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Game Type Suggestion



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#661 Stardancer01

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Posted 31 October 2012 - 01:56 PM

Dynasty Warriors scenario
Based on the 9+ Dynasty Warriors games which simulated the battles in the wars between the feuding Chinese states. Shouldn’t be too far from the feuding powers of the inner sphere.

Basically there are a number of gates (on each side) each constantly spawns soldiers at a rate dependent on the number of map sectors occupied. Each spawned unit displaces the one in the sector beside it, that in turn displaces the unit in the next sector or moves into a new sector or moves into an enemy sector and stars a fight.
If the gate guard is killed the gate no longer produces. Once all the enemy gates are destroyed you win.
The Heroes try to destroy the enemy soldiers (helping their own), destroy the enemy gates and destroy enemy heroes. If the Heroes run too deep into the enemy they become surrounded and overwhelmed.

Replace the
Soldiers with hover tanks (small laser cannon) spin around each other firing
The Gates (guards) with drop ships (large laser)
The Heroes with Mechs

Warning, Gundam 2 has already produced a game using this system

Edited by Stardancer01, 31 October 2012 - 02:01 PM.


#662 Ravensol

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Posted 31 October 2012 - 05:01 PM

View PostSemyon Drakon, on 12 March 2012 - 02:49 PM, said:

Can we have some scenarios that aren't based on half Life or the Battlefield series?

This is mechwarrior. I am already displeased by the dropship style game as honestly there is NO precedent for it in Canon. If you want reinforcements, then support more machines and players in the scenarios. I see no reason that we can't have multi-company per side battles given the state of technology in this day and age.

I like the idea of campaign games where you have to stage your landing and set up an LZ, advance to contact, probe for intel, defend your LZ, stage deliberate attacks on objectives and withdraw under fire. Note these 'battles' see it from both the POV of the attacker and defender. We are fighting for worlds and by 3048 the IS Houses armies were well used to throwing large scale operations to take worlds. The days of sending a single company to take a planet are long gone, unless you want to lost that company when a battalion is sent to wipe them out.

The devs are doing a fantastic job on this game but please don't forget that this is a wargame, not a FPS and a simulation intended to introduce the idea of small unit tactics to Mechwarrior.

Rant closed

Semyon

since you mentioned it is a war game why not have it be a war game insted of this fluffy bunny capture base buy standing in a blotch on the ground make it capture the base buy destroying it's defenses make it a acual building with turets (made for a infantry assault not mech assualt) so yes they would fire at you but do no damage to you just for looks type a thing. your cap time with a jenner shooting at the turets with 4 med lassers would be the same as it would take him if he was standing in the blotch we have now.

#663 Serpentine

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Posted 31 October 2012 - 05:33 PM

Patrol/Checkpoints
____________________________________________________________
On a/the map, there are nine checkpoints and three routes that all lead to a final destination. Your team is required to pass and capture (30 sec. cap time) all checkpoints within a certain time limit. The faster, the more C-bills.
Meanwhile... enemies are split up into groups around the map, but may regroup if they wish, their goal is to take out all those on Patrol before they reach base.

Base is off-limits to enemies, point defense turrets will fire upon you and inflict serious damage.
Don't be a burden to the team and get yourself killed.

Along the map will be radar towers in strategic positions. You may capture one (10 sec. cap time) and it will provide a decent amount of coverage and display enemy locations on the Battlegrid. Every enemy displayed will count as one spot assist.

Participation in capping = C-Bills.

Teamwork is required, whether you split up or move as one will be a everyone's vote.

A planning/lobby time will be provided for 2 minutes unless everyone votes to start. There, whoever is made commander can draw diagrams and place markers on the map.

Edited by Serpentine, 31 October 2012 - 05:40 PM.


#664 Maull

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Posted 31 October 2012 - 05:49 PM

Steal the plans
Defending team holds two points. A communications array and a HQ. The attacker must get to the HQ and "download" the plans then get to the comm array to broadcast them to an interested party off world. Since this is a hidden base there would be an initial limit on the number defenders, two lances. Protecting the comm array allows for reinforcements to be called in after a period of time, an additional lance.

Download and upload could be managed using a modified version of the existing base capture mechanic. Interval for reinforcements, say hold the array for 2 minutes than 1 minute until help arrives.

Could make for some fun back and forth holding contested ground. Also adds an escort element to protect the guy that downloaded the data. Should that mech be destroyed some one will have to go get the data again.

You could add respawns, but I personally wouldn't
the Map could be varried but should always feel remote.
Alpine forest, Moon base, craggy tundra etc.

Win conditions
Attacker - upload and or defeat all defenders
Defender - defeat all attackers or hold out until significant "aid" arrives making continued attack untenable. Represented by a time limit.


*edit - added note about respawn and environments and conditions

Edited by Maull, 31 October 2012 - 06:05 PM.


#665 Iulianus

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Posted 31 October 2012 - 05:50 PM

Decapitation mode (maybe a less sinister sounding name?): In order to kill a snake you have to remove it's head. Each team has a designated Commander. Each team's objective is to kill the opposing leader. Killing that leader would work similarly to the current system of capping a base, where the battle ends immediately upon killing to opposing commander, and the winning team gets bonus (cB/xp/both) based on how many of the other team's mechs are still standing. Essentially, higher rewards for decapitating the head, than for brawling down the entire team.

Also, a simple attack and defend game. One team would have a capturable base, just like the current game mode, while the other side does not. This would mean that only one team will go all out on offense, and the other team is on defense. The defending team will essentially be playing the game similarly to how they play now, choosing whether to go offensive and try to knock out the opponent, or bunker down and pick them apart as they move in. The main change is that one team will have no incentive to not go hit the enemy. The biggest difference between this game mode and the current two base battles, is that you won't have both teams standing at their base playing defense (it's rare, but I've seen it happen).

PLEASE, I beg. No matter what else you do for this game, do NOT bring around battles with respawns. PLEASE! Keep the game as 'mech down and you are out. Some might argue that it isn't fair to inexperienced players who die early. On the contrary, the current system gives the new player a birdseye view of what the more experienced players are doing, so they can learn from it.

Edited by Iulianus, 31 October 2012 - 06:57 PM.


#666 DarklightCA

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Posted 01 November 2012 - 03:33 AM

King of the Hill:
No team has a base or a capture point, there is only one capture point between Team A and Team B that either team can capture. Someplace where the terrain doesn't hold any overall advantages for any one side.

A team has to hold the point and capture it to win or destroy the other team. To make it harder and more interesting you can add a counter once captured for 1 minute or something. The team has to hold the capture point for that ammount of time to win. If the enemy team can capture (undo your capture) then they have a chance to capture the hill and hold it. For this part the capture time should be reduced by 50% to maker it easier to undo a capture but they cannot capture while the point holder mechs are still on the point.

To make it even more interesting, you can add two capture spots that the team has to capture/hold both of them in order to win. Should one team capture one and the other team the other. Nothing will happen untill one team assaults and captures the other point or defeats the other team.

-----------------------------------------------------------------

Assault:

Only one team has a base and capture point, one team that is randomly selected to be defense has to defend this capture point. While the other team has to assault it. To make it more interesting, give only the assault team a timer in which they have to do this by. Should the timer run out, the defender team wins.

I don't think this gamemode would be much of a problem for the current MWO gamestyle. There would be no any given advantages to the defender side or assault side. Both need clever strategy and teamwork to accomplish there goals.

--------------------------------------------------------------------

Capture the flag:

Now I know what your thinking, this gamemode would be awful. Just send a fast light mech to go get a flag then zip back to base. Well no, each team has one flag that is randomly given to a player. So sometimes it will be given to a light, other times a medium or heavy, artillery, etc. The object is to bring the flag to the enemy base, once the mech with the flag plants the flag (I guess stand on the point for awhile) a timer will begin giving the other team a chance to stop the flag plant. Only the flag carrier can do this, no other mech can just go the enemy base and capture something.

Leaving teams with multiple options and tactics on how to play the gamemode. They can simply defend the point, they can escort there flag carrier to the enemy base or they can simply ambush the enemy flag carrier who will have some sort of identification when spotted. If the flag carrier is killed, the flag is dropped leaving for another mech of the same team the ability to pick it up. It has some flaws I know but just a suggestion. That's all I can think of.

Edited by DemonicD3, 01 November 2012 - 03:35 AM.


#667 Flying Fish

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Posted 01 November 2012 - 01:00 PM

please please please bring back arena mode! you can make it a gambling system ie cod black ops, where you only get money if you win the tournament but you have to pay for ur damage even if you lose

#668 Dorkselot

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Posted 01 November 2012 - 01:11 PM

Ok i have a few modes in mind...i am not sure if any of them were suggested already so sorry if im repeating someone :)

Heres something i call Boiler :) i think the idea behind it is vry lore friendly but hey youll say if you like it :)

A Geothermal plant deep underground gets attacked...during the combat the protective walls that hold the molten rock at bay rupture...after some fireworks the two forces(teams) get separated...this is where the game starts..evry team starts at their side of the tunnel..the heat starts building up...same goes for smoke...the race for the bomb doors to the surface begins :) staying on one place for a long time means your mech overheats...you must keep moving before the heat and the fire catch up to you...there are small spaces between the 2 sections of the tunnel where you can exchange fire but cannot pass to the other side...you reach the first bomb door...behind it are the steam caverns :) here is where the 2 teams finaly occupy the same space...the controls to the other doors mean that evryone who was not fast enough can get left behnd...all ends on the surface where the last remains of the 2 teams(if any :D) battle...(if noone got to the top its a draw)

the molten rock will be timed to catch with you if you dont close the doors behind you..evry closed door will hold it for like a minute or 2 after witch it ruptures and you gotta go again :D ill put a picture to try and clarify most of the stuff :D Posted Image

#669 BeerSteiner

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Posted 01 November 2012 - 03:01 PM

Solaris Deathmatch Free-for-all !!!

3 Weight Classes 1 winner each Grand Finale : anything goes free-for-all brawl!

Maybe a tournament by weight class followed by a free for all brawl?
(it's been done before, but it was FUN!)

#670 CHWarpath

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Posted 01 November 2012 - 11:45 PM

Some good game modes would be ones with multiple base capture points and even having bases with static defenses controlled by AI.

#671 Cochise

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Posted 02 November 2012 - 07:13 AM

Stronghold

You have a position or structure you must defend from attack

Played in three rounds with each team alternating between the defenders and attackers

Best two out of three wins

#672 Xenok

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Posted 02 November 2012 - 10:04 AM

King of the Hill
This mode would have a hill in the center of the map with some cover. A repair bay in the center of the hill and an area surrounding the hill.

Start Up
Two teams enter on opposite sides of the hill around 2000m out at opposite edges of the map.

Goal
Capture and control the repair bay in the center of the map for as long as you can.

Rules:
  • Any mech not destroyed may be fully repaired and reloaded in the repair bay.
  • When one team is wiped out another team spawns into the winnings team game, The new team would spawn out in the outer area (around 2000m away from the center hill) as soon as the first team was killed.
  • Extra C-Bills would be paid out based on the number of opposing teams you were able to take out.
  • Mechs that were completely destroyed would not re-spawn for the winning team when the new team spawned into the game.
  • The Repair bay would not be able to be destroyed
  • The Repair bay will completely repair a mech in 10 seconds, and then reload it in 5 seconds once repairs were completed. The time may be lower based on the percentage of mech that needed repair or reload.
See how long your team can stay king of the hill.

#673 Carpathice

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Posted 02 November 2012 - 12:54 PM

It would be nice if their was a free play mode, just a blank landscape with no enemies. It would give new players a place to go and get used to the controls with no time limit and no worries about getting killed or getting a team mate killed.

Edited by Carpathice, 02 November 2012 - 12:54 PM.


#674 Thomas Covenant

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Posted 02 November 2012 - 02:20 PM

View PostSemyon Drakon, on 12 March 2012 - 02:49 PM, said:

I like the idea of campaign games where you have to stage your landing and set up an LZ, advance to contact, probe for intel, defend your LZ, stage deliberate attacks on objectives and withdraw under fire. Note these 'battles' see it from both the POV of the attacker and defender. We are fighting for worlds and by 3048 the IS Houses armies were well used to throwing large scale operations to take worlds. The days of sending a single company to take a planet are long gone, unless you want to lost that company when a battalion is sent to wipe them out.

The devs are doing a fantastic job on this game but please don't forget that this is a wargame, not a FPS and a simulation intended to introduce the idea of small unit tactics to Mechwarrior.


Posted Image
Yes, please please. I grew up with Spectre lance in MW4

#675 Airwolf

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Posted 02 November 2012 - 04:28 PM

Too many pages to read through :) ...

A modified King-of-the-Hill .... Drop points on opposite ends of the map .... Only *ONE* cap point ... in the middle.
I say "modified" because if Team A starts capping and then Team B forces them off ... then Team B has to "undo" Team A's cap before they can cap it for themselves.

#676 Elder Thorn

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Posted 02 November 2012 - 06:24 PM

sorry, didn't read thorugh everything, so if anythign is allready here, just view my post as a /sign to it :D

1. Attackers vs. Defenders
Only one Team has a base, the Attackers must take it in a given amount of time.

2. Great Battle for *insert Mapname*
Only one capture point on the Map, preferably in the middle, or another strategic position that can be seen as the middle in relation to the spawn zones.
Both teams have to capture it, who makes it first, wins. Basically King of the Hill.
This would force teams to actually fight it out, instead of sneaking arround the other team or just caprush.

3. I dont know a name
Have lets say 3 Checkpoints on the map. As soon as one team holds more Checkpoints as the other team, a victory countdown starts. Maybe combine with the dropship idea, so that you can bring multiple Mechs.

4. Warfare
Long time limit.
Each Team has a well protected Mainbase.
All over the map, there are smaller bases, like Factorys, Weapon Silos, Repair / Rearm Stations etc.
Goal is to take out enemys main base, while each small base, or 'checkpoint' provides a certain type of bonus or aid.
Maybe combine with the dropship idea, so that you can bring multiple Mechs.

#677 Nufsed

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Posted 03 November 2012 - 12:26 AM

Respawn should be limited to (a) The amount of mechs carried by the drop ship and (;) the amount of drop ships in the landing zone. Dead pilots/mechs should stay dead thereby making withdrawal to repair before being destroyed part of the overall strategy.

#678 Werewolf486 ScorpS

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Posted 03 November 2012 - 06:37 AM

4 way Lance battle / 4 way Lance CTF

4 way lance battle: Simple 4 lances start only one can survive.

4 way lance CTF: 4 lances try to cap each others flags (Played on UT2004, nice)

#679 Rabidhippie

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Posted 03 November 2012 - 08:12 AM

How about a free for all arena winner takes all

#680 White Bear 84

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Posted 03 November 2012 - 08:29 AM

View PostFACEman Peck, on 12 March 2012 - 02:15 PM, said:

Let us add an idea from Battlefield 3, called Rush. Defenders have infinite lives while the attackers have limited tickets to take a pair of objectives, say, 'Mech Hangars. Once those 2 OBJ's are taken, the defenders get 1 minute to retreat while the attackers are held back by an out-of-bounds sort of deal, along with attacker tickets being reset.. You go for a ways, until there are no more bases to attack. Attackers win by take out the bases before their tickets run out, and defenders win by removing the tickets.

Fair enough? Or are new ideas needed?


Yes because your going to keep spawning your mech.. ..thats not really the direction the game is intending to go... ..if i wanted to keep respawning id play BF3 lol.





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