#541
Posted 14 August 2012 - 02:32 PM
I also like the idea of - Overlord: One team starts at an Overlord dropship and has to take an objective on the far side of the map to win. The other team has to destroy the dropship in order to win and starts at the objective. This just sound cool to me and would look cool in a game.
I would also like to see different battle modes with a limit on the maximum size of the battlemechs that are included. Light, Medium, Heavy, and Assault. This would make if fun for players who want something different.
I would like to see an "assault mode" where one side has to destroy two or three supply bases while the other team defends them. The defenders win when the timer runs out or when all enemies are gone. The attackers win when all three supply bases are destroyed or when all defenders are gone. This would reflect an objective type of game like those in mechcommander.
#542
Posted 15 August 2012 - 03:20 AM
This is Battletech - lets role play that! (this has been said and I agree - like the idea - lots!)
Give me succession war campaigns - timed rounds (limit worked out later), then a break for field repairs and salvage ops. Then into the next round. You lose your mech - wait for the next round where you jump in a new one from your mech bay.
Working out what to do in mechlab during the downtime would just add strategy to a good campiagn - time limit that too so it adds realism and limit supplies - drop ships can only carry so much. Salvage plays a good role here, then.
At the end of x rounds if the attackers objective is not met or they are all toast, defenders win. Reverse for attacker win, obviously.
I want salvage and c-bills and maybe some captured experimental (and rare) weaponry. I want a good campiagn where it matters how I configure my mech and I think this game would be the standout difference if it could achieve an online mutiplayer campaign.
If it can't be done - give me Mech warrior 5, single player game and I'll happily buy it.
Edited by Jay Kerensky, 15 August 2012 - 03:21 AM.
#543
Posted 15 August 2012 - 05:31 AM
#544
Posted 15 August 2012 - 07:03 AM
In WOT, last winter they converted from a Single Company Battle mode to 4 or 5 different modes. The end result? Everyone stopped using the top tier tanks because not enough people signed up for that mode - even though it was the only mode that was worth running company battles in.
If you give players too many options for battle types - you may find that some of the key battle types dry up due to lack of participation. On the other hand, if these different battle types spawn randomly from a single choice, then you get variety in battles without spreading the community thin.
To show the contrast:
1. If you give players a drop down list of 20 battle modes to pick from, the end result is that half of them won't see play. That might be fine if you are interested in giving players choices but, at best, you lost a lot of development time building the game modes that never see play. An even bigger problem is that, of the half, you may end up finding that game modes which are core, to where MWO is headed, become unplayed and it affects the development direction.
2. If you give players maybe 2 choices, and within those choices the different game modes are randomly selected - players may complain about not wanting some game modes (similarly to players complaining about not wanting certain maps). You will end up with tons of "suggestions" from people who want to eliminate a game mode from the available ones.
#2 is very much the better way to go, but you should be upfront about NO WE ARE NOT GOING TO ALLOW YOU TO SKIP A GAME MODE OR A MAP - because, otherwise, there will be a lot of forum whining about it.
#545
Posted 15 August 2012 - 07:43 AM
If you want to allow for a player to re-enter a match, such as a respawn, have him jettison from his mech and parachute to a base where he climbs into a backup mech preselected for that objective. That at least is reasonable. When is predropped reserves are exhausted, so is his ability to re-enter.
There are scores of spawn, die and re-spawn style games out there. I hope this will not turn into another one. Let losing mean something, to include the mech. Let salvage be possible, allow ransom, etc.
I would also like to see A.I. piloted mechs and encounters for missions. This would add a lot of depth to the game and allow a player who has lost everything to have a way to do "jobs" for various houses in rented or owned Mechs to rebuild his cash reserves. It would also be essential for new players to learn the game before they get pounded by an Awesome swarm or other flavor of the day team that will zerg them and chase them away from the game.
It is essential that there is something to do other than PvP.
#546
Posted 15 August 2012 - 07:50 AM
Kirkland Langue, on 15 August 2012 - 07:03 AM, said:
If you give players too many options for battle types - you may find that some of the key battle types dry up due to lack of participation. On the other hand, if these different battle types spawn randomly from a single choice, then you get variety in battles without spreading the community thin.
Another possibility is to use check boxes and when selecting team launch allow players to pick all of the game modes they are interested in and have the first available of one of those types be the one they get dropped into, or allow for a maximum wait time to get into their favorite before it drops them into one of the others selected. There are ways that a variety of modes can be supported, to include A.I. optimized for game modes that are less frequently played, or AI augmented that follow commander commands from the Battle Field Map.
I would VERY much like to be able to hire A.I. Pilots to augment our forces for odd hours, it would add a lot to the game
#547
Posted 15 August 2012 - 09:26 AM
I do not like the idea about doubled armor values, because this will make the game more arcade style, while original armor values will benefite tactical games with lots of maneuver warfare, which IMHO is essential for the classic TT.
Another disadvantage about doubled armor values is that original designs will allways have to little ammo, therefore modding your mech will become a must be.
Modding is OK, but playing with the original designs will also create an atmosphere of nostalgia which is very prominent for me, because I was intorduced to BT TT in the late '80s.
Edited by JackTD, 15 August 2012 - 10:21 AM.
#548
Posted 15 August 2012 - 05:40 PM
#549
Posted 15 August 2012 - 10:59 PM
Hangfire, on 12 March 2012 - 02:33 PM, said:
Massive map with a static position that needs to be protected by a single lance. Enemy lances hotdropped 4-5 km from position with orders to capture. Friendly lances hotdropped at intervals to relieve initial defending lance.
I'd take this idea a step further and say create mission mode where some power or other has something to protect or destroy or even scout... or whatever.. form the mech 4 mercs game, or get creative.. im sure you can come up with lots of reasons to hire mech merc companies. t would be awesome if the PvP part came in with both sides of the conflict hiring merc companies, or groups of players somehow organized that way... I guess this is sort of like dropship mode if that has defenders and attackers... but maybe with more background.... always a good thing for immersion.. I havent played yet.. looking forward to it alot.. been watching the youtube footage... would be awesome to see some footage of the games being played by all the testers. ;p
#550
Posted 16 August 2012 - 07:15 PM
#551
Posted 17 August 2012 - 04:16 AM
Stock Mech Mode: Stock designs only. No supermin-maxed custom builds. You take a mech from the Tech Readouts and you live with its flaws and advantages.
Although I guess both of these would rather be modifications of the other modes rather than actual gamemodes in and of themselves.
#552
Posted 17 August 2012 - 10:11 AM
#553
Posted 17 August 2012 - 12:44 PM
2 v 2 or 3 v 3 teams
each side is given 24000 requisition points
each time you die you lose points depending on the type of mech you died in
like a jenner is worth 1000 once destroyed its deducted from the team score
if an atlus is destroyed the team loses 4000
the team that reduces the enemy team's score to 0 wins
these matches can be quick and intense when it comes down to the wire
second idea: commander assault
this is like team deathmatch but, within each team there is a commander player and when the commander player falls the team loses.
there are two ways of doing it. you can have infinite re-spawns for all non-commander players and the commander player has enhanced abilities (ammo/heat reduction/armor/ etc).
game ends when commander is taken out.
second way is have round after round set up no respawns the round is over when the commander is taken down and players don't respawn until the round is over.
third idea: one on one duel to the death
self explanatory 1v1 fights
#554
Posted 17 August 2012 - 07:04 PM
I think we should have very tactical game modes so that when factions/merc units are fighting over a planet it feels right. Make the war take weeks, so it reduces the ability of one side to deny the ability to the other side to fight. Also allow defenders to destroy ie scorched earth to the attackers, and have the factory down for a long period of time. Make total war hurt both sides and it real too.
#555
Posted 18 August 2012 - 12:04 PM
Like what was posted prior, but less the power control. You can choose where to spawn based on strategic points captured.
Deathmatch is similar to Team Solaris Arena.
Solaris Arena:
A free for all. Respawn after 30 sec, first to X kills wins.
#556
Posted 19 August 2012 - 08:57 PM
#557
Posted 20 August 2012 - 02:32 AM
New vehicle: dropship (armed, unmovable, indestructable)
Participants in dropship: 24v24 or 30v30 or 36v36
The game is a standard „domination of mission area” 8v8 (or more).
Players in the ship can use dropship weapons (PPC, Large lasers) while they waiting for drop (prevent camping amd booring
Any mech standing near the domination flag at the time they winning the round, worth 1 point. (eg:if 3 mech survives, all mech must go to the domination flag. This side will get 3 point). The round is over.
After that (next 16-20 player), the game continues with the same rules.
Points are comulative, the side with more points winning the battle.
This mode requires more teamplay, and favors house clans, mercs with 30+ player.
Additional reward could be something house or merc related.
......
game-type: challenge
starting player pool: 4v4 or 8v8
rules: standard 1v1 fight. Survivor can fight with the next player.
......
Edited by ZeuS MPBT, 20 August 2012 - 02:34 AM.
#558
Posted 20 August 2012 - 05:36 AM
Linking seperate battles together to create a dynamic player driven campaign mode!
Step 1: provide a section of a map of the inner sphere complete with different planets in different sections.
Step 2: As people enter the mode they can choose what clan to be in unless the clan is already established. Allow for 2 - 5 clans per campaign. Allow Clans to challange other clans to campaigns. Set a time for the battle. Make it a big deal. Trash talk commence!
step 3: The Clan leader who is voted on by the clan is the General and he chooses the direction the clan will go. Each clan takes turns taking over planets untill all planets on the board are taken up. (alternate, each player votes on what the clans next move, majority rules)
Step 3: Each planet has 1 mech factory" and one "weapons factory". The number of "mech factories" the clan owns determines shared clan respawn lives for the whole team. "Weapons factories" determins loadout possibilties. Each clan will have shared lives for the battle depending on how many factories the clan owns. Also each factory will produce a different type of mech depending on which planet your clan owns. If you own 6 "heavy factories" 5 "light factories" and 2 "med factories" you will have 6 heavies , 5 light mechs and 2 med mechs for the clans disposal for that battle. "Weapons factories" will determine what types of weapons are availabe to equip the mechs with. One "PPC" factory simply unlocks PPC from the mech customization screen to equip on any mech in unlimited quanity. You get the picture.
Step 4: Clans attack other clans territory for control of the planet with each battle having real concequences. If your clan looses the battle, it looses the planet and the resources on it. If your mech gets destroyed, there is a small chance that the victor clan will gain salvage. SImply put, Clan A salvage 2 mechs. The next battle will add 2 respawn lives for that clan to use. So for one battle only if the clan owns med factories and they gain 1 salvage fromt he last battle it will add 1 mech to the next battle only. If a clan has to fight more than one battle per turn, players and clan resoures should be split in half and so on. If a clan fights many battles at the same time will open the possibity for as little as a 2 v 2 skirmish between players. At the start of the battle phase players will choose which conflict to participate in while the general will choose allocation of resources. Each general will have 20 secs to decide what to allow on each front. They can also see what the opposing general is going for so they can formulate a good strategy. Create a easy interface of drag and drop ships, each containg mechs or weapons. When the battle starts, players will have a few moments to choose a class and a weapons loadout based on the generals allocation of supplies.
Step 5: Battle rages on... If your home planet is over run, your clan is knocked out of the war. Warfare ensues untill one clan remains. All participating members of the victor clan gains a large amount of C bills for seeing the campaign to a sucessfull ending. Loosing clan members recieve a low to moderate amount of C bills for seeing the campaign to the end. A smaller reward is shown for clans who get knocked out sooner. people who desert the clan before the clan is knocked out recieve nothing. Deserters are labled as such, can not enter another campaign for 20 mins (much like wow dungeon deserters) Everyone who participates in the defense of their home planet or overrunns a capital planet will recieve a special bonus.
Note: game mode seperate from your traditional mech loadout. therefore you can use a heavy if you only own a light, it would be depenant on your clan's possessions and allocations for each battle during the course of the campaign. The connection to other game modes would be the reward to your bank account.
I think this would be a great way for battle tech savy people to enjoy the game. You get the awesome action of MWO but the cool strategy of a turn based game where each battle really means something and loosing has real consequences without being detrimental to the players actual mech. If your having trouble visualizing what im trying to post. Think of rome total war... but where every player is a unit in the over arching campaign.
#559
Posted 20 August 2012 - 09:07 AM
#560
Posted 24 August 2012 - 12:41 AM
At least if you have some kind of 'meta-world' thing going on.
So adding tanks and helis and all that could probably be done. But who will control them?
Putting players in the tanks? Dunno if people want to be cannon fodder. Not to mention no one would opt out of piloting a mech for a tank.
So perhaps a 'commander' role could be created. Something like in BF2/3 where you can look at the map from a top level view and command around people and said tanks. Though the tanks would be AI controlled.
Then you could have a 'mission' mode that could involve other units beside mechs.
(also 'meta' buildings, f.i. command centers that would knock out the long-range communications, etc)
It could also be possible to create 'intro'- or 'training'-maps where you go up against Player/AI commanded units.
And to make it really cool, if a player really commands the units, record what they are doing and use that as input for the AI.
This could tie in nicely with a global 'meta-game' concept.
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