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Game Type Suggestion



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#561 Fenriswolf

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Posted 24 August 2012 - 02:13 AM

Game Mod : Clan War

Where : The Universe (sectormap with sectors which can be aquired by attacking a opponent Clan/Faction)

Mechs : 12vs12 or 15vs15 15 mins Time dropped by Pods

normal xp/moneygain by killing and securing the enemy base

Rounds : up to 10 for multiple Clans to attack a sector with 1 clan defending which holds the sector in the last match / k.o. system for the first 9 rounds to eleminate the other clans which also attack the sector

surplus for sector extra income for the clan holding the sector on the map

Game Mod Defend : Defend your Base against a opponent which has to cease your base

Mechs: 12vs12 / 15vs15 time 15 mins

Rounds: 1

normal gain xp / money

Game Mod Teamdeathmatch Arena : A teamdeathmatch with ladder (ranked games)

Mechs: 2vs2 / 4vs4 / 1vs1 / 5vs5

Rounds: 1-3 time 10 -15 mins

surplus get points for ladder and get ranks / title (perhaps some income or mechequip for this mod as goody desinged for this mod)

Game Mod Hold the Line : Defend your Position against the Enemy (Deathmatch) no base only killing

Mechs : 12vs12 / 15vs15 time 15 mins

Rounds : 1

normal xp / money gain





And perhabs it is possible to fit ECM and ECCM to the Mechs to minimize the spotting over longrange and to disturbe communication between opponent mechs

Hope i dindt repost to much gamemods which where already suggested.

Edited by Fenriswolf, 24 August 2012 - 02:17 AM.


#562 flamebeaux

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Posted 24 August 2012 - 12:39 PM

hmmm i was just playing mechwarrior 4 and i realized there was several missions where we had to escort and kill escorts.

i was thinking of escort missions one team defends and takes special cargo to designated location.

the way i would want to set it up is that there are two bases the convoy will be neutral and are not as attack targets the way is take control of the convoy as it makes its way to your base each time you bring it to your base you earn a point. however enemies are able to steal the convoy by killing all the escort mechs around it. once the convoy surrenders you take control and protect it to your base. there should be infinite respawns but should have a 20 ~ 40 second respawn time.

i would say teams of 6 should be good. or 4 v 4 might work too

#563 Ic4C0ld

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Posted 25 August 2012 - 08:16 AM

How about :
Something called like an "RAID"
idea could be used as an FFA,Co-op,X amount of players vs X amount.
To either Defend it,sabotage,attack,defuse bomb.
----------------------------------------------------------------------------------------------------
Have the developers thought about
Co-op?
Or Invasion?
Capture strategic resources on world map(could be clan based)
How about NPC mechs?
And Free roam?
play MWO as quests? could be neat. or is it too solo play?
Tournament?
Game mode : Gladiator.. i imagine it as a giant mech Colosseum with limited weapon choice that could be generated randomly.player has to battle other players with random mech with random an limited inventory. this way player mech knowledge and skillz will be tested 100%
A must is defenetly TDM DM

How about King of Hill?

Cheers. Ic4C0ld.

#564 Banekane

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Posted 26 August 2012 - 11:12 AM

Race Mode

​Idea: Drop 2 lances on the field team 1 and 2 and both Teams must either try to win the race by reaching a goal from the drop zone or destroy the other lance this will need to put the full community and roles to use as the goal is a high payday reward there are also other obstetrical to overcome as well such as terrain

another mode could be

Scavanger hunt mode

where 2 teams of either lances or companys or any between get put into a zone and have to reach waypoints that only the commander can find and lead the group to once at a waypoint a new one is unlocked and set after a time limit the team with the most waypoints wins how ever if a team is destroyed or unable to pass command to a new command unit then the game is over and the team destroyed losses automatically or the team losses all command units lose auto regardless of how many waypoints

#565 Rendall

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Posted 26 August 2012 - 04:39 PM

has anyone suggested some kind of story mode?

#566 Tardstrong

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Posted 27 August 2012 - 05:06 AM

Lord of The Pit
Just like King of the Hill but in a giant crater.
Reasoning: People can back down a hill to take cover when under fire (good tactics) but if you are in the bottom of a crater there is little to no cover. Taking the pit should take more teamwork; covering who is capping, scouting the pit etc. A crater also encourages combat since there isn't a big damn hill blocking shots.
The rim of the crater should have good cover and concealment which lessens as you descend. Leading to a clearing around the capture point.
Flavor:
Holy ****! Our big and expensive thing crashed. Grab you friends and see if it's broke.
Or
Jesus Christ! (or 'By Blakes Hairy Toes!) That big damn crash sounded expensive and really big. Grab your friends and bring me whatever it is.

#567 Tardstrong

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Posted 27 August 2012 - 05:13 AM

Since there is a total of up to 24 mechs...multi-team matches.
3 teams of 8
4 teams of 6
6 teams of 4
8 teams of 3
12 teams of 2
FFA
More teams could lead to more chaos and more fun!

#568 Banekane

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Posted 27 August 2012 - 08:24 AM

thats a good suggestion Tardstrong i like it my scavenger hunt mode idea was to put use of command tactics and the pit idea is basically the race mode i had envisioned but to a more detailed setting as with race mode my idea was there is a cache worth allot hidden out there go and retrieve it asap but that pit idea is awesome version of my race idea i take it first team to successfully reach and claim control of the center of crater wins

#569 theblackdeath

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Posted 28 August 2012 - 09:36 AM

How about a challenge mode that you can work with a group of friends verses a bunch of NPC style scenarios. You could have just single player one or 2-4-6-8 ect. ones.

#570 Banekane

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Posted 28 August 2012 - 09:38 AM

View Posttheblackdeath, on 28 August 2012 - 09:36 AM, said:

How about a challenge mode that you can work with a group of friends verses a bunch of NPC style scenarios. You could have just single player one or 2-4-6-8 ect. ones.


you mean like a survivor mode where you fight till destroyed or your team is destroyed

#571 Xenok

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Posted 29 August 2012 - 11:54 PM

Base War

Each side has a base, this base has all mechs that each player owns in the base. If a player taken out, they can choose another of thier mechs to take to the field again.

Each base has two repair bays

Each player could choose 1 of the following fixed point weapons to be placed in several specific areas around the base.
ER PPC
AC20
ER large
Gause Cannon
Dual Medium Lazers
....

If it were possible from a code level without redesign the player may place them anywhere they choose on the map prior to the start of the match, but they must be within 200 meters of the base.

Base War Maps
* Maps for Base wars would be large allowing for battles well away from both bases. It should take painfully long travel times to get around in a speed 48 mech
* Each sides base would be approachable from all sides with enough distance to easily hide an approaching lance.
* Large groups of players say 16-32 per side.
* Game Timer would be 60 minutes

Victory Conditions
* First side to destroy all base fixed position cannons and both repair bays win.
* If one side runs out of Mechs they loose.

#572 Venaf

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Posted 04 September 2012 - 07:45 AM

I admit, I didn't read the whole thread, just the first 6 pages or so, before realizing how much there was to go through. So my apologies if this has been suggested.

Hold the Line

Opposing teams try to capture an initial objective, same objective for both sides. Once one side is defeated, the victorious team has a short time to repair and rearm.

Full groups only. No respawns in match. Plays like current deathmatch mode in first match, but with one objective capture point for both sides. The winning team is thrown in to another match in 5 minutes or less, and they can only use a small amount of their salvage to repair between matches (50-100k per mech, just a rough estimate for now), which can revive disabled mechs.

After the initial victory, the defending team is now holding the objective and must destroy all opposing forces or not get the base captured for a set time (5-10 minutes?)

Each successive win nets an XP and C-Bill bonus or multiplier when they finally get worn down; the bonus getting greater and greater the longer you last.

If not obvious: The defending team is facing fresh mechs each round, while they may or may not have managed to fully repair or reload. To compensate somewhat, the point should be fairly defensible, a fortress or the like.

Possible different implementations:
  • Company commander is the one allocating repairs/ammunition to his company, so must make choices like which assault doesn't get full armor repair or who goes in without a full missile bay.
  • Faction warfare? Part of the system used to determine if a planet is captured; holding key points long enough nets points towards capturing the planet (And you don't have to end your winning streak in a loss, your objective is completed after a certain number of rounds)
Edit: Scrolling back, found that the page right before here had something of the same idea, although a little more general (I like this one too!)


View PostJay Kerensky, on 15 August 2012 - 03:20 AM, said:

Spoiler


Edited by Venaf, 04 September 2012 - 09:33 AM.


#573 glycerin

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Posted 04 September 2012 - 06:47 PM

OK, I've searched and couldn't find it, and when I suggested it via TS3, I got a very positive response. Of course, It would all depend on implementation. Here it is:

Random Mechs Team Battle (Team Test of Skill) (either name would do, I suppose)
  • This would be a modifier for matches with organized teams, much in the way groups are currently implemented. They could also be pugs vs pugs, but never mixed. (easy distinction to handle server-side)
  • Battle size: 4v4, 8v8, 12v12.
  • These matches would randomize what mechs/variants would be dropped and who pilots those mechs.
Whatever happens, THE OTHER TEAM HAS THE EXACT SAME MECH DROP AND LOADOUT AS YOUR TEAM. 1=1 ratio on everything.

This will be a huge test of piloting skill, communication, and tactical prowess for the teams. It can also be used by clans/houses as training grounds or to prove who is best (or who is playing in a match for a planet!) The competition could be fierce! Who has the best team!?!? Random ladder tournaments!!?

Imagine getting in with a small group of friends and being dropped with a Cicada, Raven, Centurion, and an Atlas. You just got randomly put in the Atlas. How would you play? What would priority be? What would you tactics be? Are you even any good at piloting an Atlas?

Next drop, 12v12, your clan against another. Different variants of Ullers, Vultures, Mad Cats and a Masakari drop. Where can you go to get the most advantage? Who is at the front of that lance? The normal clan leader just got dropped in an the only scout mech. Does he still command? Is this the new recruits Trial?

I think there are lots of possibilities, especially with the variations in the maps and mechs that we have been told about. I think there should be a decent sized C-Bill and/or XP modifier for winning in this random type of match as long as it is pre-made vs pre-made or pubs vs pubs.

remember, it is a test of skill, not of loadout!

Edited by glycerin, 04 September 2012 - 06:49 PM.


#574 Knight82

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Posted 05 September 2012 - 04:41 AM

I vote for:
-A gamemod for a arena, like in Mechwarrior 4 mercs. Mech Pilots could challange each other, for Last man Standing or Lance vs Lance, for different mech classes (light medium and heavy...) with entry fees and price money, special weapons and titles. ^^
That could be really fun.

- Small PvE Senarios where a Lance have to defend a Convoi agaist AI, defend or attack a Base or just defeat a Group of AI Mechs, Tanks and planes or so on...

I am against:
-Boss battles (seriously? :ph34r:)

Edited by Knight82, 07 September 2012 - 02:07 AM.


#575 Keboros

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Posted 05 September 2012 - 01:27 PM

I don't know if anybody has touched on this yet, but I would like to see a Melee mode were equipped weapons are only melee based. Now i know this doesn't allow for alot of variation ( scince the mechs are primarily I.S models), but hat I was thinking about was including some of the old I.C.E mechs like the forestry or construction mech. You know you want to see two giants duking it out with chainsaws, axes, and giant weapons of mass separation.

#576 Amechwarrior

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Posted 05 September 2012 - 11:10 PM

This is a mode I can't go into details about due to NDA but here is the jist of it:

Boss Battles

1 Assault 'mech, remaining team is Light 'Mechs. The Assault (the Boss) stays at base and his minions (the lights) go off to kill the enemy boss. This mode has lead to much hilarity and good pilot training for everyone involved. I wish I could say more as this is becoming our groups favorite gimmick, but this is the public end of the forums.

#577 Vorototh

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Posted 06 September 2012 - 03:49 AM

My dear fellow MechWarriors,
so far I just love the game, very good work!
However, this being a Beta and whatnot, I came up with a few ideas I want to share with you, oh most illustrious Programmers (hoping you actually read this).

(1) Until now, every version of MechWarrior has had an angelic Computer Voice, erotically breathing stuff like "Critical hit: Particle Projector Cannon. Critical Hit: Weapon destroyed." into my ear, thus abating my terror and soothing my fearful mind to no end. Therefore I do beseech you: Please - PLEASE - get us such a spheric Computer voice! I mean it, that would be awesome!

(2) Would it be possible to get a better description of the modules, be they Weapons or other stuff? More details about damage, produced heat etc. - I would appreciate this, and I'm sure so would a lot of others

(3) Could we please have no other limitations than Weight, free slots and weapon category? Because it seems a little odd if I can insert an AC 20 or a Machinegun, but not both. The way I see it (and the way it was in the other MW games), weight, free slots and a fixed category are limit enough. If I have free slots left, why should I not be able to fill them up?

(4) What I would like to see are burnmarks and other battle damage on the 'Mechs. Would be cool ...

(5) Destroyable surroundings would be a tremendous plus! How awesome would it be if I could just blow up buildings?

So please guys, consider these (more or less) simple requests! Thanks in advance

Vorototh

#578 buttmonkey

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Posted 07 September 2012 - 02:42 PM

not sure if this is said already, i know i have said it before and made a topic on it but anyway,

ultra light mechs or elementals/power armor.
not in the same match as mechs but like a 12 v 12 or something along those lines.
if there is to be a campaign mode one day, special levels where it is required that you own on of the above listed in order to do certain special missions

#579 OrionDarkwood

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Posted 10 September 2012 - 04:32 AM

My suggestions are (and probably are dupes)

1. Dominion type mode where the team has to capture and hold resource points with allow them to repair their mechs and maybe exchange them for larger mechs (something like the all players start out in light mechs, once a point has been captured that team can now have medium mechs)

2. Last Stand - all players are fighting waves of AI mechs until the dropship arrives

3. Solaris - Enough said aka arena combat 1v1 - 3v3 max

#580 DocBach

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Posted 10 September 2012 - 07:42 AM

Both teams drop in a random location, one signal beacon is dropped randomly in the map roughly the same distance away from each drop point. Beacon has to be visually located, when one team locates it both teams are alerted to its presence on the map.

Each team has to either capture the beacon with a bar that fills up - however, the other team can reverse the progress by standing in the area unopposed - goal of the game is both teams want to hold control of the beacon until their capture bar fills up.

One objective in a random location would make the game much more dynamic and entail the use of scouts to locate the objective.





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