#521
Posted 05 August 2012 - 11:54 PM
Like a big group of enemy unit protecting a base equipped with turrets and etc and we as the players have to work together to take out turrets and enemy incoming mech..
I'm a PvP fan but sometime getting away from PvP for a little PvE can give you a little room to breathe and relax a bit before jumping back into PvE..
#522
Posted 06 August 2012 - 04:21 AM
Semyon Drakon, on 12 March 2012 - 02:49 PM, said:
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.
Semyon
Something like this could be done in a similar way to the World of Tanks clanwar-style, where the clans try to capture and hold territory on a daily basis.
Each clan have a number of 'tokens' equal to the number of members, that can be placed on the map, for defense of owned territry or for attacking enemy territories..
If more than one clan try to attack the same territory, they will have a match to determine who get the right to fight the owner in a 'final' battle..
Any mechs lost in these 'final' matches are then locked for e.g. a week (maybe less) and cannot be used in clan battles for territory untill this time has passed.
Each territory could maybe grant the owning clan a small ammount of currency every day.
#523
Posted 06 August 2012 - 06:23 AM
Denara, on 04 August 2012 - 01:14 PM, said:
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? ^^
Just what i thought of! that would be an awesome mode!
#524
Posted 06 August 2012 - 11:22 AM
VonLippe, on 30 July 2012 - 12:07 PM, said:
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.
This... Is why im not buying in till i play. Even if i dont get founders mechs
#525
Posted 06 August 2012 - 11:37 AM
I know these numbers may not be accurate but i think the point is to make it so us pubbers dont get stuck fighting an atlas heavy team with a bunch of humpbacks.... (ok thats extreme but u get my point)
#526
Posted 06 August 2012 - 07:02 PM
There were two modes that really stuck with me. On the first page someone talked about a mode called territory. It involved the defense and capture of various bases around the map. Each base hase facilities in it and defenses that give the occupying tgeam bonuses like repair and radars and such.
Another mode was dropship which involved one team defending a downed ship while the other team tries to destroy it and the defending team. After a time the ship is repaired and its weapons systems are online. there is a time limit for the defending team to board the ship.
Love both these ideas. Here and there ive seen people mention a ticket system and i am opposed to this. Instead players should have limited amount of lives ( like 3). When one mech is destroyed the player cannot spawn in the same mech again. Keeps it a little more realistic and makes sure people still care about their mech.
Whether or not these modes happen i dont mind. I just think that future modes should involve structures and facilities. Makes the game a little more than just capture a flag or kill all the bad guys
#527
Posted 07 August 2012 - 11:38 AM
Winner is the team with most eggs, they get to be smug and have a bout of constipation...
Ok replace pickled eggs with lost tech, remove the constipation and you have a serious combat mode
#528
Posted 07 August 2012 - 05:46 PM
#529
Posted 08 August 2012 - 10:35 AM
As for the implementation in MWO this would be a great way for casual players and Lone Wolves to play as well as giving grizzled veterans the chance to prove they're the best pilot around. If implemented there could be different divisions as in the books: 0-35t, 40-50t, 55-75t and 80+t. There's also the opportunity to add an open division where any weight mech can be taken. Prizes in the form of credits, MC or even unique 'Gladiator' chassis varients could be awarded each season to the best pilots per division.
#530
Posted 08 August 2012 - 01:48 PM
#531
Posted 08 August 2012 - 08:43 PM
Edited by Sassy Bacon, 08 August 2012 - 08:44 PM.
#532
Posted 09 August 2012 - 06:29 AM
one team will get objectives to takeover/destroy an objective and the other team will try to stop them
there wil lbe 5 objectives to destroy/capture once taken they are not retakeable, defending team will have support by turrets (not alot of damage) and both teams will be able to repair between objectives, attackers get to repair once they capture a stronghold or base while defenders will have to go home to repair
#533
Posted 09 August 2012 - 09:55 AM
Aegis Kleais, on 12 March 2012 - 02:06 PM, said:
Not Really a game mode, but would use the same setup. Make a mode, and button on the User interface that can allow launching
into a Target practice map...static/moving targets..etc...for mech testing..also allow for groups to enter for group training areas.
In the old time Kali/MW2 days...the training itself was a lot of fun...some things you just can't do in the middle of battle...
-IA
#534
Posted 09 August 2012 - 04:43 PM
Each team spawns on opposite sides of the map, which features a central area containing a capture point. This central area is accessible from the midfield on either side of the map, and becomes a timed capture point after say, a 2 minute early-game skirmish. Capturing the point or eliminating the team results in victory. No respawns. To make light armor classes more viable, the maps could contain 'jungle' routes only accessible to shorter Mechs (low pipelines, fallen redwood, stalactites, etc). Another option is to set a total team tonnage limit to prevent Atlas stacking.
#535
Posted 09 August 2012 - 07:19 PM
Players spawn on both sides of the map. Defenders are closest to the two objectives, but they still have to run to get there. Defenders would most likely be unable to field Light Mechs. A Lance of Light Mech's rush an objective. The faster medium mech's on the defenders team see the Lance and adjust their deployment to counter them. The Light Mech's, supported now by Medium Mech's and LRM Mech's draw the attention of the defending team while a flanking force of two or three mech's move on the second objective.
would be fun.
#536
Posted 11 August 2012 - 03:00 PM
2 Lances on defence in a base, with light turrets etc
3 Lances attacking, with at least 1 Assault lance in the mix.
City based with a open green field where the base is located. Would be really a factory type of takeover map.
mmmm, dreams coming true
#537
Posted 11 August 2012 - 06:52 PM
#538
Posted 14 August 2012 - 03:09 AM
And the other game mode i could suggest what is not really a game mode , that we could have a testing ground where you can test your weapons and accommodate with your mech.
#539
Posted 14 August 2012 - 03:29 AM
warlord76, on 14 August 2012 - 03:09 AM, said:
And the other game mode i could suggest what is not really a game mode , that we could have a testing ground where you can test your weapons and accommodate with your mech.
the 1 to 1 challenge intrigues me. if i remember correctly the clans bid for the right to invade planets etc. this could be a good system, not sure how it would work thought but it would be a nice concept. 2 guilds perhaps bidding for the right to salvage a derelict or something along those lines. the higher the odds the more you salvage.
#540
Posted 14 August 2012 - 11:45 AM
Last man standing (basically Death Match) all v all
Convoy. . . . one team defends it till the reaches it destination. One team tries to either kills all defenders or kills the convoy.
Defender . . . . One team defends with less mechs but the advantage of position ie; high ground, choke point ect, and one team either kills all defenders or destroys the base.
keep it simple stupid
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