Jump to content

Game Type Suggestion



808 replies to this topic

#641 redRNR

    Rookie

  • 3 posts
  • LocationCanada

Posted 23 October 2012 - 10:04 AM

A capture the flag mode would be awesome!!!

#642 Chaos Bringer

    Rookie

  • Philanthropist
  • 9 posts

Posted 24 October 2012 - 02:11 PM

War Escalation:

Were a group of 6-8 mech fend off waves of enemies that are controled by the computer. Each waves increases in difficulty. Each mechwarrior player only have one life so if you're dead... you're dead. players must also work together to reach NAV. points to get power-up (eg.repair bay, re-arm ammos, and extra points).
this game mode is intended to gain extra C-bill. so if you are poor and you need that extra nine thousand CB to buy an XL engine that costs OVER 9000!. then this game mode is for you.
also if by any chance people want to implement XP gain, it is possible for it as well, also a great way to test out how effective your new mech with that XL engine is in a field, weather you need an increase of heat sink or more firepower, and etc.

aside from that, is anyone having a small glitch when exiting MW:O cause whenever I exit the game the main screen turns black and I have to ctrl+alt+del to close the screen.

Edited by Chaos Bringer, 24 October 2012 - 02:16 PM.


#643 Any T Weh

    Member

  • PipPip
  • 21 posts
  • LocationPrague (Czech Republic)

Posted 26 October 2012 - 08:08 AM

I am really sorry, but I am not able to read all 33 pages of suggestions and discusion... so maybe its not original but...

I know it is pretty complex and not easy to make but I finaly found some idea for game mod and here it is :)

It's game mod which is really not good for PUG but can be really interesting for team vs team play. And It's unique and correspond with military atmosphere of the game.


CRASHSITE (8vs8)

1st Team:
Rescue squad:
4 Mechs as a rescue party droped somewhere in the edge of map

Survivors:
All survivors placed with crashed dropship randomly in the inner area of map
3 Mechs as a survivors randomly damaged (no components destroyed) and 1 Mech completely destroyed, pilot of destroyed mech is placed as a driver of transport vehicle (to avoid an AI in a game)
1 Transport vehicle contains survivors (crew from dropship, techs etc. ... just for a plot reasons)

Goal:
Transport survivors, especialy transporter, to the safe zone (start position of rescue party), so rescue party try to find the survivors and move them to safe zone
Destroy enemy pursuers


2nd Team:
Pursuers:
8 Mechs as a scouting party split into two groups distant from each other about 2 kilometers (approximately on the oposite site of map than rescue party)

Goal:
Find and secure crashed dropship
Find and destroy survivors transporter
Destroy All enemy Mechs

Game notes:
- Map for crashsite mod must be bigger then ussualy, probably about 20 kilometers in diameter

- Map must be a rugged terrain but not with easy defined places for orientation (because of future replayablity without easy defining for survivors where they are) or in best case randomly generated (in this case contrary the case of static map there could be some orientation points in the terrain :P

- Crashsite of course should be marked with some smoke but not visible from long distance (only for about 1000 meters) ... so not to high column of smoke

- Transporter could have an ability to repair (adequately slow) individual components of mechs, so if some mechs from survivors have a badly damaged leg or some crucial weapon system for defence it could be repaired, but there probably will be no time for this... or maximally one or two components

- Transporter should have an AMS and ECM for selfdefence from LRM boats but no weapons, transporter also should have a flare launcher for ability to mark his position (which can be advantage as well as disadvantage)

- Transporter colud have a better sensors than mechs for ability to better evasion survivors of pursuers (they are damaged and outnumbered)

- Transporter could be a tracked or wheeled vehicle or hovercraft, his maximal speed should be about 60 kph (same as average speed of medium mechs) and should be limited a little bit by terrain

- Rescue mission is placed behind enemy lines, so this team have no map or at least no details on map like grid letters (because of it could be really easy to report your teammates from rescue party where exactly you are)

- Also because of the mission is placed behind enemy lines, there should be some time limit for rescue (lets say 30 minutes)

Rewards:
Special c-bills/XP bonus for saving/destroying transporter
Special c-bills/XP bonus for capturing crashed dropship
Some special c-bills/XP bonus for saving survivors Mechs
Standard rewards from battle (scouting, components destroyed, kill, kill assist etc.)



So this is my hastily formulated idea and I am really courious how it sounds for my fellow Mech pilots :P

Edited by Any T Weh, 26 October 2012 - 08:14 AM.


#644 harrythedino

    Member

  • Pip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 16 posts
  • LocationUSA

Posted 26 October 2012 - 05:02 PM

I think that we could have a survival mode like firefight or zombies. Also we could have an invasion game type with capture points and a final objective. A game where swarms of local fauna (animals) or even flora ( plants) and that could have people in only small lightly armed mechs. And maybe an infection/flood/you die but come back as the other team, sort of like crazy house chess. And if anyone remembers Lego and maybe mine craft sort of a build your base and then fight it out with the enemy base while trying to destroy the objective. Furthermore we could have a king of the hill mode and a game type where you deliver a bomb of some sorts. Also halo 4 in 11 days I can't wait, don't hate me. :D

#645 kyuk222

    Rookie

  • 4 posts

Posted 29 October 2012 - 06:41 AM

base defense one team defense the base and the oder team attak no respan

#646 ice trey

    Member

  • PipPipPipPipPipPipPipPip
  • 1,523 posts
  • LocationFukushima, Japan

Posted 29 October 2012 - 07:32 AM

You know, I'm still very fond of the classic "Capture the Flag" games. They used to be in Mechwarrior 4 Vengeance, but that games' multiplayer went down a long, long time ago. Would love to see something like it (or a spin on the idea in order to help suspend disbelief) show up in the game.

Also, Zombie matches, in which a small handful of players try to hold a point against the rest of the players. Of course, it's got to be an easily defended position, and it should automatically select anyone in Assault 'mechs and Heavies.

#647 Dumper

    Rookie

  • Knight Errant
  • 8 posts
  • LocationPhiladelphia, PA

Posted 29 October 2012 - 06:22 PM

Rescue is the best suggestion I've seen so far. Cut out the transport's role, and just have a small number of randomly-damaged 'Mechs that have to meet up with freshly dropped teammates.

#648 Vyviel

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 458 posts
  • LocationTerra

Posted 30 October 2012 - 01:25 AM

4v4v4v4

Would be an awesome game mode.

Lance vs Lance =)

#649 Mazgazine1

    Member

  • PipPipPipPipPipPip
  • Overlord
  • Overlord
  • 368 posts
  • LocationLondon, Ontario

Posted 30 October 2012 - 03:22 AM

I think the biggest suggestion I can make for this game - make modes that are not based off of OLD style multiplayer. Games where you play with a single life just feel antiquated.. and NO this is not a "realistic simulation" , this is a game. This uses all the mechanics of the table top and others but it doesn't mean you can't respawn. Respawns are needed if you want the less hardcore enthusiast to enjoy playing. Having to die and wait 15 minutes for a match to end is crap. Please make game modes like Battlefield 3s rush, or even capture points, or king of the base/hill, making games where you have extra lives but not unlimited is also good. Giving players more of chance to play the game is always good.

If your complaining about game modes with respawning, remember you DO have the option to play something else. If Mechwarrior online wants to stick around, it needs to look at the MOBAs for inspiration.

Is it possible to add AI control bots? Low C-bill test battles would be nice to work out the controls and test weapons.

#650 Hodo

    Member

  • PipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 1,058 posts
  • LocationArkab

Posted 30 October 2012 - 05:39 AM

I have an idea....

We could have 5 factions in a giant map with hundreds if not thousands of planets that they could fight over. Each faction could be called a house, and each house could be centered around a cultural theme. Players would play as mechwarriors in these houses, and would do the fighting on each of these planets. They would gain ranks and C-Bills to buy better mechs. And there would be over 104 diffent mechs in game.

Oh wait that game came out, and EA canceled it MPBT:3025. Why couldnt PGI pick that up and do something with that franchise instead of a bad Activision game.

#651 XtremeLord

    Member

  • PipPipPip
  • 91 posts
  • Facebook: Link
  • LocationJakarta

Posted 30 October 2012 - 06:28 AM

i want a management mode where player can do

1. make manufacture plant / mech plant to create a new mech from standard mech market and capable to sell it to other player with MC or Cbills

2. make weapon lab to upgrade weapon from standard weapon in market and sell it to other player with MC or Cbills
example: Machine Gun MK2 that has more damage or range or even both

3. make a fortress to defend manufacture plant or weapon lab from cbill or MC
example:
- small fortress contain 4 turret of LRM 10
- medium fortress contain 4 turret of LRM 15 and 4 Large Laser turret
- large fortress contain 4 turret LRM 20 and 4 Gauss Rifle

4. the fortress should guarded or can be taken by enemy / other clan

5. A.I pilot can be purchased by MC or Cbills to actively defending or assault other base

6. A.I Pilot has it own level such as recruit - novice - veteran - elite

7. capital city of each house need to be protected or assault

8. capital city create amount of cbill each day to support war between house or nations

#652 Xeven

    Member

  • PipPipPipPipPipPipPip
  • 977 posts
  • LocationFlorida

Posted 30 October 2012 - 08:21 AM

One legged Race!

Two enemy dropships both take damage fighting each other. All the mechs on both decide to jump from the ships as they plummet to the moon below rendering one leg of each Mech inoperable. Both teams were left behind by their various Factions on a isolated moon, far away from anything, they all spawn at same landing point on map with a 10 second count down. All are missing a leg. One Dropship exploded on impact, the other was greatly damaged but could be repaired.

Goal is the first team to get to the disabled Dropship (the only way to ever escape the moon) and hold it for two minutes. Dropship will be far away from spawn point and be random each time the map loads. Map has no time limit.

View PostMazgazine1, on 30 October 2012 - 03:22 AM, said:

I think the biggest suggestion I can make for this game - make modes that are not based off of OLD style multiplayer. Games where you play with a single life just feel antiquated.. and NO this is not a "realistic simulation" , this is a game. This uses all the mechanics of the table top and others but it doesn't mean you can't respawn. Respawns are needed if you want the less hardcore enthusiast to enjoy playing. Having to die and wait 15 minutes for a match to end is crap. Please make game modes like Battlefield 3s rush, or even capture points, or king of the base/hill, making games where you have extra lives but not unlimited is also good. Giving players more of chance to play the game is always good.

If your complaining about game modes with respawning, remember you DO have the option to play something else. If Mechwarrior online wants to stick around, it needs to look at the MOBAs for inspiration.

Is it possible to add AI control bots? Low C-bill test battles would be nice to work out the controls and test weapons.

No. Not really. MWO does not need anything of the sort to stick around. They already have limited respawn in works for Dropship mutator. That will be enough.

Edited by Xeven, 30 October 2012 - 08:26 AM.


#653 renahzor

    Member

  • PipPipPipPipPip
  • Big Brother
  • 114 posts

Posted 30 October 2012 - 08:36 AM

Objective Raid: Premades only, 12v12.

Each player chooses 1 mech. Additionally each commander has a set of re-inforcement options with a tonnage limit that can be combat dropped between phases. These can include light/medium mechs for replacement, Ammunition drops, limited repair parts etc. Between every phase command will decide what to add to their combat roster, do any minor repairs, rearm, etc only off of parts brought along/salvaged or replace lost mechs with their limited supply.

Total time limit 90 minutes. Teams are devided among "defenders" and "attackers" with attackers attempting to destroy an objective marker deep on a defended planet.

Action takes place across 5 maps each with specific objectives to achieve for each team. The "end point" maps(1 and 5) would be a dropship, and the objective respectively, with the middle 3 maps being fought over for various control points.

The "middle " map(3) is where fighting starts, on the map are 5 objective points. The attackers can choose to disable or capture any/all of the objectives, or attempt to advance to the next map by capturing the defender's home base on this map. The objectives per map would include Early Warning Radar stations (gives the controlling team active radar within its radius), Artillery stations(controlling team may call in artillery on a cooldown timer), defended strategic bunkers on high ground, choke points, or other mission critical areas of the map, and secondary objectives to destroy/capture for additional end game rewards.

If either team reaches the opponents base and captures it, the round ends, and fighting goes on to the next map in the list based on which team "won" the round. If the attackers win, the next map is one closer to the objective of the raid, and vise versa if the defenders win. Between rounds, the commander makes limited repairs/rearm again based on salvage and parts available from what was chosen before the match. This forces commanders to be cautious about ammunition, repair parts, which objectives to take and at what cost.

Win conditions: If the attackers destroy the objective on the final map, -or- if the defenders push the attackers back to their dropship or manage to destroy the dropship, that team is the winner of the overall match. At any point between rounds either team may also forfeit the match, taking the loss but saving any additional material investment. If at any point all of one team's mechs and reserve mechs are destroyed, the match ends. If the time limit is reached, the game is considered a stalemate. Points and cbills awarded by points held, material damage done (or prevented by defenders) etc.

I really like the idea of extended an extended brawl with actual strategic considerations to make instead of just tactical ones. You may be able to take the artillery station, but if it costs you an entire heavy lance, is it worth shooting for? In addition, scouting would become more critical fire support from LRMs would be very effective but costly as ammunition could be scarce etc.

#654 Enigmos

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,290 posts
  • LocationPhiladelphia

Posted 30 October 2012 - 11:44 AM

Assassination

Environment: River City variant.

Defending drop limited to 400 tons
Assassins drop limited to 8 mechs

Installation to defend has an Armory offering repair/rearm/respawn services to defenders unless the Armory is destroyed. Armory has 300 hitpoints.

Primary target is a bunker with 800 hitpoints, but which may be LRM/SRM targetted and tagged.

Story: Bunker ostensibly houses high value intel asset currently being debriefed.

Attackers have 20 minutes to destroy primary target.

Additional rewards accrue for attackers for destroying armory and defenders.

Defender rewards accumulate per full minute, per assasin mech destroyed, and a bonus for a successful defense.

Edited by OriginalTibs, 30 October 2012 - 11:55 AM.


#655 Corvus Antaka

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 8,310 posts
  • Twitch: Link
  • LocationInner Sphere

Posted 30 October 2012 - 11:58 AM

Definitely need a respawn mode - eventually one with 8 lives in a battle...something we can get real waves of battle going back and forth. I like your game type idea.

Not sure I like MFB's coming back, but with matchmaking & balanced teams it could work - and I would like to see them ingame if they are not too OP. Maybe 1 repair per mech?

A CTF gamemode with full respawn of 1 mech with repair costs & income evening out over a 30 minute match could be very functional and fun too.

#656 Durahl

    Member

  • PipPipPipPipPipPip
  • 246 posts
  • LocationTerra

Posted 30 October 2012 - 02:07 PM

Mhh... Does the BattleTech Franchise know of any Alien race that could act as Cannonfodder?

If so then I'd like to see something like this just for the lulz:

Basically a countdown Base defence against stronger getting waves of AI enemies until your Dropship for escape has finished launch procedures and is capable to aid you with retreat using a hailstorm of Firepower and an awesome Cutscene while doing so.

If the Franchise doesn't know of any Alien race that could fit in then maybe have map be a research Base for Biological weapons on an asteroid that, after the dropship picks you up, gets blown into kingdom kong to prevent the "plague" from spreading.

#657 Hatachi

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 456 posts
  • LocationUSA

Posted 30 October 2012 - 02:57 PM

This idea has enough to it, it would half to be a far off addition, but I think it would be extremely popular. It's basically Mechwarrior crossed with DOTA. It would be twelve on twelve with dropship style backup mechs. Each team would start at a large base, at which infantry and vehicles would spawn. The goal would be to slowly push through the opposites teams outposts *think towers* to reach their base and destroy their dropship. The catch would be Infantry *probably carried by APCS* would be the only ones capable of clearing out outposts, barracks, etc. No upgrades or anything like that from dota, just the general map structure, map flow, and objectives. I think 3 "laneish" areas and have it be 12 on 12 for lance battles would be fantastic.

#658 ManiacMachine84

    Member

  • PipPip
  • Legendary Founder
  • Legendary Founder
  • 24 posts

Posted 30 October 2012 - 03:10 PM

I don't know if it has already been suggested, but a "supply run" scenario would be cool. One team has to defend a supply caravan through different nav points and the other team has to either wipe out the caravan. Points can be given for the usual mech stuff but also bonuses for killing someone that hit a caravan unit and bonuses for destroying a caravan unit and spotting one.

This could even be used in the community warfare setting as well. A successful supply run scenario as the defender nets that home unit more rep or supply or something positive and the reverse for defeat, with the opposing group netting the gains.

#659 Salient

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 538 posts
  • LocationTerra

Posted 31 October 2012 - 09:40 AM

4v4 arena, everyone starts 500m from each other.

Really, this should already be in the game, this base capping headache is getting old.

#660 Randodan

    Member

  • PipPipPipPipPipPip
  • 322 posts

Posted 31 October 2012 - 11:11 AM

Missile Defense mini game Your 'Mech is pitted against landing dropship miniatures (could also include a target range). Single player only. Perfect for testing out configurations; could also work as tutorial to familiarize oneself with the game.





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users