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Game Type Suggestion



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#681 Daycrist Bloodfang

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Posted 03 November 2012 - 04:09 PM

1. Add a Solaris Arena! I can just imagine Teams or even players in a Free for All going at it for a chance at big cbills. You can make Solaris extremely low xp but boost the cbills you get considerably based on if they came in 1st 2nd 3rd ect ect. This will help in the fact that it takes forever to farm the c-bills you need to buy mechs then the millions you need to upgrade and refit them. You can set it that chassis weight class only fights the same weight class and for even more cbills the idea of intermixing weight classes such as a light will gain for for downing assaults ect ect.

2. I have heard of your conquest maps so I was wondering if you might be instituting a Inner Sphere map type where planets can give bonuses for the factions ect. That way capturing planets will be beneficial to the entire faction and players won't just not care if they win or lose. As Assault is right now it doesn't matter so much if you win or lose save for exp and cbill gain as well as repair bills. Set up each type of game mode to increase the hold of a planet by a percentage amount and by benefits to the faction I mean like "This planet gives a production bonus +so much percentage increase in cbills for missions" or "This planet has a mech repair center +so much percentage off repair bills" "This planet has a Mech construction facility +so much percentage off buying new mechs." and so on and so forth.

3. Assault should have some turrets at the bases just like 2 or 3 that way enemies have to fight the turrets to take it to keep like a pesky light from just waltzing in and claiming victory, or a mech with no weapons left battered and beaten from just limping to the enemy base and claiming victory. As it is most of the times players tend toward cave rushes ect to cap the base asap trying to bypass fighting.

4. Recon match types where you have to stay in an area and scan it to gain information ect would be interesting. Each opposing team would have to keep the other from getting their information.

5. Capture match types. Where you have to capture and hold strategic positions to win.

6. Last man standing match types. Sort of explains itself

I have more

#682 Seanacus777

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Posted 03 November 2012 - 05:53 PM

Ok, I have 3 modes I would like to see. pretty basic the first one is called tournament(or I call it that)

have small-ish maps(about the size they are currently or so) 6v6 or even smaller,fight till the death, no cap work around, BUT the winners get a 60 sec break and 50% reload and repair and face another set of challengers. rewards would be cumulative, but so would repairing, and reloading, but obviously you'd be able to pay for it with the win credit. these matches start and end every hour. if you're on a squad that survives a whole hour, you receive a premium amount of c-bills (probably in the several hundred k, plus mech salvage cash and damage) In theory this could be a way to crank out a million in an hour if you are experienced and get REALLY lucky. a long shot, but possible.

On second thought, It'd probably have to be rounds and timed system since not everyone starts games on the hour. so for ex.

10 rounds at 10 min, no cap points, in a draw who ever has more mechs standing
joining at round 4 doesnt give as much as round 1, but you still have a good chance at large cash.

2nd mode: royal rumble

BIGGER maps, 20 vs 20, 45 min matches. max tonnage per side at 1600 tons (so not one side has a bunch of heavys vs lights) no capture junk(can you tell I don't like that and think its a lame way out?)

3rd mode: Davids vs Goliaths

normal sized maps, matchmaking though: group together 6 heavy's(60-100) vs 5 lights,(<50) 2 medium(50-70) and 1 heavy(80-100)

the idea behind this is that while the 6 heavy's may have big weapons, they have no scouting capabilities or speed to run away. the hope is that the lights are experienced enough to run and gun and flank the tanks, and/or provide plenty of targetting to the mediums and heavy that could possibly have lrms.

View PostCarpathice, on 02 November 2012 - 12:54 PM, said:

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.


I also like this, but its more of a "sandbox" than actual gamemode. I'd assume no cash can be won or lost here?

and above all... I'd love an AI campaign cash mode( to earn a bit of c-bills solo). but I am well aware that won't happen, It'd be a good change from grinding though with the same trial mechs.

Edited by Seanacus777, 03 November 2012 - 05:57 PM.


#683 WillyPete

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Posted 04 November 2012 - 03:30 AM

Solaris Tag

In a walled arena map, all players drop with the same light mech that has no weapons but for a narc launcher and infinite ammo.
The arena is surrounded with 6 medium laser turrets.
One person starts as "it".
"It" has to narc another player to start the turret timer.
Your weapon is only active if you are narc'd. (ie: you are now "it")

After 10 seconds, the turrets fire on whoever is narc'd. Narc someone else fast!

Last one alive wins.

#684 Magovai

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Posted 04 November 2012 - 03:26 PM

How about "Convoy Escort" like in Mechwarrior 2??

Also, how about "Zero-G" maps or "Limited-G" maps such as "Moon Bases" as well as "Underwater" scenarios!

Just some random stuff I remember from Mechwarrior 2.

#685 KidGloves

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Posted 04 November 2012 - 03:43 PM

Classic battletech offers a lot of scenarios that could work as matches:

Defend the VIP
- one NPC unit (or player) is marked as the VIP. Win for the opposing team when the VIP dies.
- variation by having more than one (but not 8, that'd just be deathmatch)

Hold the Line
- attackers need to get a certain number of units into a specified area. Defenders try to stop them.

Destroy the Structure
- attackers have to take out a bridge/facility/mechbay/whatever

Raiding
- attackers have to take out as many collateral targets in an area as they can within the time limit.
- variation includes the attackers having to get away again afterwards
- second variation makes each team have stockpiles, which the opposing team attempts to destroy

King of the Hill
- each team are attempting to gain control of a specific location. like base capturing, except there's only one.

Surprise Attack
- defending team are misled with regard to game mode, attacking team do not start in the usual place. Attacking team is smaller, must capture defender's base or eliminate defenders.

As an idea for the attack/defense missions
In missions where one side is 'supposed' to outnumber the other (such as hold-the-line), have the superior side pilots able to respawn in crappy mechs to continue the fight. Like trial mechs, but relatively rubbish ones. Like Urbanmechs. :D

#686 Banekane

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Posted 04 November 2012 - 05:15 PM

Duel Mode

it is where 1vs1 combat is enabled in a smaller map size where 2 pilots can duke it out to see who is better as well can have up to 14 spectators as witnesses and duelists cannot see typing from spectators or since most will be on ts anyway or a 3rd party voice chat have it where only spectators typing is viewed by both duelists and allow the huds to be disengaged from spectators so they cant see weapon load outs

this will be for you to test your mettle against friends, rivals, and sworn enemies and provides great tournament opportunities

1 rule duelists must use the same mech weight say 50 tons vs 50 tons to be on balanced field spectators will serve as reffs and verify winner of a duel

Edited by Banekane, 04 November 2012 - 05:25 PM.


#687 superbob

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Posted 05 November 2012 - 03:50 AM

I'd just be happy for an alternate capture the red square mode, with the cap point in the center.
  • Team that runs into it first gets killed by LRMs and gaussapults.
  • Team that doesn't rush to capture the square loses too.


#688 BLUPRNT

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Posted 05 November 2012 - 01:15 PM

To many to read through, lazy, sorry!

Soccer.
Yes with a large bouncing ball. Self explanatory I think.
I got this idea from Monster truck madness. I used to play this with my two girls and we had a blast for hours.
I know this is a war game but it might be nice to drop weapons and play ball.

I think a form of Football could even be created.

Edited by BLUPRNT, 05 November 2012 - 03:14 PM.


#689 Elder Thorn

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Posted 05 November 2012 - 04:20 PM

View PostBLUPRNT, on 05 November 2012 - 01:15 PM, said:

To many to read through, lazy, sorry!

Soccer.
Yes with a large bouncing ball. Self explanatory I think.
I got this idea from Monster truck madness. I used to play this with my two girls and we had a blast for hours.
I know this is a war game but it might be nice to drop weapons and play ball.

I think a form of Football could even be created.


Offensive Line Atlas?

#690 Atayu

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Posted 05 November 2012 - 04:50 PM

Game Mode:Area Domination, capture and hold.
Basically you would have a larger map with 7 base like locations on them that could be capped for ether team One would start the color for each team the other 5 start blank. Now make them work like cap but at 2 times the speed. so if a blue player is in one without a red player it will go all blue. But is a red player steps in while he is working on it it stops. Now if the blue player goes out and red player gets in it starts to turn red. So when a base is completely capture it is locked for that team so you must stop it while they are working on them. Once all the waypoints are captured the game is over the group that owns more wins.

Team death match:
2 equal teams a placed on a map first team to kill all the enemy team wins, no caps on map.

Death match:
16 players are put on a map, the last player alive wins. Note rewards should scale by where you place.

Destruction:
20 minute match time. kills assist do not count only pure damage. This is a free for all no team match 1st to last in match is determined by your total damage in fight before you died not what place you died in.

Infiltrate:
A team of 4 attacking units goes against a team of 8. But the team of 8 must protect 3 points on the map if any of the 3 points are took before the team of 8 can kill them then the team got what they were after and win. If they are killed the defense team wins. Way points would work like in first game type mentioned in this post.


These are just a few quick easy ideas there are so many more much better ones out there.

#691 Belkor

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Posted 05 November 2012 - 11:14 PM

Survival Arena:

Natural disasters such as a volcanic eruption, tsunami, hurricane, avalanche, or earthquake becomes an additional factor of battle. Natural hazards like tsunami, hurricane and avalanches can have special effects such as displacement of mechs to provide even more tactical depth. Earthquakes can provide damaging falling objects / collapses and change the map layout to create a dynamic combat environment. These effects should provide immense visual appeal especially when its based on the current graphics engine. Imagine a towering tsunami blocking out the sun and rapidly approaching your location. Jaw dropping frenzied fun.

Edited by Belkor, 05 November 2012 - 11:18 PM.


#692 Silvertree

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Posted 06 November 2012 - 01:02 AM

How about allowing a user to bet C-Bills on the success of their team? When you launch, if you had the "Bet" option selected, it'd ask you how much you wanted to wager that your team would win... if you win, you get that amount. If you lose, you lose that amount.

It'd encourage some hard-core play. ;-) Perhaps best restricted to matches where teams were matched according to some measure of player skill, though, so that experienced players wouldn't just farm cbills by betting big on being matched against newbies. Or make Bet mode only include other players who are also betting on the match... could even match players making similar sized bets.

#693 Hoshi Toranaga

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Posted 06 November 2012 - 07:06 AM

Planetary occupations battle.....

Starting situation:
Unit A holds the Planet and Unit B wants to capture this planet.

Depending on the size of the planet the attacker will have to take control over multiple places on this planet and engage a "drop mode" (aka their are ready to drop on the planet and for story line they are in their dropships approaching said planet).

The defender will see that they are attacked by the early warning system (aka they see the dropships coming or even the jumpship jumping in).
For balancing issues the defender will be able to set a "timer" when they will defend the objectives. For example they will defend 19 hours from the initial warning. (This prolly needs to be balanced, but you can see easily in Eve Online how to do it and how not to do it...) at this time the defender will have to have units commited to the objective zones. (So you do not need hundret people to defend for balancing issues of course one unit can defend multiple target zones and if they are in combat the other zones will be locked until the unit is ready to drop again).
If the attacker fails to drop within an hour of the timer ending, the zone will be automatically saved and go to the defender.
If the attacker wins a zone they can set their timer so the defender can try to win the zone back.

The whole timer system works for one week, the party that has more than 50% of the zones after this week will win the planet and is the new holder.

Of course the whole system needs some balancing and prolly some perks for holding the planet need to be implemented (lower repair costs than attacker for example).
Of course their has to be also some benefit for making attacks and wanting a planet...

This is just a basic idea that prolly needs a lot of thinking to work out correctly, but I would much prefer it over those stupid and not MW/BT like ideas with respawns and that kind of stuff.

#694 Banekane

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Posted 06 November 2012 - 09:46 AM

View PostBLUPRNT, on 05 November 2012 - 01:15 PM, said:

To many to read through, lazy, sorry!

Soccer.
Yes with a large bouncing ball. Self explanatory I think.
I got this idea from Monster truck madness. I used to play this with my two girls and we had a blast for hours.
I know this is a war game but it might be nice to drop weapons and play ball.

I think a form of Football could even be created.

linemen assaults
catapults are QB
mediums are running backs and line backers tight ends are heavys as deffensive ends are heavys but heavys could do some back positions lights are wide recivers and deffensive backs and on special teams kicker is atlas with many roles filled on both sides interesting is iron man rules play both sides of theball only drop 11 mechs per team be fun to play i think and have 2 remaining mechs drop as referees one to judge scrimage line and the other to keep eyes in score zones and have it spectated via the Solaris Mech Entertainment Network what will happen next season of Solaris Extreme Football League Stay tuned to see your favorite team live this week only on SMEN and dont forget to tune in to ARENA BATTLE as well as DUEL Turnaments

Edited by Banekane, 06 November 2012 - 09:50 AM.


#695 FACEman Peck

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Posted 06 November 2012 - 12:00 PM

View PostRabidhippie, on 03 November 2012 - 08:12 AM, said:

How about a free for all arena winner takes all

It's called Solaris.

View PostCarpathice, on 02 November 2012 - 12:54 PM, said:

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.

or just a training map

#696 Minos Murdoc

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Posted 06 November 2012 - 12:21 PM

I've already posted this elsewhere but thought i'd add it to the suggestions.

Match/Gameplay
  • Comms - This is a big one. The game need an inbuilt voice comms system that works. C3 is ok but it needs to work better with MWO match system which as a separate program it going to be hard to implement automatically moving all team players into the same channel. An inbuilt comm system can easily do this.
  • Dead Players Comms - Dead Players can only talk to other dead players. So they can not tell the rest of the team where the enemy is.
Along with the existing 8v8 battles i would love to see the following
  • Lance size battles - 4v4
  • Company size battles - 12v12 (3x Lance) This would fit easily on the existing maps.
  • Battalion size battles - 36v36 (3x Companies) This would need the development of additional maps and would need a longer time limit of say 30-45minute match (maybe 1hr).
Different match styles
  • Defend fort/base - One side starts in a fort/base with between 1 - 3 capture points, and the other side acts as an invading army and has to capture the base by taking all of the capture points. The capture will be halted (like it currently is) when a defender enters the capture point.
  • Front-line assault - Standard team deathmatch rules apply. Fight until all are destroyed or time runs out.
  • Escort Mission - Kind of says it all really. The Team has to escort a VIP in a truck or maybe a damaged mech to a grid reference and then hold of enemy attack until the time runs out. But to avoid enemy camping the spot this could be randomised for each match. Guessing you would have to implement 4-10 spots within a give map (dependant on size) and these could be changed on a bi-weekly bases so people cant get used to them. Match is won by VIP surviving till end or lost if VIP vehicle is captured or destroyed (think captured would be better saves the VIP being shot by a gauss or LRM + enemy would lose match if they killed or destroyed the VIP/Convoy)
  • Commander Mode - Using the existing game type (and any of the above) either an extra player is added (9v9, 13v13, 37v37) and a random player on each side is deemed the commander of the force (they do not appear in a mech). they can view what's going on via the spectator mode (as existing player do when dead) and map display and issue orders to the team to organize them into a fighting/defending force. This would need Voice COMMS


#697 KidGloves

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Posted 06 November 2012 - 01:56 PM

Campaign Mode

I'd love to see scenarios that mimic the attrition of war. Entering a battlefield without a full compliment of ammo, or with some damage.


An idea here would be to enable an extended campaign. If a person completes a campaign in its entirety (4ish missions) they get less c-bills per mission, but a massive extra c-bill payout, but being in a campaign means very limited repair/rearm between each mission.

These kinds of missions could mean uneven teams - campaign teams might go up against smaller enemy teams because campaign play means conservative play to protect ammo and armor.

#698 Death Weasel

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Posted 06 November 2012 - 03:26 PM

Scattered drop.
Expination in the post of the same name, Nov. 5, 2012.

#699 KaiserX

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Posted 06 November 2012 - 07:28 PM

Actually why not make a primary game mode based on actual mech values?

This is so when matchmaking, higher tier and better armed mechs doesn't become too much of an advantage, but rather the opposite.

TDM = Changed so instead of everyone having one life... Give both team a 10,000 point 'ticket' and each death removes some of the points based on the value of the destroyed mech.

Light = 300~500 points
Medium = 600~800 points
Heavy = 1000~1500 points
Awesome = 1700~2300 points

Mechs will then respawn if there are points left by dropship on their flag.

Alternatively, capture the base and win instead.

Like if its a 8v8 TDM, if half the enemy team's mech are destroyed, they lose points on their team, but if all the destroyed mech are light mechs, the enemy team still is in the game a long shot.

But killing a awesome tier mech will harm the enemy team's points more easily.



Hard to see but when a enemy dies, their team's gauge drops a chunk. When the gauge hits zero, they lose.

Edited by KaiserX, 06 November 2012 - 07:35 PM.


#700 Erasus Magnus

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Posted 07 November 2012 - 12:25 PM

a game mode, in which each side has a factory or assembly line, or something like that, where small units like tanks, infantry are coming out at a steady pace.

destroying that assembly would cut of those reinforcements.

basically like in lol. if those sort of light units would be implemented, even machine guns could have their use.



a second one that came to my mind is a game mode, in which one side has to defend a fortified place. the other team has to conquer it. (something like the defiance mech assembly complex on hersperus II).

both modes could be combined.

so the attackuing side has.. i dont know, 16 mechs and the defenders have 8 mechs, but a steady flow of infantry and light units and stationary defenses like arrow or lrm and laser turrets.

it would be epic if this could be done on a larger scale, with triple the amount of players involved. ;) i`d totally buy that!





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