#441
Posted 10 July 2012 - 01:52 PM
Now some low scores might get a few Lostech trinkets, maybe lock in a weapon or two.
Medium scores can get a few weapons or equipment "locked in", where they select certain types of equipment (LRM20s, ER PPCs, ER Large Lasers), and let them buy those at cost from the Mechlabs. This becomes an alternative to the random salvage ideas that have been defenestrated. First taste is free.
High scores can lock in a mech or two in addition to their guns.
Then, the highest scores can be "chosen" to be Clanners. These *players* (not their characters) unlock the ability to play the clan side of matches alongside developers and other Aces with the best mechs and equipment money can buy. Have community events where Clanners are putting up an offensive and other players have to fend them off, and keep the cycle going. From the narrative perspective, this means that the best of the best pilots come from Clan space, because you (by virtue of being an excellent player) are playing them.
#442
Posted 10 July 2012 - 08:09 PM
Teams start with an equal number of mechs. Commanders have the ability to call in reinforcements, i.e. random player joins the team. Commnders decide when to use the ability and it has a limited number of usages.
Factory
There is a mechfactory on the battlefield. If a team captures it, the factory will start producing a mech. In time a new mech spawns and a randdom player will join the team.
Factory may be damaged and production stopped. It may be repaired though.
Edited by Baron Kreight, 10 July 2012 - 11:53 PM.
#443
Posted 11 July 2012 - 07:55 AM
#444
Posted 11 July 2012 - 01:39 PM
In this game mode, there are only light mechs allowed, and one person is randomly assigned the Atlas. The Atlas is given top speed, no armor, and strong weapons. The Lights are stripped of weapons, and given max armor and speed. The idea is simple:
Lights, avoid the Atlas until time runs out. Atlas, kill all the Lights before time runs out. Played on a small urban map with plenty of cover. If the Light mechs have the guts, they can try and ram the Atlas to death.
This is NOT a competitive game mode.
Edited by T3rran, 11 July 2012 - 01:40 PM.
#445
Posted 11 July 2012 - 01:58 PM
Any other game type with this option selected drop inserts a random number of AI Atlas mechs to random locations during the match.
#446
Posted 11 July 2012 - 06:17 PM
Needle in a Haystack
Large city or countryside map
12v12
Operative will deliver the location of a stash of equipment for the right price, is hidden, and will not show himself unless a mech is within 90m (and stays there for 30 seconds)
First side to do so gets a location beacon on their map, enough equipment for 4 mechs to carry off (stay at location for 1 minute), then return to spawn point to escape...
Other side can attempt to follow and be the ones to stay on location for the time limit..... if destroyed after the one minute, equipment is lost....
Catch a train
Special cargo is loaded on a train heading across map..... two factions (Houses, Mercs, etc) both want the train, train is armored and armed and will shoot at both sides..... several locomotives and several weapons cars, even 1 loco can move the train, destroying track destroys train and goods....
Scramble all pilots
Players select 4 mechs (or as many as they have up to 4 - same as dropship mode)
Defenders Base is under attack and each player gets a random mech from their selections (Premise is the others are down for maintenance, or reloading, etc)
Attacking side gets to choose their mech from the four.....
Computer chooses which is attacker, which is defender...
size - 4v4 up to 12v12
Magnetic anomaly
High iron and other magnetic issues in the area degrade radar and other sensors, could be any map, any scenario
Please share your thoughts.... Thanks!
#447
Posted 12 July 2012 - 01:40 AM
#448
Posted 12 July 2012 - 01:51 AM
Harusee, on 10 July 2012 - 06:29 AM, said:
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.
Three words, (sorry for double post), HOLY ******* ****!
#449
Posted 12 July 2012 - 06:23 AM
Shadowcrusnik, on 12 July 2012 - 01:51 AM, said:
Three words, (sorry for double post), HOLY ******* ****!
What? Too much? I prefer to think big. I want a game that gives me a real reason to fight. Don't you get tired of another pointless round of sniper tag and tank dodge in BF3? The grind to earn more unlocks with no real reason to own them other than more grinding. A battle game, that gives context to the conflict seems to fit perfectly in this universe.
Also the game mode I just mentioned is perfectly doable from a programming standpoint, most of the mechanics are already there. It would just require a more serious commitment of time for those wanting to be fighting for a real factional cause or merc contract that means something.
Edited by Harusee, 12 July 2012 - 06:25 AM.
#450
Posted 12 July 2012 - 09:16 AM
What will make it interesting is you can shoot at your competitor and there will be obstacles like bombs and tanks and turrets shooting at you...
#451
Posted 12 July 2012 - 09:53 AM
#452
Posted 13 July 2012 - 07:12 AM
Escalation is a modification to ALL existing modes but could possibly be a mode in itself as well.
Escalation is as follows:
MAP: Convoy defence/interception
SETUP: 4v8 (before escalation) dfined as defenders or attackers. Defenders spawn with a convoy moving along a set pattern (or possibly one of several possible patterns one of which is decided upom by the lance commander). Attackers decide to spawn anywhere along the possible convoy route to set up an ambush.
When the fight starts or when a set percentage of the convoy has been destroyed or when a set amount on defenders have been killed, The escalation mechanic sets in. An escalation button appears in the game menu. It could be open to all players or access could be limited to members of the faction playing on that map. Notification of escalation could be made in the menus or even sent by e-mail. Regardless..
The game changes from convoy defence/attack to a team deathmatch style fight and expands from 4v8 to 12v12. If one team is destroyed before escalation occurs then the game is considered ended.
ESCALATION could basically be used on any map or game mode. The point is allow for games with non-standard setups such as 2v4, 4v8 and allow of asymmetric game modes like interception, ambush, search & destroy etc etc. Clear escalation triggers and a cinematic escalation before the game explodes in a new level of intensity could be a great way to energize gameplay on standard modes. Escaltion alerts going out to faction members on e-mail, mobiles or whatnot could also be a great way to keep players connected and invested.
Good multiplayer functionality is always good, but developers rarely create any game modes that actually cater to clans or players who would enjoy the clan-like experience without actually being in a clan. Escalation is about increasing gameplay options and about giving a multiplayer game a greater multiplayer feel..
#453
Posted 13 July 2012 - 08:11 AM
Before participating, a player chooses a house to fight for, and then plays the game as normal, in whatever mode they want to.
At the end of each match, the players on the winning team earn points for their chosen house toward taking over a piece of territory on the planetary map. When a house dominates the entire map of the planet, all members of that house gain a c-bills bonus, and the map resets, allowing players to again choose which house they will fight for in the next "round."
Players will feel like their victories in regular games contribute toward a greater whole, and give people something to fight for aside from xp and c-bills.
#454
Posted 13 July 2012 - 04:20 PM
#455
Posted 13 July 2012 - 05:22 PM
Possible name: David vs Goliath,
Type: a 1 VS all match,
match style: where an assault mech would take on a group (we had 5) of light class mechs (none jump capable) we usually played with the light mechs being fleas in order. no additional lives, optional time limit.
winner: same as team death match
with modern technology it would also be possible to do a 1v1 or 1v2 version of this with the assault mech having to overcome the speed of the light mech pared with a mountainous and low visibility environmental would allow the light mech to use gorilla(hit and run) tactics
Possible name: Laser Tag
type: Free for all
Map characteristics:a flat map with several large (in both diameter and height) cylinders/towers arrayed in a circle (placed equal distances apart from the center of the map and from each other). In-between each tower would be a spawn point. you would spawn where ever there was a free 'spot' to do so.
Environmental impacts on players: in order to stop spawn campers any stationary(and operating) mechs should be victim to high heat building conditions. where as if you are running around your heat buildup would be normal (possible explanation being air cooling)
Match rules:
Respawn time: none Lives: unlimited Time Limit: player set (maybe 5, 10 ,15, 30 min options)
Weight restrictions: light mechs only winning conditions:most points (combination of damage dealt and kills)
additional rules/explanation: ideally everyone is driving a light mech with identical speed, armor and available arsenal. that arsenal being as many lasers as possible the key fun factor is that everyone has next to no armor allowing even with a light laser the ability to deal some serious damage, with all your lasers in working condition you can instantly destroy any part of an enemy mech and yes if all lasers hit the center torso its a 1 hit KO. the fast paced destruction coupled with a near instantaneous respawn time creates a fun low consequences fast pased game.
Difficulties: balancing the size of the map and the distance between spawns was difficult to get down.
Lore relevant Game-types:
Clan Trail:
Type:1v1 to 8v8 (both sides just have to be equal
how its different: flip a coin, randomly selected person gets to call head or tails, the winning side gets to vote on mech weight class restriction (light medium heavy or assault) loser picks the battlefield/map/environmental conditions.
As a huge fan of Mechwarrior 4 mercenaries, a game i still play to this day i have to subject the Solaris Game type, this has probably already been suggested but incase it hasn't.
A Solaris Match would entail a Free For All match between any number (limited by map size) of same weight class mechs, these matches would take place on a variety of Area battlefields. (MW4:Mercs has a Colosseum style field, an industrial themed and Jungle themed areas.) last one standing wins.
Dropship Defence/attack: (or a ticket based version with a more traditional base)
defenders have a fully equipped base including repair bay but only one life, they have to defend the dropship until it takes off after a set time, attackers have to destroy dropship before it 'takes off' have unlimited lives but a long trek to get back to the enemy base. dropship base would probably have not turrets but use its own weapons whereas a traditional base might, if MWO gets any type of AI, it would be rather awesome to mark targets for the turrets to launch missiles at though.
Ill probably come up with some more as time passes please feel free to message me if you want any clarification.
#456
Posted 14 July 2012 - 09:52 AM
In the objectives of this game mode you must either complete all your objectives or eliminate the other team. There are a total of three objectives that you must complete in order. Each stage objectives get progressively more difficult for the winning team only. If a team completes an objective, the other teams objective reverts to a previous stage. With each stage won you unlock a respawn for your team, up to a total of three times. Keep in mind that each stage gets progressively harder.
#457
Posted 14 July 2012 - 10:10 PM
The base's HQ building would take longer to capture than turret, gate, and sensor controls, but ultimately, the capture of the HQ building determines the owner of the base. In addition, just to make things entertaining (and prevent the turrets from quickly turning on the enemy while they defend their own HQ), turret and gate controls will only function fully if their parent HQ building is aligned to the same team. A friendly turret control building and a hostile HQ would result in turrets that fire at neither friendlies or hostiles. A friendly gate control building and a hostile HQ would simply leave all of its linked gates open.
These buildings should be destroyable - though they should also be extremely heavily armored.
Because a match like this could last for 30+ minutes conceivably, each base should have mech repair bays - also capturable buildings which repair and rearm only friendly mechs. The repair/rearm capability per bay should be finite, but regenerate slowly over time (regeneration rate tied to number of active players in the match). With repair bays, respawns would be unnecessary, and zerg-rushing an enemy base would be quite foolhardy.
The only problem with computer-controlled turrets is that light mechs will inevitably perform much worse against them, so just as with an enemy mech, it should be quite possible to avoid a great deal of turret fire in a light mech. This could be done through limited turret firing range (for example, something like a gauss turret might be able to fire on an assault mech from 800 meters, but against a light mech, it will not fire unless it is within, say, 200 meters - and by then, the light mech can outrun and out-maneuver the turret).
#458
Posted 15 July 2012 - 04:32 PM
Let's say a 4vs4, lance vs lance. Each one has a captain. All stock mechs are available for this game, but only one of each, for both teams.
Map is chosen at random.
So captain 1 bans 2 mechs, captain 2 bans another 2, in a 1-1-1-1 fashion.
then captains choose their mechs in a 1-2-2-2-1 way, like:
cap1 chooses 1 mech
cap 2 chooses 2 mechs
cap 1 chooses 2 mechs (has 3)
cap 2 chooses 2 mechs (has the 4 needed)
cap 1 chooses the last mech.
then team deathmach is played with this lances for a best of 3.
#459
Posted 16 July 2012 - 02:06 PM
#460
Posted 17 July 2012 - 03:41 PM
ie strict weight limitations on engagments, (not allowing everyone on the team to run 100 tons) i know the devs are working hard to ensure playing a variety of weight classes is viable/rewarding, but i wouldnt mind seeing some standard game types with "nothing over 50 tons"-ish rules applied.
im still catching up on reading all i can about the game so if this is already how the game will work then feel free to delete this post.
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