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Game Type Suggestion



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#501 Brodan Wolf

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Posted 30 July 2012 - 10:06 AM

View PostZ Gok, on 29 July 2012 - 08:23 AM, said:

In my opinion, a mech game needs to have much action and the battlefield should be filled with mechanics.
Just take a look at League of Legends.
You are fighting with a Champion you choose and on the battlefield there are GUI's who are walking on their own.
I mean, actually tanks and aircrafts are the most important armory in the world right now and wouldn't it be realistic to add GUI's being tanks and maybe aircrafts? In the realism big mechs wouldn't be able to fight alone for sure and it costs really much to build one.
So, a PvP gamemode with added GUI's or BOTS who are fighting the other side is interesting in my opinion.

Also not to forget, a PvE gamemode is a must in the actual gameworld.
I've got much experience with other online games like Combat Arms and a few others.
If I take a look at Combat Arms, there are many PvE gamemodes right now and one of the most popular is "Fireteam".
There are various missions like surviving a zombie horde or running into a Headquarter to get some datanodes.
Those gamemodes can be implented into MW too in a different way.
Just like destroying a big Mech build from an unknown laboratory, which wants to destroy military bases or else.

or you could make it so you can buy a tank/aircraft and put your own wepons on it and the tank/aircraft would be cheaper just say sombody deleted there mechs and didn't have enough for another why not make it so the tank/aircraft is cheap and would be able to run it in any mode.

#502 VonLippe

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Posted 30 July 2012 - 12:07 PM

View PostSemyon Drakon, on 12 March 2012 - 02:49 PM, said:

Can we have some scenarios that aren't based on half Life or the Battlefield series?

This is mechwarrior. I am already displeased by the dropship style game as honestly there is NO precedent for it in Canon. If you want reinforcements, then support more machines and players in the scenarios. I see no reason that we can't have multi-company per side battles given the state of technology in this day and age.

I like the idea of campaign games where you have to stage your landing and set up an LZ, advance to contact, probe for intel, defend your LZ, stage deliberate attacks on objectives and withdraw under fire. Note these 'battles' see it from both the POV of the attacker and defender. We are fighting for worlds and by 3048 the IS Houses armies were well used to throwing large scale operations to take worlds. The days of sending a single company to take a planet are long gone, unless you want to lost that company when a battalion is sent to wipe them out.

The devs are doing a fantastic job on this game but please don't forget that this is a wargame, not a FPS and a simulation intended to introduce the idea of small unit tactics to Mechwarrior.

Rant closed

Semyon


Therein lies the major issue I have with the game as currently implimented. This is supposed to be armored combat (World of Tanks with Mechs). Instead, it's CoD with multiple weapons. Either mech speeds have to go way down, or weapons accuracy and map size has to go way up to create a game mode more like armored combat. These are tank equivalents, not footsoldiers. As such, any mech driver who races out to get to point-blank range of the enemy should be picked off and blow apart while still >1km away.

If the game stays a FPS "twitch" game, you'll attract the same client base as Call of Duty, etc. While completely turning off the Battletech fans like me.

#503 victorvndoom

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Posted 31 July 2012 - 12:42 AM

a solaris map, planet , dont know how mechwarrior online is with maps, planets etc ? Is there travel ?

#504 Khirzan Wolfson

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Posted 31 July 2012 - 12:29 PM

OK so i have 2 ideas right now:

1.) GLADIATORIAL TOURNAMENT
:P Basics
  • Players must fight in 1v1 matches for several tiers. to work up to the next tier
  • if devs want, we could even implement some sort of wagering system on tourny matches for extra cbills
  • I would do it as maybe 4 rounds: 1v1, 1v1, 4man FFA, 1v1
  • the winner would take all of the betting pot plus extra XP for ultimate victory

Second Game mode suggestion:
:P
THE HUNTED
  • a few people here may remember this from Valve's Team Fortress Classic mod for half-life. It was an excellent game mode. you have 1 mech become prey while other mechs are hunters. the prey can have a few defenders to add some strategy to the defense


#505 Lucas Dagger

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Posted 31 July 2012 - 09:21 PM

escort 8 on 8 one team has to escort some type of unit to some cind of exit and enemy team has to destroy that unlt

#506 RexMaximus

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Posted 31 July 2012 - 11:15 PM

Man there are some great ideas here, I would just love to see some objective type missions from any of the MW games. The Deathmatch type games get old after a few thousand battles. would be a great change of pace to do objective type missions like MW2.

And a way to get the urban mech in the game is have missions where everyone drives a pre set mech. have a few that eveyone in is in urban mechs running around fighting in a city. Urban-palooza or something.

#507 Arteste

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Posted 01 August 2012 - 09:01 AM

View PostAegis Kleais, on 12 March 2012 - 02:40 PM, said:

Wow.

I wasn't expecting anything along those lines. lol. Yeah, I guess I would really hope a game mode as....er.... unique...as that wasn't going to allow XP/C-bills, lol. Posted Image Kicking an Atlas head might take a freaking foot off!

Heck, damaging it should roll it in that direction... "He aims with an AC 20, He shoots,... HE SCORES1 GOOOOOOOOOOOOOAL!"

#508 Grobeck

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Posted 02 August 2012 - 10:56 AM

My Idea for a game mode is one that allows each player to select 2 of their Mechs for a total of 16 on 16. I would love to have a switch out Mech of say a Jenner and an Atlas. or two versions of the same mech. Call it Double Duty.... LOLz

#509 Brockit

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Posted 02 August 2012 - 05:01 PM

1v1 for each different mech weight class

#510 Joe Kid

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Posted 02 August 2012 - 05:58 PM

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 Had this Idea but will add this. There is a supply train and a lance of mechs must protect the supply line. Limit match to equal teams of One Commander, two scouts, two assalts, two mids that fire support. If enemy destroys train the enemy get a ammo resupply and can respawn one mech (decided by commander who that is based on whats needed or good) then switch. If supply train makes the check point the deffending team gets resupply and a respawn then attack the other teams train and or base. Commander can start stop train choose between an alt route.

#511 Vorov

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Posted 02 August 2012 - 08:15 PM

Sorry if this has been proposed already. I would LOVE if they add a max tonnage to the limited respawn / drop ship mode. For example, you could have 4 mechs/lives total, but their total weight has to be 250 tons or below. This would ensure that every player has to bring some medium and light mechs instead of just grabing 4 heavies or assaults.

There could even be a c-bill boos for every 5 tons under weight for up to 50 tons and then every 5 tons under that a penalty.

Edit: spelling.

Edited by Vorov, 02 August 2012 - 08:17 PM.


#512 Blandtastic

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Posted 03 August 2012 - 07:08 AM

1-beach assault on an actual beach from a "wet" navy. Defenders have access to artillery and fortified positions, attackers do NOT have the option to fall back but do have access to aerofighter or atmosphere fighter support and naval bombardment.

2-for crying out loud, there are an infinite number of worlds, so utilize it! Permanent sun cooking half the surface of the planet (making a fun way to enforce map boundaries), moon with low gravity and boiling ammonia, sulphur eruptions, radiation counter that builds up forcing both teams to leave the map on dropships or die by radiation. A planet randomly pelted with asteroids. And on and on. Perhaps the developers could hire and astronomer as a consultant for ideas.

3-Battletech...in...space...!! A hollowed out asteroid or ancient dyson sphere surrounding a fusion reactor "sun" would make an awesome multiplayer map. If low/zero grav is a developmental problem, then put spin on it. A gladiatorial arena in something like this would be an interesting multiplayer slugfest. Especially if the terrain can be blown open, sucking the opponent into space as a variation of the death cinematic.

4-Battletech trench warfare. It is plausible, specially since 'mechs are expensive, but concrete is cheap. Maybe a defensive perimeter around a city. Wide enough few 'mechs could jump over but full of tuns, dead ends and other nasty surprises for attackers. Like Petersburg, VA during the civil war. Or, a protracted war where defensive positions built up over time into a maze of trenches, like WWI.

5-Regicide, where the attackers assault a house palace in order to kill the helpless ruler. If the king dies, the game is over.

6-Forcible insertion by way of controlled crash of a dropship INTO a hardened target. Wasteful of dropships, but worth it for #5 above. Sort of like "Banana 1" helicopter crash insertion into Son Tay in Vietnam.

I am sick of the same forest/hills/volcano/terrestrial maps out there. It's science fiction. So be science fiction! Just because a planet is strategic does not mean that it can be terraformed or is inhabitable. The only planet within jump range but has a surface of liquid hydrogen would make a great example. No one would want to live there, but there is oceans of fuel that needs minimal refining. Who wouldn't want to control that?

Edited by Blandtastic, 03 August 2012 - 07:17 AM.


#513 PsicloneTwo

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Posted 04 August 2012 - 03:11 AM

hi all
this is my first post so no trout slaps plez
in mw2 online and mercs is was always a NR brawl that did it for me
mw3 had repair bases which was kinda kewl and the ac20 knockdown was always fun
mw4 was fun NR games and pop tarting was fun
the thing I always liked about NR games was that "fight or flee" feeling that I had and I knew evry1 else who was playing had....
BANZIIIIIIIIIIIIIAAAAAAAAAAAAAA was heard many times in my house.
I cannot remember the name of the map that was like a 3 tier castle with one main gate with a large open area but it was bulk fun to play
I have enjoyed reading ppls input into this game
I am kind of hopeing for 32 or 64 ppl servers NR mega mech battles!!!!!!!
mayb a conquest like BF3 ect but NR with repair bays at cost.
I know it has been said b4 but then teamwork is so important .
oh yeh and a wicked!!!! "YOU WON" screen .
have fun ppl
:P

#514 GrandKlaive

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Posted 04 August 2012 - 11:04 AM

Zombie Mechs! Seriously though I like the convoy idea with maybe supplies that culd replenish ammo, armor, and weapons. I really like the idea of a collateral damage on a civilian city. With this though I think the battle should continue until one sides mech are destroyed with extra xp or c-bills awarded to the offense for quickness of destroying city and mechs, and defense for number of mechs surviving and city left standing. I would also like to see a brawl type of game 12v12 free for all, no objective other than wiping the other team out.

#515 grimreaper

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Posted 04 August 2012 - 11:11 AM

Duel
6v6 players
1v1 fights while the other players watch. At any time one of the wtaching players can shoot which turns the game into a TDM game. However, there is a penalty to the attacking team for every mech lost. There is no penalty to the team that is attacked. Each 1v1 match gives score tot he winner. No repair between matches. Fights continue until only one team remains.

Evacuation (VIP)
12v12
One team tires to escape through a set of waypoints to an LZ while the other team tries to kill the VIP.

Datacore

4v4v4v4
4 lances fight over a Star League datacore which is placed somewhere in the map. The first to get the datacore and bring it back to their LZ wins. There are no respawns. So its entirely possible to kill everyone and then get the core.

Race
6 players
light mechs suggested
go around a set of waypoints, the first to the finishline wins. After someone gets halfway, all weapons on all mechs are activated.

#516 Tryptophan

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Posted 04 August 2012 - 12:51 PM

Sorry if this has already been suggested, but maybe something like a series of attack/defend. Perhaps with limited respawns, such as a total tonnage of redeployment for each side. Something similar to the battlefield rush maps. However, these objectives could be different than just destroy X, but maybe a series of capture the flag-like objectives, or maybe even different ones for each successive objective.

#517 Denara

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Posted 04 August 2012 - 01:14 PM

Hi everyone, actually all the ideas i've read on this thread are pretty good, but yet ther's something missing here, like a "global" event, something that leaves a permanent effect in the gaming world;

random missions against the factions (a campaign like maybe) i mean, Depending on the results of each mission, something happens on a global scale, like...the house winning the event extends it's influence in the area where the mission took place; that would be nice if we had a global map showing the influence of all the 6 houses, and we were able to choose where we want to join a mission, for example if you join a mission in the very earth of a rival house you should expect to be outnumbered during the scenario...

in few words i'm talking about a permanent universe, where players are able/free to explore, colonize, create an outpost on a remote planet, find resurces etc. perhaps limited to guilds and not to individuals, would be nice to have ppl playing as lonewolves and offering their services to the houses or even guilds as mercs (an ingame message board to hire mercs etc. would be nice)...ther's so much material about the battletech universe to choose from,

sorry i know all this goes a bit far from just "suggesting a game mode" but yet, i love this game and i hope for the best; deathmatches/skirmishes are fine but this game, considering the amount of lore/data available, can be muuuuuuch more then this.

p.s. any chance to have LAM's? ^^

Edited by Denara, 04 August 2012 - 01:16 PM.


#518 flaketen

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Posted 04 August 2012 - 03:56 PM

the mode i would like to see is something like this

A spy in our midst.
objective: kill enemy spy and escort friendlly spy to extraction point if both spies are killed its a draw.

setup: like a normal match but one mech on each team is a spy and he does provide sight for his team so you know where your spy is right away but the spies marker is friendlly until he comes into line of sight of his team then he is revealed to the enemies as the spy.

#519 kayjay

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Posted 05 August 2012 - 10:42 AM

Training Room Mode

#520 Naelobo

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Posted 05 August 2012 - 12:21 PM

There are some great suggestions here. I'd like to say that the base capture idea is a great idea, however, I think that would have to be in a "global" map with hundred of players and faction based combat. Otherwise it would be a campfest and would always have the defending with a decisive advantage.

Three game modes I would like to see are:

Trials: Competitive 1v1 or 3v3 matchups that allows for observers for bragging rights and salvage from losing mechs. By salvage I mean the losing team's CBILL wager for the match.

Ace Hunt: This could be a normal 8 on 8 but one player on the Ace team is the VIP. The Ace team knows who the VIP is but the other team doesn't. If the Ace is killed within 10 minutes then the other team withdraws for a loss.

Aero Strike: This would be three objectives, one primary for each team and then an extraction objective, spread out over a map where each objective has a defensive network, such as turrets and walls. Both teams need to get through a wall to laze each target for an Aero strike, each team would have one objective as primary, and once that is taken out, they need to get to the extraction Dropship to withdraw. if the team who lost their primary, destroys the other primary and stops the extraction, they win. If they don't destroy the primary but stop the extraction they tie, if the winning team extracts, then the other team will lose. Extraction can be stopped by destroying the dropship or destroying all the other teams mechs.





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