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Game Type Suggestion



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#601 Paulwrath

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Posted 01 October 2012 - 01:20 PM

Okay, I wanted to read this entire thread to ensure someone didn't say this before me, but I gave up at page eight.

Borrowing from both the latest Battlefield and Modern Warfare games, I suggest this the following...
A Team or FFA game where everyone starts in a scout mech. Once you get a kill, you are put into the next level mech, from scout to medium to heavy to assault. The first person(or team) to get a kill with an assault mech wins. Just imagine a pack of scout mechs circling a lone assault mech, with each scout wanting to get the kill on the big guy without getting gunned down themselves.

Even as I type this I can't help but think of how each game can be customized to spice things up. For example: options that can be decided by the game host...
1. No respawn vs. respawn(if no respawn and no one reaches assault the highest level mech wins).
2. Team Vs. FFA
3. If it is a team game, Instead of first to an assault kill wins, each time a player moves up a tier his/her team gets a point, the team with the most points wins.
4. Everyone uses trial mechs vs. everyone uses custom mechs.
5. Every mech automatically starts with a single weak weapon(machine gun/small laser/flamer) that can only be fired by itself. Killing a mech with this weapon will downgrade his mech to a previous level.

Note that the previous list would only be options to be applied to a game, and that the host could pick and choose for each number.

#602 LanceHavenbay

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Posted 02 October 2012 - 09:20 PM

I hope the bumper mechs was a joke. xD

#603 LanceHavenbay

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Posted 02 October 2012 - 09:33 PM

Capture the flag was a pretty fun mode from previous games. Really gave scout mechs a chance to shine.

Siege Control, which would require larger group of mechs per team. 12/12. Large map, outposts(zones) that you must capture. Each zone has towers that attack you and resources such as repair bays and ammunition restocking. Your objective is to control as many outposts as you can. You can destroy and outpost permanently by destroying the associated buildings in each's center. However, doing so cuts off your access to those supplies as well. Neutralizing the tower/surrounding tanks/mechs claims the zone. Once the zone is captured, new tanks etc are deployed to guard the zone. Attacking the tower will not physically destroy it, but will disable it until you capture it.

After an allotted time, the team holding the most outposts wins. Or, the team that eliminated the other team wins. For each outpost you have control of, 1 teammate may respawn. This makes holding the outposts vital. If your lance-mate goes down, you must have an outpost captured, or he will be unable to be re-dropped. You cannot be dropped to a zone under attack. The only time you can be dropped to a non-zone, is at the game start. If you die and your team has not captured any zones, you will be DEAD for the remainder of the game. (Another options would be to respawn the player as a tank so they don't get bored... Or a really crappy scout mech.) Instant respawn no matter what would remove the need to hold and capture outposts. This is war. If you cannot conquer, and defend, you will not survive.

#604 Livemansleeping

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Posted 03 October 2012 - 02:34 PM

I like a lot of the ideas i'm seeing here, this forum is epic. I would like to express my concern for map size, 5km is all well and good, but its not actually that big. There needs to be a purpose to scouts, and recon. Information about the enemies movements should be valuable and as such, there should be a lot of space to move in.

#605 Ryken

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Posted 04 October 2012 - 05:23 AM

I would like to see a mode of single player / co-op scenarios vs NPCs. These modes are great at developing attack strategies for casual players. They could reward players with XP and cbills and minor faction progression. Though i prefer co-op modes, a single player mode could also be a way to introduce story line into game play and a type of single player experience that most of us grew up with playing older versions of mechwarrior. In the mechwarrior universe, mechs were the best form of warfare but not the only. I used to love game modes that threw in helicopters, tanks, and hovercrafts that i would annialate with machine guns and lbx auto cannons, weapons that were not optimal for use against mechs. Attacking a base or city defended by hordes of them would be a lot of fun and a change from shooting mechs. I love the idea of a survival mode that people have been posting. The clans had superior technology but they loved winning battles with the smallest force possible. The clans were notorious for auctioning assaults to the lowest bidder of force. This almost writes itself into a survival mode for a lance to defend an outpost with wave after wave of clan forces of greater strength. The base could have a mech repair bay for reloads and repairs between waves. Anyway ill keep this post short for now but there are so many other ways to take advantage of this. Multiplayer war games have come a long way and its time that they include the mechwarrior universe. This game can only survive for so long with simple mech on mech matches before it gets old.

Edited by Ryken, 04 October 2012 - 05:57 AM.


#606 oliveash

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Posted 04 October 2012 - 11:13 AM

I sincerely apologize for these suggestions as I assume they're buried somewhere in the last 31 pages; I just don't have the time to read through it all.

Solaris VII

Ranked dueling league. Small (2km-ish) arena-style maps with one-on-one duels. No customization limits (beyond the standard mechlab rules). Hold "seasons", say a month in length each, where you can drop into duels with any other league participants whenever players are available - similar to how the drop system works in the current version of the beta. Have each duel be capable of drop-in/drop out spectating by other players. Faction or Merc Corp allegiance would play no part. Small monetary rewards for victories with no repair/rearm costs for either player.

Keep rankings by W/L/T and the top player(s) each season get special skins or an MC reward or something. You could even break the league down further by weight class and tech level (once the Clans are fully introduced). Side gambling with C-Bills (not MC as that probably has legal ramifications) should be an option as well for spectators.

Gunslinger

Tournament-style dueling. Similar to above, though with no rewards (or repair/rearm costs). Winner of the entire tournament would get a custom title/rank/badge/hula girl/skin or MC stipend, etc.

Start it with a ranked system like I outlined for Solaris. At the end of a given "qualification" period, the top X number of players would then be bracketed and have to face each other to the final. Given a week or so for each leg of the tournament, players should be able to link up for the set duels despite geographical or scheduling issues.

Bloodname

Once the Clans are introduced and become playable, each Clan faction should have monthly Bloodname tournaments nearly identical to the Gunslinger tournament above. Only the reward is a custom title/rank and maybe a badge indicating they're bloodnamed warriors.

#607 Xeno Phalcon

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Posted 04 October 2012 - 01:56 PM

As long as there isnt a "Leg the Flag" or "Beat the beacon" i'll probably enjoy most modes.

But seriously, stick a flag on my mech and I will hurt someone. ( CTF and capture the beacon, worse game modes EVER put into MW4)

#608 Soulforge

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Posted 05 October 2012 - 06:46 AM

A Single player campaign mode...or Story mode maybe

#609 Laoks

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Posted 05 October 2012 - 05:22 PM

Dont know if this has been said but here goes.

1: recon mechs have way too many HP's no way should a jenner be able to take 2 ac 20 hits.

2: engines should be limited to weight not power size. A.K.A. a jenner should be aloud to have a 300 class engine. wouldnt have much else but if it fits should be able to wear it :D

Thats about all I have so far.

#610 Maverick Howell

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Posted 05 October 2012 - 08:13 PM

A protect the convoy mode sounds really fun and battletech like to me.

#611 Johnny Z

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Posted 06 October 2012 - 04:39 AM

There should be a mode (Campain mode maybe) that has a similar feel to a single player campain with proper objectives that make it feel like there is a reason to be fighting there. It would be almost like a CO-OP mode if the game had a single player, only that players would be on both sides.

What he said.

Also use of factions and win/loss control of planets/rescources would be great.

Use of light/medium/assault lances for possible stages of a campaign for a planet or sector would really be great.

#612 c33tz

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Posted 08 October 2012 - 01:38 PM

Theres way to many posts now for me to know if someone said this already... but I have a suggestion that I think would be a phenomenal way to enhance the overall cohesion of players and the Universe in addition to line up with existing ideas of faction territory control. (I'm not sure what existing plans layout in detail as per combat, or how easily the following can be done, but it would be a HUGE selling factor to players in my opinion and really help immerse people in the story/universe which i feel is/should be a strong goal for this game):

What I propose is the creation of real-time maps/servers, very similar to the World-v-World concept in Guild Wars 2, in which select factions can compete for various strategic locations, all within one large scale map (with "squad-up" capabilities would be ideal) on a designated planet on a real-time basis. The strategic locations could consist of mining facilities, forts, small cities, etc. accompanied with some AI defenses in addition to what I will describe next.

How this idea could be made immersive is by placing all players truely in a "mercenary" role (very much like MW4 Mercs) in which they can choose a planet, location and operation (an attack, defense or recon of a key location) which can provide various (dynamic) pay-rates depending on the difficulty, etc. (Ie: 120k if you choose to fight on the defending side of a mining facility which is already under attack and outnumbered 3:2 and are victorious in defending: 70k if you fail or get destroyed... OR 80k if you attack and are victorious, 50k if you fail or are destroyed)

This give people an interesting choice if they want to take on a challenge for potentially larger rewards (higher-risk, higher-return), or take the easy road and join the attackers with a rather low pay-rate, but could almost be assured victory).

Payements could be done in a few ways:
1) At the end of the operation, the player is simply added credits based ont he outcome to their account [**I would reccomend this if not too difficult or resource taxing**]
2) instant reward:
- if you survive and complete the objective = full reward on exit.
- if you are destroyed (one is sent back to lobby) you get a 'failed' payment (a little cruel in my opinion, so i'd recommend option (1) for this case primarily)
- if you fail the objective and survive, recieve 'failed' payment

My thought on being destroyed durring an operation (ie: once down, you are send to lobby to await results, take on a new mission, or take on the same mission with a new mech [cannot reuse the same one until mission is over]) was to add a sense of realism/urgency to condition and well-being of one's self while in the operation. It also adds to the "risk" factor in terms of repairs and re-arm for taking on an operation.

Thats my thoughts for now... again this would be one of the coolest things to see come to an online environment with Mechwarrior in my opinion and could be used to really drive faction alignments, mercenary roles, etc. to a way very rewarding to players.
(other concepts of "who leads the operations", etc would have to be discussed also... again I'm not sure the current plans for factions for MWO at this time)

Lemme know what you guys think... hopefully its doable (even as a long term goal) and people will support the idea. I think it would be fantastic and generate incredible demand within the game both beneficial to the company and to players.

~c33tz

(sorry abut typos... too lazy to review my rants)

#613 Orphiucus

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Posted 08 October 2012 - 04:04 PM

I wouldn't mind seeing something, and I know this would take some doing, similar to a theatre of war. Some of my favorite books in the universe are two forces clashing several times over a short period for control of a planet. Maybe we don't need it to determine something like that, but a game mode that encompasses multiple objectives akin to an actual war scenario or like a 5 game playoff for sports. As far as ranked team based matches go, it'd be fun to match up against the same opponents for a few games in a row as you would develop a feel for how they fight just like you would in the real world. If you go best of 5 then teams that are utterly mismatched get bounced without too much trouble quickly, and teams that are equal could go for all 5 games perhaps for bonus rewards (c-bills or Xp or something?)

For the following example, Combine will be defending a planet, Davion will be attacking.
First scenario should be Davion defending a point (ie for a dropship to set down), killing all enemies ends the scenario for either side, as does holding it until the time limit for Davion.
Second scenario: Combine should defend a point (supplies for the invaders or something), killing all enemies ends the scenario for either side as does holding it until the time limit for Combine.

Third scenario should be that the defenders have to protect a supply convoy or VIP (incredibly heavily armored of course). Davion must destroy the convoy, Combine must protect the convoy/VIP. Davion can win by just destroying the convoy/VIP, Combine can either keep the convoy alive till the end or destroying all Davion forces.
Fourth scenario Combine have to defend an entrenched position (fortress of some sorts) till the time limit (10-15 minutes) where as the Davion have to kill all the defenders or take over the point. Combine merely has to survive and hold the point.

Fifth Scenario: Straight up battle royale for the planet, may the best faction win.

#614 AllOuttaBubbleGum

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Posted 08 October 2012 - 05:18 PM

I'd be happy with a non premade mode. PUGS both sides.

Thanks.

#615 CrashieJ

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Posted 08 October 2012 - 05:46 PM

escalation. but with 1 custom mech from each player in the mix. infinte respawns.

everyone starts out at a light mech then move upwards as points are earned to heavier chassis, they will be temporary stock chassisalong with a choice to unlock your READY'd chassis once you hit that weight and point threshhold.

but I know what you're thinking "but why can't I have my atlas? That guy has an UberJenner!"
everybody has a chance to escalate to THEIR CHASSIS OF THEIR CHOICE whether it comes earlier as a JousterJenny, Gaussapult or later as a Fatlas.
but be warned: just because youre rocking the field as a custom Gaussapult doesnt mean someone on the other side just got their Fatlas and is stomping towards you.

but I know what you're thinking "infinite respawns? well I'll just suicide when I'm in red so I can get a new mech!"
people get points for kills and captures, and respawns might be infinite but every time you kill without dying you get a multiplier along with a multiplier for the weight difference; % up if the chassis is heavier, % down if youre killing runts.

STOCK
jenner
raven
commando
*earn enough points and you can either advance to the next chassis weight or unlock your Ready'd light mech*
STOCK
Hunchback
Medium mech
medium mech
*earn enough points and you can either advance to the next chassis weight or unlock your Ready'd medium mech*

etc etc...

depending on your loadout, custom mechs with more powerful weapons will be more expensive to unlock even if you have enough points to unlock the next chassis level, (ie your Jenn"ER" with all the bells and whistles might cost more points than a stripped Atlas with a bunch of small lasers)

it's hard to put it in words, but if I could draw it our for you you'd understand how balanced and fun it would be

#616 n3llyboy

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Posted 09 October 2012 - 05:21 AM

I would like to see a burrowing Mech that can drill through the hillsides and fire when it sticks its nose out. Peekaboo BOOM!

Or single soldiers outside a combat chassis who must plant explosives on the Mechs as they lumber through town. Set a charge and blow a leg off.

#617 Hidamen

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Posted 11 October 2012 - 12:03 AM

Hi All,

I don't know if anyone suggested this but may be interesting have a Mission mode, some kind of single player or co-op mode, which you go execute some contract against the machine i mean the game AI, just to have a mode that isn't PVP for players that don't like PVP and it still be a interesting game mode.

Just to highlight something that may be missing, that mechwarrior isn't a game just of mechs, we've turret's, tanks, planes and helicopter, dropships and so on this game mode may explore this aspect as well.

Thanks

Edited by Hidamen, 11 October 2012 - 12:04 AM.


#618 Primus Maximus

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Posted 12 October 2012 - 05:41 AM

Ok, first post and this thread seems very important to me as the types of game modes available going forward will be a major factor in the games success - and believe me I want this game to succeed as I have been hoping for something like this for a long time.
Having read some fantastic ideas, one that really is at the heart of early Inner Sphere psychology is the arena games on Solaris 7. This has been mentioned many times covering various angles in this thread (shout out to Arbhall, Pappa, G34R, Jgrahl, K2p2 Larchan Khirzan, Oliveask, et al for fantastic ideas.)

I think this has been the most requested game mode on all these pages so I wanted to summarise and add my own thoughts. It takes into account the canon of BT, other successful games (like Eve online, quake 4t, and previous MW games) This would need investment of time and effort from the devs/marketing team but the marketing opportunity (Via YouTube etc...) and the appeal for attracting paying customers seems too good to miss. After all, if we just plonk mechs in the usual worlds and say point and kill then it becomes no better than the free mods out there and older games (MW LL for example, though a great mod) so you could really go to town on the styling and delivery of this game type.

Solaris Tournament
Overview:
Arena based combat at various levels from training and casual to ranked and professional league, using instant or special 16 player ladder player based system with scaled rewards from the usual c-bills, through non-game changing bonuses, through to special and rare equipment.

Image is of the Quake 4 tourney mode that you used create some really intense moments at my LAN parties as you battled for the final.
[img]http://www.google.co.uk/imgres?q=quake+4+tourney&hl=en&biw=1680&bih=906&tbm=isch&tbnid=2IEqdllsJieMvM:&imgrefurl=http://pc.gamespy.com/pc/quake-iv/659641p2.html&docid=EbtpLZUXTz6jvM&imgurl=http://pcmedia.gamespy.com/pc/image/article/659/659641/440tourney_1129692530.jpg&w=440&h=330&ei=Ow94ULGXH8Ss0QXJmIGADA&zoom=1&iact=rc&dur=223&sig=117284124176120879539&page=1&tbnh=144&tbnw=192&start=0&ndsp=35&ved=1t:429,r:6,s:0,i:87&tx=113&ty=54[/img]
http://uk.pc.gamespy...v/659641p2.html

Maps:
Capture the Atmosphere of the baying crowd, custom made battlegrounds for the legendary battlemech pilots. A series of massive arenas but with live crowds. Think massive scale version of the Olympic stadium in London, but with a huge gladiatorial pitt with terrain elements that are randomly placed so no 2 rounds are the same. Designed so that you cant just run towards each other and then circle until one is dead. Maybe some oversized viewscreens that show the action, that the pilots can try and use to gain tactical advantage.

Modes:
As mentioned by others there needs to be a ladder based mode that players can enter and battle. below is a chart of options
Posted Image
https://www.dropbox....O%20tourney.JPG

hope the images come out.

With soo many players asking for this style of game I hope this is not ignored.

Thanks

Primus

edit - sorry images didn't come out, so please follow links instead :huh:

Edited by Primus Maximus, 12 October 2012 - 05:46 AM.


#619 Awesome Master

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Posted 12 October 2012 - 09:48 AM

I don't know if this has been said yet, how about capture the flag or maybe convoy:

CAPTURE THE FLAG:

This works with infinite respawn and you get the flag from one base to the other, if you die while holding the flag the flag will be placed on the floor. The enemy then picks it up and has to take the flag back to their base.You have to score 3 points to win the match within 60mins.

CONVOY:

This works by having one team guarding a convoy from point A to B on opposite sides of the map, there is several routs the convoy can take within valleys and mountains. The enemy team have to find them and destroy the convoy, the convoy will follow you and it wont move unless there is a friendly mech within lets say 200-100m. The convoy moves at about 40kmp/h so a group of heavy/assult could be useful with amybe a light mech scouting ahead and making sure the next area is clear. After the convoy reaches its destination or is destroyed the teams swap sides. Each match should last about 10-20mins


( I just noticed theese have already been said but i'll leave it here just to remind you lot who cba to read all of them and skip to the end, just so you can see the options.)

Edited by Awesome Master, 12 October 2012 - 10:03 AM.


#620 Scrotok

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Posted 14 October 2012 - 01:59 PM

What about a League Of Legends style play mode. Infinite spawning for low HP Jenners, defensive towers... it could be almost exactly the same as LOL, but from a FPS perspective.

Could be a LOT of fun.





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