#421
Posted 04 July 2012 - 10:41 AM
#422
Posted 04 July 2012 - 11:35 AM
A lot of people have suggested escort game and I agree.
But should be:
No mid game joining
No respawn
But objective of escort can be an object (able to be carried by mech), mech (from team randomly picked) or pre-programed drone.
Game mode and map ramdom (A little more fun if you do not know what's coming).
As for a firing Range to practice on or trainning mode, this is also a good idea and will help with testing mechs and skills.
Again original MW had a custom map used for this with NPC's for you to hit and targets to aim for.
No Cbills or experience given when using this map.
#423
Posted 04 July 2012 - 01:31 PM
#424
Posted 04 July 2012 - 01:53 PM
Edited by Goofy Da Dog, 04 July 2012 - 01:54 PM.
#425
Posted 04 July 2012 - 03:09 PM
#426
Posted 05 July 2012 - 06:29 AM
I am sure somebody mentioned something like this before. Apologies for that if true.
But I am a bit disappointed with only two battle modes announced.
Here are few my suggestions (quite obvious actually for old MW pilots):
Siege (obviously)
The main objective is to destroy(and protect for opposing side) something valuable.
(Fuel tanks, refineries, armories or other facilities)
Convoy ambush
Returning back to MW2 or MW3 it is quite obvious too.
The objective is to convoy/intercept a group of AI-controlled vehicles on their way from A to B.
Breakthrough
The objective is to reach the extraction point and secure it until the evac (with shortage of ammunition for example to make it a bit harder to make it through.)
Rugby
For example we have five checkpoints lined up on the map. Each team starts from opposite ends of this line.
To succeed one team needs to capture all the checkpoint one by one in respective order ( you can not rush to the last point until you have all previous captured). This mode assumes dropships involvement for reinforcement purposes. So the process is easy: you start at one base, then rush forward to capture another and another... and then touchdown!
Last squad standing
This mode contains from 4 to 6 opposing squad of 4 mechs (team red, team blue, team green. team yellow).
The last one to survive is the victorious.
That is what in my mind at this moment.
Can think of few more.
#427
Posted 06 July 2012 - 01:56 PM
#428
Posted 06 July 2012 - 10:19 PM
A new game mode I was kind of thinking of would be purely defensive, where team A, has a Base (certain area on the map) that must be defended for a certain amount of time. Team B must attack said area either by killing the defenders or getting mechs within the control area and holding it for so long.
The more in the area the faster it becomes controlled. Once controlled by the attackers the defenders get a time limit to retake the base if they succeed in recapturing after Team B has controlled Team A wins.
Say a twenty minute round, it would take 1 mech 1 minute to take 'control' of the base, 2 45 seconds and so on. Then Once controlled Team A would then have 2 minutes to retake control by either outnumbering the new defenders in the control area or destroying them outright. Somewhat flexible but a different twist on conquest mode type games where once a base is captured, if recaptured that team loses.
Edited by Sirous, 06 July 2012 - 10:20 PM.
#429
Posted 06 July 2012 - 10:52 PM
Type 1 - Ship to Ship Combat
The Objective is to destroy the opposing team's Dropship or a giant, mech-deploying/spawnpoint Gunship WHICH can also defend itself. Each team will have limited lives as with the dropship match system with the twist being destroy the enemy battleship. Even though you wiped out the whole mech squad, theres still the dropship standing, shooting PPC in all direction -- Victory is only achieved when you destroy the enemy's dropship.
When there's only one mech left surviving and it was destroyed/failed, then victory will depend on which dropship have higher HP remaining, or by the amount of "score" (if its implemented somehow) the team has accumulated from their combat performance -- probably counted by number of kills, or damage dealt - damage received = Final score.
Think of Battlefield 2142 Titan Mode, minus point capping. Your only way to win is to destroy their giant battleship.
Type 2 - Invaders Mode
One team will be assigned to the dropship and they are the invaders, while we have the defenders who will have to prevent the dropship invaders from touching down to their planet -- similar to BF3's Rush mode, the defenders will have limited life, and there will be time limit for the defenders to wipe out the invading dropship. Invading team have to cover the dropship itself (again, capable of self defending) for a limited time until it passes certain checkpoint (or time limit/time to arrive) where it will then settle down/land.
Im not sure if the dropship is capable of traveling in direction other than UP or DOWN... if this is the case then the invader team should defend the landing zone until the dropship lands (Time-limit survival).
Type 3 - Siege mode
The team with the dropship that has landed on the base will be on defense, the only difference here being they will have to defend their base from the attacking team until the dropship had enough time to evacuate the planet and take off. The defenders will have probably a fortification/base to protect them, but they will also have to escape with the dropship, or else they will be left behind (and suffer reduced payments).
Type 4 - Factory raid mode
both team have mech factory fortress, and each team have to destroy the enemy's factory which provides them infinite respawns. In order to win, one team have to first destroy the enemy's factory.. Once that is destroyed, the enemy will stop respawning and victory is achieved once they are eliminated.
Problem: There is a potential to abuse infinite XP per hour here or the like -- as in players delaying the factory's destruction as long as possible. Potential solution : Add time limit mission to this game mode, factory will ONLY work for a limited time.
Just my 2 cents.
#430
Posted 07 July 2012 - 03:52 AM
how about even one mech a side flag carries or is maybe gold or smthing if u shoot them u get extra credits or something. and is there a medal or piloting skills or battle champs ranks?
#431
Posted 07 July 2012 - 11:03 AM
Using a map with 5 radar towers, like Stalker's map from page 4 of this thread for the visual.
This could be a workable and fun and challenge.
Quickly,
Cat and Mouse,
The game would be two offensive Lances and a defending Lance to start.
Offensive goal : Destroy 4 or more (or all, whatever works) of the radar towers in the allotted time.
Defensive goal : Protect the towers until time runs out or all attacking mechs are destroyed.
The defending side would have control of the radar towers. If a defending mech next to a station (lets say within Bluetooth range), they could see all radar activity for that station and any adjacent overlapping towers. That lance would have the opportunity to respond to the information as they saw fit.
The offensive Lances would have to scout out each of the towers and destroy them. They would have no access the radar.
Unless the offensive lances have scouted each other, they operate and communicate independently of each other. (Comms being line of site as not to let the defenders know they are coming.)
(If needed) When the defending lance locates both offensive lances (or just one, whatever works) on radar then a countdown timer will start. This would allow, when times up; (1) any defending player to replace their current or destroyed mech from their garage and re-spawn or, (2) A second defending lance would spawn and support the first.
No more then a total of two lances worth of mechs per side.
To vary the games: have different starting points for the lances, have the radar ranges vary in size and/or the towers in different starting locations, change the countdown timer's time, have the countdown timer seen by both sides.
The point of the game is to get the attacking, 'Mice', to move as quickly as possible to destroy the towers and the defending 'Cat; to pick off the Mice at their best opportunity.
It's all about the balance and fun. Forgive my terminology if it strayed, still working at it.
Edit: formating
Edited by Prepuce, 07 July 2012 - 11:13 AM.
#432
Posted 08 July 2012 - 12:10 AM
It's weight restricted free for all for 8 players. light vs light, medium vs medium ect ect
What would be better is if you had special arena maps and if you got someone to do Duncan Fisher like commentary. You'd get all a really solid game mode and all the nostalgia factor. =D
#433
Posted 08 July 2012 - 05:11 PM
I'd like to see some kind of leagues implemented so you can have matches with tonnage/BV limitations.. like in GranTurismo 3/4 there was a engine limit but you could pick anything with an engine cap equal or lower. That kind of thing where you are limited to using certain type of mechs or loadouts or something like that.
One thing I'd really like to see happen is, and I'm not sure if contracts are going to cover this, is essentially given secondary missions or mini-missions to be done within other games. So you might be tasked with blowing up 4 turrets or destroying a truck.. or something like that (not just for the sake of it but given some reasonable story) and then when you are playing the regular matches, you can find one of those secondary objectives and do that thing.. this kinda goes against the "teamwork" thing but I think it could add an extra element of chaos to battles..
#434
Posted 09 July 2012 - 07:24 AM
1. Historical Battles - The Mechs and there configurations are pre-decided you are randomly put in one of the Mechs at the start of the match or maybe a selection mode if you join as a group. You would be able to play out historical battles with the actual Mechs that were used in the Battles. (possible unique weapons that you could not normally use)
2. Trial of Possession - Once the clan comes into play possibly have clanners vs inner sphere in a multiple battle trial of possession. Make it so you have to be a certain rank to play, or get into a set of matches. I would say make this guild run but to many people would be left out. Read number 3 on a possible 1 match solution. You could make it a match or set that occurs at certain times of day so you would know to sign up ahead of time. Or just make a longer Q to be able to get into one. I think people would have no issues with a longer Q time if they knew they were getting into a worth it large scale battle or multiple matches. (Maybe make it so you can have 2 mechs in the match select both at start and after first death you get spawned at a point where reinforcements come in.) (maybe give an advantage in numbers to inner sphere and not let them use clan tech.)
3. Large Scale - There needs to be some kind of large map very large scale battle in numbers. Multiple lances and squads. Make a perk so the command mechs can talk and relay data over large distances to keep the different groups on the map in contact with one another.
4 Protect your drop ship - Make it so 2-4 starting points and there are 2-3 drop ships per point that you have to protect for your team. You would need to balance out protection and attacking other drop ships. Make it so there is an AI in the drop ship firing the weapons.
I had other ideas but I kept them out (like ambush and a few others). They seemed like they could become balancing nightmares or maybe to easy to find exploits on.
Edited by DarkendMoon, 09 July 2012 - 07:42 AM.
#435
Posted 09 July 2012 - 12:10 PM
My first thought is that "Team Death Match" is what our game is about. One side eliminates the other, so this is a good start. The only thing it does't do is give us the feeling of what were fighting for (besides our lives).
The next logical step for taking us to that level is "Mission" games where one or bothside must complete a mission or stop the other side from doing so. These PvP modes ought to be the staple of what keep's us coming back for more;
PvP Modes:
Base Capture - bothside try to capture the others base or destroy all the oppents mechs (as in WoT) With time limit and no respawns.
Convoy - Deliver the convoys to their Check points. Defender gets more XP and C-Bills for every vehicle that makes it to the check point and the Attacker get's his for everyone that doesn't. All this in addition to what's gained from doing battle with each other. With time limit and no respawns.
Plant the Bomb - Here the Commanding mech must stay within 15 meters of a particular spot on the map to plant a bomb to destroy something (i.e. a relay station). He may still fire weapons and give orders, but anytime he leaves the spot the count down stops and doesn't resume until he returns. The spot is not known by the enemy, but must be located. With time limit and no respawns.
Retreat - The defenders retreat to a dropship for pickup, but its location is unknown to the attackers. The attacker works to simply works to stop him. The catch comes in that the defenders must survive for an unknown amount of time before the dropship can power up and is ready to leave. Once the defenders have been given the signal they can then head for the dropship. Time varies, no respawns.
Ammo Dump - The Attacker seek to destroy the defenders ammo dump and then retreat to an incoming Dropship which will only be on the ground for a specified amount of time. This one allows for both teams to work out their strategy's. Bonus XP/C-Bills are a factor of how long it take's and how many mech's make their escape. Time limit and no respawns.
Mech Thieve's - Attackers hit a protected mech factory. When an attacker touches a mech a mechwarrior in training is transferred to a powered down mech. This mechwarrior utilizes a Neurohelmet override which allows him to power up the mech and walk/run away with it, but not utilize its weapons (NPC driven). These mechs will then head for a waiting dropship. The defenders job is to stop as many of these mechs from being taken by what ever means possible.
There are many more possible scenario's that could be played out and I"m sure they will be as time goes on. I choose no respawns, because I believe a single life encourages players to become better players. Whereas respawning encourages players to take risk for gain without ever worring about the consequences. Which I hope will never become apart of this game. Players shouldn't be rewarded for throwing their life away multiple times in a game, conversely the player who accomplish's the mission an lives to him/her be the glory.
Another type of modes that might also be included would be those against NPC mechs. While some might distain from this kind of game I believe they are worth mentioning. My reasoning behind this stems from several reasons. First being not everyone might be comfortable with playing against real live opponents (no condemnation) at first., but I'd still like for them to find a place where they can live out their mechwarrior dreams. The other side of NPC games is that a player, lance or company of mechs could run scenarios that might not be possible against other humans.
NPC Modes:
Wave Assualt - Many will remember this feature and it plays the same here. Simply your mech, lance or Company fight increaseing difficult levels of NPC mech. This game could have several modes within it (i.e. Repairs possible, no repairs, Repawn at end of round) and would go until your team was entirely eliminated in a round.
Combat Alley - Here a mech would run a gauntlet of mechs, tanks and foot soldiers destroying all, while trying to do it all in the quickest time possible. I'm sure there would be many would like this and the number of courses could be added endlessly.
Pork Chop Hill - Here a Lance or Company starts off defending a base on a hill at the ground level. The defenders will be force to back up the hill further and further as the pressure from the Attackers increases. But the base become more and more defensible the further they retreat. The NPC force starts out light and builds up, but then eventually runs out of replacements. The Defenders on the other hand cannot reapair, do not respawn and have limited reloading stations. Will your team hold out or fall to the enemy? For those who like the idea of repeated respawns, this game could have the roles reverse and the hill could be held by NPCs and a company of respawn mechwarriors could attack it. The players would only win if the they took the hill in a specified amount of time.
Test Run - There would be XP/C-Bills awarded for this, but here players could test out proposed changes to their own mech and see how they like it. Perhaps they could chose the class of mech they would like to tryout against.
No matter what modes the devs choose to include in MWO my only hope is that they won't resort to what I refer to as Kids Modes. These modes in MWO might include things like AC that fire snowballs, Lasers that squirt water, LRM's with launching Custard pies. Or might include mechs that look like the "Stay Puff Marshmellow" guy out of Ghost Busters or some other silly looking mech. I'm sure there are plenty of childs games out there that cater to that kind of nonsense if someone want's to play them. I've been a Battletech / Mechwarrior fan since the beginning and while this is a game its a game that has a large fan base based on its portrayal of a fantastic but semi-believable future many of us have come to love. So let's keep it real if you know what I mean.
Keep up the great work guys. Looking forward to seeing you in game.
#436
Posted 09 July 2012 - 01:07 PM
Works with most gamemodes but allowes only unmodified mechs (which are true to the BT canon).
And sorry if this was suggested before but I was not able to read 23 pages.
Gori
#437
Posted 09 July 2012 - 02:07 PM
Bluey, on 12 March 2012 - 03:12 PM, said:
Beachhead from small mech carrying boats.Attackers are 12 lights or mediums vs 6 heavies or assaults defenders.Goal is capture inland HQ building which is away from beach so that lights can utilize their speed agaisnt defenders.
Wow, that sounds like a lot of fun! I bit more true to the game then "Mech Soccer"
GameLab?
A mode where if you get enough rank, you can create your own game modes and even submit them for universal adoption. Let the creativity here be work on and tested by the community and the best of the best be shown to all.
#438
Posted 10 July 2012 - 06:29 AM
This would then break down into a number of battles for each objective that could sway back and forth as groups fight for the planet. To capture the spaceport for instance, you might need to win a battle to gain control of it and then defend it a given number of times before it is moved solidly into your factions column and becomes locked in your win column. With each Objective becoming locked once completed and only unlocked for more fighting if the holding faction loses a set number of fights elsewhere around the planet. If a faction can hold on to the locked objectives and keep making headway on the others, eventually the planet falls to them when they lock the last objective. That planet would not be available for another invasion for a given time (maybe 7 real days), giving the owners a set bonus of some type during that period.
This makes the war of conquest a difficult and rewarding experience, giving the winning group a real prize that shows on the map and granting them a tangible bonus during their short ownership. If they manage to keep control once the planet becomes up for conquest again, they continue to receive the bonus for that planet. This type of "real war" concept would allow a single planet to engage many players of opposing factions and could take several real weeks to accomplish. It would allow for different game modes like capture the strong points (flags), 12 vs 12 team death match(territory control), Siege and Defend, Protect the asset, destroy the asset, For a losing faction the last battle could be a hold until extracted fight that is costly for the after fight repairs. Owning a planet ought to give the owners an advantage when ti is attacked as well, Like until the planetary capitol is taken from you, you have access to satellite intel the attacking force does not have giving you a real bonus in your fight to defend the planet. A spaceport owner might get more air strike capability. A factory city owner might have cheaper repair supplies available during the fight.
There is really no limit to how intricate this type of game mode could become and it promises to engage a great many players as they seek to make a mark on the galaxy map.
#439
Posted 10 July 2012 - 06:54 AM
Lupin, on 04 July 2012 - 11:35 AM, said:
A lot of people have suggested escort game and I agree.
But should be:
No mid game joining
No respawn
But objective of escort can be an object (able to be carried by mech), mech (from team randomly picked) or pre-programed drone.
Game mode and map random (A little more fun if you do not know what's coming).
I seem to remember an ISN news flash talking about 4 legged cargo mechs(too lazy to search for it right now), i suspect an escort scenario is in the works.
Edited by William Thor, 10 July 2012 - 06:54 AM.
#440
Posted 10 July 2012 - 09:01 AM
H4CKM4N, on 09 July 2012 - 02:07 PM, said:
Wow, that sounds like a lot of fun! I bit more true to the game then "Mech Soccer"
GameLab?
A mode where if you get enough rank, you can create your own game modes and even submit them for universal adoption. Let the creativity here be work on and tested by the community and the best of the best be shown to all.
Just to pick up on this, if the Devs can find a way to make it feasible there's huge potential for community driven growth and diversification of the game, They've already done a great job of tapping into the community's collective millennia of experience of CBT, so hopefully they'd be willing to tap into the creative side of things too.
Harusee, regarding your idea for strategic "tug of war" style planetary battles, that would be a great way of letting players get involved in large scale "show piece" battles. The Devs could post a leaked intel thing on the front page with, for example, "House Davion mobilising two regiments to attack planet X" and then a few days later have a big community event where Davion and another faction square off massively in a strategic battle. It'd add a fantastic layer of depth to the game and really bring the community together and make them feel like they're shaping the future of the Inner Sphere.
Edited by Uziel Huntsig, 10 July 2012 - 09:03 AM.
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