interface to improve sensors (and keep an extra set of eyes out), or even offer improved accuracy on a designated target. Anything simple that lets them participate. If the devs felt like reversing their statements on "no out of mech action", let a downed pilot eject, and try to make their way on foot to their home base for a cash bonus.
Otherwise, create some form of "War Room" where the deceased can watch the game play out in real-time, chat, repair or mod their mechs and such.

Respawns should be based off of system of player's choice to prevent spawn camping. Pilot-selected orbital drops to a designated location (with a computer controlled "drift") can keep those campers out of business, and also means that any mech loaded with jumpjets can reliably drop into a dangerous location without worrying that the "drift" will plunk them in lava.
Am opposed to team shared respawn banks, because there will always be that ****** who runs off of cliffs to kill the squad's totals. Even if it means I am only allowed one spawn per game, I do not want to have to share my counters.

#391 Will9761

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Posted 24 June 2012 - 11:50 AM

Factory Game Mode

Scenario: Your faction is building supplies to increase your military power,however another military faction is building another factory near your territory. You may either destroy the enemy factory to cripple the opposing faction or capture it to strengthen your military faction.

The object is to protect your factory while at the same time, destroy or capture your opponent's factory. When you start the game you can choose any of the 4 BattleMechs ranging from Light to Assault (1 BattleMech of each class).You can only respawn using the mechs produced by the factory, therefore bringing your own mech is restricted. You may respawn countless of times if your factory is intact, but if it is destroyed you are out of the game. However, if you are destroyed when you factory is captured you can not come back until your allies recapture their factory. Lances who have their factories captured will only have one life, which will make them stragglers until they can recapture their factory. Also, your capture rate is based on the weight class of your mech, and it will increase the capture rate making it faster or slower with light mechs having the fastest rate and assault mechs having the slowest rate. But having your lancemates together will make your capture rate faster despite the weight class issues.

Primary Objective- Destroy or Capture enemy factories
Secondary Objective- Destroy all enemy units

When you win the game you can buy the mechs that was produced by the factory. This game mode will also provide players an opportunity to pick up their own mechs.

Edited by Will9761, 25 June 2012 - 08:34 AM.


#392 K2P2

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Posted 24 June 2012 - 04:26 PM

There NEEDS to be a Solaris-style Gladiator free-for-all game. Just like mechwarrior 4: Mercs, you have different weight classes in different maps or you can pick a "championship" and have it as a total free-for-all with any weight class.
I liked these ideas:

Mole mode, one teammate is actually an enemy and you need to identify and eliminate him to win the match

Freeze Tag (get hit and you are stuck until someone on your team unsticks you. The "hit" would have to be a delayed fire weapon like a halo Spartan Laser that takes a second or two to charge up)

Hide-and go seek (finder has no radar, the hiders do. When killed you become a finder)

Escort the VIP (VIP in a crippled/weaker mech has to make it from point A to point B. Shennanigans ensue)

1v1 Grudge-match/Duel matchups, with the ability to link to a killboard page like EVE has. There are going to be annoying players that think they are superior and when I take them out I want to be able to prove I got them.

King of the Hill

I think there should be a Loading screen In-cockpit minigame simulation of some small Atari-calibur game. Who wants to sit for a minute while people load and do nothing!? Even like a google=style zergling rush mindless clikcing thing is better than just sitting waiting.


--K2P2

#393 Risco

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Posted 25 June 2012 - 04:24 AM

A Persistant War mod would be great like an rpg with bases, storage and shops for your mechs also use Mining mechs and builder mechs with a trade and scrap shop for destroyed mechs for loot you get my point? so you best get started ;)

#394 Fastred

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Posted 25 June 2012 - 05:30 AM

View PostExilyth, on 12 March 2012 - 02:36 PM, said:

anything with objectives.

Mech Soccer - Teams have to kick/launch/punch/whatever the ball (servered atlas head?) into the goal to get points. Most points win after time is up. Infinite respawns, no xp/c-bills for mech destruction.



I would prefer not to see the game implement sporting events with the exception of Solaris style arena combats. I just don't feel that mechs playing soccer, frizbee or hacky sack is in the spirit of the IP and please what ever you do no dancing mechs.


How about a Mech factory defense ie Hesperus II or Moscow tractor factory its pretty much a retelling of the same story anyway. In this scenario the defenders goal is to protect the facility and the enemies goal is to do as much damage as possible. The defender may actually have a numerical advantage but is forced to maneuver and contain a smaller force that is intent on destroying the objective. Defending mechs may even be limited to what was produced on the plans production lines causing a force with more powerful slower mechs to have to come to grips with more maneuverable light and medium raiders.

Edited by Fastred, 25 June 2012 - 05:33 AM.


#395 DijnsK

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Posted 25 June 2012 - 06:11 AM

Unreal tournament had some really nice and unique game modes... maybe steal some from them?

#396 Karrig Fetladral

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Posted 26 June 2012 - 02:03 AM

This might have already been thought of and/or talked about, but I really would like having a Firing Range to practice on.

A "battle field" where you have the chance to test live fire you mech out, before going into combat. At choice to pick from urban, desert, forest, hills, tundra...etc.

Also having the ability to invite friends (group join) into the firing range to practice. Tactics, dueling, group/mech complementary test/practice.

Having unmanned mechs of all class weights to practice firing on. Even having an AI script for them to move on their own, maybe having the choice of live weapons, simulation rounds or none. To help a new player or a new mech/variant.

Also, keeping to everything else, if you damage you mech you still need to repair it.

Possibly turning this into a tutorial to assist.

I know this is not really a game mode but is is something? If I need to post this is another spot that's more correct, please let me know.

I am going to try to follow this post...I'm just not a forum person...

Love what this is turning into,

Regards,

Karrig

#397 Kalenn

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Posted 26 June 2012 - 08:56 AM

View PostFaustianBargain, on 12 March 2012 - 05:16 PM, said:

Escort: Something (convoy, refugees, wounded soldiers...) is moving from point A to point B and one team has to defend it on this trip while the other team must destroy it. At the end of one "round" the roles switch to maintain balance. To make faster mechs and defensive scouting more viable there could even be multiple convoys, say 2-4, taking different routes. The defenders get bonus rewards (xp/c-bills) for each surviving convoy and the attackers get bonuses for destroying them.

More FPS-familiar modes could work well too, like King of the hill or CTF.

Edit: I guess GDL Irishwarrior actually beat me to that suggestion, but I think its good enough to mention twice Posted Image

I hadn't seen this thread earlier and made the same comment on another post. This was one of my favourite missions from the older MW games. I actually just re-played the one from MW4: Mercs where you have to protect the governor's family as his shtty limo runs down a bendy road through the mountains. There's another one where you're defending a supply convoy as it runs between drop ships that are landing to re-inforce for a major offensive in support of Victor Steiner-Davion's campaign to depose Katerina in 3067. Had to take a heavy mech and up-spec the engine with reduced weapons to keep up as enemies come from all sides. Very fun.

#398 Sagacious Loon

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Posted 26 June 2012 - 09:05 AM

View PostKarrig, on 26 June 2012 - 02:03 AM, said:

A "battle field" where you have the chance to test live fire you mech out, before going into combat. At choice to pick from urban, desert, forest, hills, tundra...etc.
Also having the ability to invite friends (group join) into the firing range to practice. Tactics, dueling, group/mech complementary test/practice.
Having unmanned mechs of all class weights to practice firing on. Even having an AI script for them to move on their own, maybe having the choice of live weapons, simulation rounds or none. To help a new player or a new mech/variant.
Possibly turning this into a tutorial to assist.

So you're asking for something like MW3&4's Instant Action setting? That always came in handy for me when I was testing new mechs.
Pair that up with rentals, and you can decide whether you like a chassis enough to spend your hard-earned credits on it, and means that merc companies (I.E. clans) can test out some of the FNGs to see how they work their magic before risking cash and limb on actual fights.

Honestly, just having a "testing ground" would be fantastic. You give people temporary access to a mech and whatever equipment they can strap on, let them shoot a bit and have no repurcussions for bad play. I remember in MW4 there were some mechs (looking at you, Sunder) who looked amazing but they were killed by a lack of torso-twist speed, which is hard to get a feel for in the mech bay. I would hate to burn weeks of cash only to figure out that the Sunder is terrible and that long-tom I mounted to it is only useful for blowing my own legs off!

Besides, we are living (metaphorically speaking) in a high-tech world. Just say that the mech was getting a shakedown run in a software simulation, against computer opponents. We already saw someone cleverly do Duck Hunt on your HUD, so I'd say that a "buyer-be-informed" setting is not only convenient, but completely canon.

#399 Taiji

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Posted 27 June 2012 - 03:59 AM

How about fighting over a sequence of maps?

2 teams assigned as defender and attacker.

5 maps:
attacker-dropship-map<>territory1<>territory2<>territory3<>defender-dropship-map

Defender gets to deploy some base defenses.

Attacker gets intel on defenders (and maybe some orbital strikes...).

The 2 teams meet on territory2.

A win for the attackers moves the battle to territory3, and for the defenders to territory1. And so on.

Either team may opt to fall back and rearm as long as all mechs are out of combat and they are not at their own dropship's map. In this instance the defender falls back 1 map but attackers must fall back 2 maps.

Dropships, attacker strike capabilities, and defender defences, can be arranged in something like a mechlab interface by the teamleader while the team watches.

So there, that's the rough idea. I think I'd enjoy something like that. Giving a sense that this battle determines some aspects of the next. Giving groups of people something to really get stuck into over a period of time. Maybe taking territory and then being defeated and returning to it with the scars of the previous battle still present.

Edited by Taiji, 27 June 2012 - 04:01 AM.


#400 Darkstead

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Posted 27 June 2012 - 09:02 AM

Faction or Clan War
I have always liked having several game mode options to me, having a campaign mode were factions can take and hold planets or even parts of planets would be fun - using game modes that make since to the objective, Assault and defense, encounter, holding objectives, resource denial etc.

For public matches
1.) Death Match - no objects last team standing wins
2.) Each team has a base or flag to defend while the trying to capture the other base
3.) Shared objective maps, were a single or even better multiple objectives need to be captured in order to win, that can be captured by either side.





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