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Game Type Suggestion



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#621 Hauptmann Reinhardt

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Posted 15 October 2012 - 07:50 AM

View PostHangfire, on 12 March 2012 - 02:33 PM, said:

Hold until relieved.

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.


so kind alike a survival mode?

what is the winning indicator? Time limit? Defender Kills?

Didnt see it suggested, but how about the classic Survival type play.

It would require an ingame AI, but a Lance or two holds out against waves of enemies.


Its not everyone's cup of tea, but no single game mode will be.

#622 Werewolf486 ScorpS

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Posted 15 October 2012 - 10:41 AM

MWO: ONSLAUGHT





OVERVIEW: Onslaught for Mechwarrior Online brings together the Mechwarrior Universe and the very successful game mode used in UT2004. Onslaught is a team-based challenge that pits two teams in bitter warfare across massive terrain maps in a battle to destroy, capture and hold key outposts. The main objective in any Onslaught game is to destroy your enemies' Power Station. This critical point is usually located in the heart of your opponent's base. Sounds simple, right? Here's the catch - a Power Station cannot be damaged unless your team has a link to it.

How it works: Both teams have a starting main base that they spawn at. The difference in Onslaught is that there's a power station that supplies the main base with the power that is needed to build machines of war, but the power station is destructible and hidden inside a bunker. Each team must destroy the others power station while also protecting their own. The only way to achieve this objective is to create the necessary link to the enemy Power Station by capturing outposts to create the connection from your Power Station to the enemies Power Station. All outposts begin as neutral points in the level and once the capture point has been entered they begin to affiliate with your team. At this point the opposing team can only try to harass you; they can't capture it for themselves. This creates an ebb and flow to the mode which is an adrenalized rush. Once you capture the outposts to create the link between your Main Base and theirs you can then attack their Power Station to destroy it and win the battle. Beware that only outposts that have paths that link them can be attacked and there can be more than one or two paths to either Power Station.
Spawning – You can spawn at any capture point you control. If your forward capture point is attacked you can’t spawn there and must spawn further back at a locked capture point. This will reduce stalemates when teams can field assault mechs.
*In UT2004 Onslaught you have to power up the outposts (nodes) to capture them using the link gun, a tag laser could be used for this purpose if the MWO version wishes to continue this concept of the UT2004 ONS. If this were added to the MWO ONS then the enemy could destroy the Outposts power core at any base as its being powered up, which will hinder the enemy progress. This would work until it's been completely powered up to capture it, this would lock an outpost from attack if the enemy doesn't have a linking outpost of their own.

The Objective: Onslaught has two objectives for the player to achieve, Battle to win outposts, Destroy the Enemy Power Station to win ultimate victory! This is achieved in two ways. The first and most honorable way is by linking outposts that form a link to the enemy power station and attacking their power station to destroy it. The second path to victory is to hold more Outposts than the enemy when the timer hits zero. Once the timer hits zero both cores will start to count down till they go critical and explode. Power stations would start at 100 and counts down at rates that would vary depending on how many more outposts you hold compared to the enemy. If both sides hold an even amount then both stations countdown at equal rates and would be affected by team deaths, the more members die the faster it counts down, like the ticket system. Each member killed would count for one ticket of the stations life.


#623 Yalbn

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Posted 17 October 2012 - 05:11 AM

Hello all.

My idea is prob not a mode but maybe a mod or new game.

How about co-op vs AI mission modes with an RPG aspect to it. Boss fights with dedicated healing/repair mechs with defensive capabilities.

Who knows the sky is the limit but I would love to play something like that : )

#624 Takeo

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Posted 17 October 2012 - 05:01 PM

Not sure if this was posted but maybe a Search and destroy. one side has to defend a single or several targets from an attacking force. I know not to original but, who knows.

#625 Vanguard319

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Posted 17 October 2012 - 10:57 PM

I wouldn't mind seeing a mini-campaign mode.

Essentially, a team of players would participate in a series of missions set into a common scenario. You would face NPC forces ranked from green to elite, with your team's actions determining the outcome. These scenarios would range from easy, to extremely difficult, with the possible rewards increasing based on difficulty. the scenarios would periodically change to reflect the current situation in-universe.

an example:

It's the height of the Clan invasion. Your unit is bid into a battle against Clan Jade Falcon for a borderworld, your first mission of the set may be to conduct a recon patrol of the area. Primary objective would be to locate an enemy dropship, guarded by rear-line troops, with the secondary objective to destroy targets of opportunity that you may come across. The second mission may be to defend a Comm array from a regular force of Trinary strength (15 mechs), with a secondary objective being to protect nearby military assets (mech hangers, repair bays, ammunition trucks etc.) The final mission of the set would be an offesive against the Clan staging area, again, the primary objective would be to destroy all hostile forces, secondary objective would be to destroy military assets, and a tertiary objective may be to destroy the dropship itself before it withdraws. (bear in mind, killing the dropship would be extremely difficult.)

Players would be awarded C-bill bonuses based on how many objectives would be completed. They would also have the opportunity to claim salvage from the battle. (I honestly think this would be a good way to introduce clan tech to the game, since it's not likely you would be able to buy it initially.) Failing missions in the set would also cause later missions to change as well, in the above example, if you failed to find the dropship, and defend the staging area, you may wind up having to defend a withdrawal from the planet as you face elite forces.

In short, something not unlike The Neroimus war from Chromehounds with a little bit of Halo's Spartan Ops.

Edited by Vanguard319, 17 October 2012 - 11:00 PM.


#626 PaintedWolf

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Posted 17 October 2012 - 11:00 PM

Infantry Annihilation: You and a team face off endless waves of infantry. Kind of like a Tower Defense game, but with infantry platoons and you slaughter as many as you can with your Battlemech.

#627 Cloak

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Posted 18 October 2012 - 02:39 PM

View PostPaintedWolf, on 17 October 2012 - 11:00 PM, said:

Infantry Annihilation: You and a team face off endless waves of infantry. Kind of like a Tower Defense game, but with infantry platoons and you slaughter as many as you can with your Battlemech.


What if it was called Wolf pack? Sounds more catchy right?

#628 icervoid

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Posted 18 October 2012 - 10:54 PM

i don't see where , so i post here

on a e8500 proc 4gb ram geforce 560 ti win7 64
when i close program , it stops to respond and the only solution is to close it thru task manager

#629 Adam Steele

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Posted 19 October 2012 - 04:54 AM

I would like to see a 'commando conquer' where everyone plays a commando for either a team on team or free-for-all game. I think it would be hilarious and good fun.

#630 Primus Maximus

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Posted 19 October 2012 - 05:38 AM

View Posticervoid, on 18 October 2012 - 10:54 PM, said:

i don't see where , so i post here

on a e8500 proc 4gb ram geforce 560 ti win7 64
when i close program , it stops to respond and the only solution is to close it thru task manager


wrong topic. you need to report under BETA forum, not open forum (Log in to your profile and the forum will appear in the list)

just so you know that issue is known and being resolved.

Great ideas everyone - All the ones I cna think of have been covered. In the main I would love some PVE type modes - this game could easily match EVE Online for awesomeness if it could introduce AI (oh and destructable terrain moan moan :) )

THanks

#631 Duke Blaine

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Posted 20 October 2012 - 01:18 AM

One suggestion I have would be to have a year selection. IE, limit the mech selection based on the years they where developed and then you can trickle down to the equipment allowed to be used by those mechs. You would pretty much need more of an arcade setting that is completely different from the simulation story modes, however the money gained/earned would be problematic with that sort... so maybe just a way to increase the mechwarriors abilities? Just some random thoughts.

#632 Wescott

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Posted 20 October 2012 - 03:58 AM

A concept taken from Mech commander to retake a damaged base hold off skirmishers till your techs fly/motor in to re establish some working defences then hold until reinforcements arrive, only thing is not sure of the practical time line to accomplish this would be currently acceptable.
For the future the rewards could be gained and offered/provided to your Clan/House/Merc Group and used to repair and/or develop the Base or a Base from which in time new equipment and/or repairs could be offered at a discount, this base could later be improved to have weapons / stores etc. and possibly be incorporated in future inter House/Clan/Merc or Dev pvp events.

Edited by Wescott, 20 October 2012 - 03:59 AM.


#633 Hyzoran

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Posted 20 October 2012 - 09:46 AM

View PostPaintedWolf, on 17 October 2012 - 11:00 PM, said:

Infantry Annihilation: You and a team face off endless waves of infantry. Kind of like a Tower Defense game, but with infantry platoons and you slaughter as many as you can with your Battlemech.


How about infantry AND tanks? Since otherwise everyone is only going to be using machineguns and lasers lol

#634 Red Saint

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Posted 20 October 2012 - 01:00 PM

What About :) Demolitoin or Capture The Flag and Team Deathmatch,Sabotage, Search And Destroy, Deathmatch , Free For All, Flag Ball , Capture The Hill,Control Point, Payload, Wager Match, Training Mode, Death Ball , All out assult, Tag 'em and i can go on forever cmon guyz :D :wacko:


#635 Snowseth

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Posted 20 October 2012 - 10:37 PM

Destroy The Base:

Except the base is a essentially a massive stationary mech/vehicle, with weapons (SLs) that are manned by Dead players.
Win or loss is not based on taking out opponent mechs/team, but instead total damage done to opponent's Base.
~10 minute time limit.
Game continues until time runs out.

Even the team that gets wiped out could conceivably still win.

#636 Guardian of the Sphere

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Posted 21 October 2012 - 11:14 AM

How about forget modes in other games and make something new. How about a static battle with no time limit. The battle will always be between two houses. Anyone aligned to either of these houses can join the fray at anytime (and mercs will have incentives as well). Once one of your mechs is destroyed in this battle in can not be re used. You have a 150 ton drop limit to consider as well. The maps in this scenario would be rectangular and extremely long... making control points on either side easier to defend. If a side is having a shortage of reinforcements (fresh players) they would be forced to play differently; giving the verry real affect of warfare where sides are not all the time even. Each control point would need to be fitted with AI controled defences. I could see a Castle Brian being one control point and an Overlord Dropship being the other. Both able to help support a handful of players playing defense in hopes of fresh players. When the battle is over all players who participated will reap the appropriate rewards and the winning house will gain control of that territory. Once all territorys are controled on a planet, all members of the controling house will benefit from it. And control of every planet in the the Inner Sphere is the ultimate objective.

#637 Teeno

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Posted 21 October 2012 - 08:53 PM

The mechlab needs more data on the specs of weapon range/damage etc. Why should we have to access a wiki it should be available in game, and comparisons should be able to be made between weapons just as we do on mobile phone sites to compare device specs.

There must be a "class" file that holds a mech's current loadout/config. We should be able to save our configs by name and load...
there should be a simple view to see what we have in stock vs. what is required for the mech config we just loaded (if we no longer have this item) - also these configs should be able to be sent to other players so they can try your same config.

This encourages buying of components and spending money in game. Perhaps even pay other players for their configs if they take you down and you are impressed, the game keeps a share of the money in the transaction (I'm just trying to make this feasible).

I propose a extention of the mech lab : single player/multiplayer testing grounds, like a training simulator.
Sort of like the Mortal Kombat training mode - where a dummy or real opponent (NPC or multiplayer)
scenario can take place. So you can friendly duel friends and test mech configs. This is where we can use an external camera.

A testing area, example a set of ledges where one can jump and test their jumpjets.Dummy targets.
A set of mechs where people can get highest score or time to kill target... things like that for testing mech variants.
With some information on how many points of damage we've done.
This will take away from people being in game and make it harder to find a match, but once this game becomes overloaded with people trying to find matches.

So thats a few ideas for mech lab.

#638 Amanay

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Posted 22 October 2012 - 01:31 AM

Would be interesting to the possibility of modifying their car. That is, the designer Mechs, not simply choose one of the provided car modifications, but most of it to do what you want, such as the various arms, legs, body, and the like - because of this machine would be more diverse. Just at the moment it all comes down to what do you get a ready-made modification of the machine, and the difference between the various players only who - how many and what weapons to put on your unit. A machine in principle the same. Designer Mechs would help a lot more to diversify the game and add personality to each player. So as not to disrupt the gameplay to every machine edited in his weight class. It would be nice to cross hunchback and Centurion for example, or simply to make various parts for each type of machine separately.

#639 maddogg62

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Posted 22 October 2012 - 05:24 AM

i would suggest more battle types with more maps. maybe a game where there is 1 base and both teams try to capture the base. then when captured you have to hold it for best 2 out of 3 matches. if you are successful in holding it you get 3x's the credits & experience. I used to play the original BattleTech board game that was sweet to play because you had chances to find & retrieve new types of technology ( weapons,armor, mechs,etc.) :(

#640 arkani

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Posted 23 October 2012 - 01:09 AM

Solaris games.

This would be excellent to earn c-bils and practice.
Test new mechs configs.

Leagues/ladders style competition.

http://www.sarna.net/wiki/Solaris


This would cater for occasional players that just want to shoot something.
Also experienced players that want to climb up the ladder to became solaris champion.

Edited by arkani, 23 October 2012 - 01:48 AM.






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