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Game Type Suggestion



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#701 Vininator

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Posted 07 November 2012 - 03:40 PM

Two words:
Wave. Mode.

#702 Human Fighter

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Posted 07 November 2012 - 08:22 PM

I have a couple of suggestions I guess.

1:VIP capture
One team defends a Mobile Field Base by escorting it across one of 3 paths. The other team must Halt the MFB by dealing 75% damage to it. Then they must capture and repair it to 50% by having 2 mechs in its proximity for a period of time. After the MFB is captured the atackers must defend the MFB as it makes its way back into their teritory.
During each stage of the game defenders may respawn once with the caveat that only 75% of the damage previosly done to their mech is repaired. (you could have the game procede in a loop untill one team is no longer able to continue)

2: Head hunter
One team spawns with a commander and the other team must take him out before time runs down. Each kill increases/decreases the time limit based on whether the kill was a defender or attacker.

3: Solaris Melee
Floating Game Mode: between 2 and 5 teams of 1-4 mechs battle it out in weight ballanced teams. (100,150,250 and 300 ton maximums) (Bonuses awarded for under weight teams)

4: Conquest
Attackers start near a drop ship and must battle through a multi tier invasion. Each tier has 1-2 objectives and an optional objective. Teams respawn once each tier is completed.

thats all for now

#703 Pyroteknik

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Posted 08 November 2012 - 11:14 AM

Once factions are implemented, a plaver vs ai game mode, in which you could do 1,2, or 3 lances of players (4,8, or 12 mechs respectively) versus an ai controlled force of an opposing factions mechs, maybe with different difficulties which added more enemy mechs. This could be used in such a way to help the game feel like a war between the 5 successor state (and yes eventually the clans, thoug that may require some balancing with the cannon. i.e more player mechs if u are I.S maybe 4-5 lances, vs2-3 stars of ai clan mechs).

The devs could control the flow of who was faced by which faction according to the cannon, and lones wolves could be matched randomly against the different factions. and maybe put into games with people of one faction to represent the merc element of the time Maybe this sounds stupid, but i think it would be really cool and add a sense as if we are actually taking part in the successor wars and clan invasion, but it would aslo allow for practice matches to work on teamwork with your friends, or even to get a handel on some of the finer points of MWO combat. I know many of you are gonna mention the ai programming, but here is an idea. Maybe take the programming from MW4(its open source isn't it) and get a few guys to modify/edit/update it a bit to work better with the game and the new style.

You would still get a reward, be it c-bills, or a maybe a different idea, weapons salvaged off of the enemy ai mechs. This would be good for teh clan invasion, because it could be an early way to get some clan tech weapons.

Edited by Pyroteknik, 08 November 2012 - 11:23 AM.


#704 Lord Animal

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Posted 08 November 2012 - 11:57 AM

Make a Last stand Mode with just 4 Players holding ground at a small base agisnt endless waves of enemies till they die each wave adding a additional enemy mech

and also be nice to have the Original Timber Wolf Mech back and the Shadow Cat mech

#705 Indeed

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Posted 08 November 2012 - 12:43 PM

Probably already suggested...

"Custom" match for testing/ play with friends/ duels/ tourney matches/ etc. would be great. Would make some bug testing easier too. Basically a normal mode, you just chose who and how many drop.

#706 Psychobunny

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Posted 08 November 2012 - 12:50 PM

1st time i post here, ben so busy enjoying the game, and life hehe, but i dont know if this has ben suggested befor, but i would love a bit more content of missions and such, for online that would be objectives to get through for examble infiltrating enemy territory or underground territory. could have a row of objectives to defend or attack, and i would also love some singelplayer ones, story and such is ofc always great, but if not a "campaign" than at least an introduction to mechs would be ideal, practice, or testing weapons or such, if not than practice aim, im mainly thinking of the fresh FPS gamers, my wife for examble who does play games, would be lost in this beta, she would need alot of trial and error, and i would hear alot of cursing lol. but in any case, this game is addictingly awesome, thank you!

View PostIndeed, on 08 November 2012 - 12:43 PM, said:

Probably already suggested...

"Custom" match for testing/ play with friends/ duels/ tourney matches/ etc. would be great. Would make some bug testing easier too. Basically a normal mode, you just chose who and how many drop.


i guess i shud had read the last post lol.. but it was jsut befor me so :P

#707 weaponx26

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Posted 08 November 2012 - 02:02 PM

View PostDlardrageth, on 12 March 2012 - 08:47 PM, said:

How about the mode "permarespawn clusterf***"? A persistent arena-like map, free-for-all slugfest where you can enter and leave at will. You get perma-respawn, unlimited ammo, and naturally at least 10 times as many XP and C-bills as in all other game modes. Only real limit would be that you get forcefully kicked after 10+ minutes inactivity as chances are, you fell asleep after 10+ hours of permarespawn... "goodness". Additionally this preferred game mode should always have at least half of the total server capacity allocated to it. And as soon as possible, a console port for this game mode should be developed so all like-minded can join up there.

Seriously, I kinda love this idea, would mean all the people who like this kind of stuff will hang out there. And I won't have to bother at all with them elsewhere. Posted Image

Edit: And that was my 1000th post on these forums? Posted Image Oh the humanity... Posted Image

I find it funny when folks don't get a joke, this would be a total call of warfare mode and you would see so many greatest kill videos on you tube that you would be saying "do these people know all there kills look alike and are boring as hell" ?

#708 Magovai

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Posted 09 November 2012 - 04:48 PM

How about classic Mechwarrior single-player missions from the old series but made into Team vs. Team story arcs.

1. For instance, escort the high-ranking official of a corporation (or intercept and destroy, depending which side you are on) to the dropship or base or waypoint, etc.

2. Another story-arc could be to protect a crippled Neutral NPC Mech back to base or waypoint or whatever, while the opposing team must intercept and destroy the crippled Mech as well as the PC Mechs that are escorting it. Maybe this Mech has a device that scrambles sensors so LRMs are of no use or something.

3. How about winning territories in something like a "Dynamic Campaign" or something, where your team has to win so many Matches to control a planet or territory where they can get 2x XP or 2x C-Bills for a certain length of time or until some Team ousts them.

...these are just some ideas I came up with. It's been a long time since I've played any MechWarrior game.

#709 Caswallon

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Posted 10 November 2012 - 08:31 AM

Warning Wall of Text. When I get going I can't stop


STANDARD DISCLAIMER: This is a big forum topic. I have skipped through it but if mention something here that has already been said in some way no disrespect to the OP was intended.

My Suggested Game modes

1) Assault (What we have now a recap)
Two teams assault each other for specified time
Win conditions
1) Destruction of OpFor
2) Complete capture of OpFor Base location
3) Time out/Attrition Team with most damage dealt to them (inc. base investiture loss) Loses.

2) Defence
Two Teams. one of 4 the other of more. The short team has a defensive structure of some kind with some automated defences that they can pick. Suggestions include
a) Turrets. Calliope type LRM 10's or greater with an AMS and a AC/5 built into one
:D Mine fields Invisible to most enemy mechs (maybe scouts have a chance to detect?) until stepped on. Always visible to friendly team
c) Infantry teams in buildings (Srm/small laser type) Hard to detect very short range, not killable except with Flamers/Mgs?

3) Race
All players have to scour the map fora precious item then get it back to their start point. Item sometimes is delicate other times is indestructible. Examples
a) Downed recon drone with sensitive info Needs a Mech with hand to pick up. If mech destroyed or arm damaged it falls to the ground...
:blink: "Lost" dignatry/noble/scientist etc (Always potentially killable) Takes longer to "acquire" as Mech must shut down for a specified time while their passenger is captured/enters cockpit etc
c) Location of a supply cashe/starleague bunker etc. Never "killable". Once found finder must get back to safe point/base to report. If they are killed before extraction. The base must be "re found" to make a new mech "Live" for win purposes

4) The Hunt or Pure Recon
Team A gets victory points for locating certain objectives scattered on map and getting at least one mech back to a safe area.
Team B sees where each objective is from start instead gets Victory points for each scout destroyed before they find an objective. Or wins if all scouts are destroyed. Locations not scouted at end of game also count as victory points for team B
Game ends when either
a) Time is up
:D All Mechs of one side are destroyed
c) One Scouting mech exits at the extraction point. So go home too early and you may screw your chance to win.

Campaign mode
would be when several scenarios of each of the above types were strung together with a common theme.

Example: Raid campaign
Raiding is the norm at this point in Inner sphere history. A faction chooses another faction to Raid and has at it!

Battle 1)
Assault (Mode 1 battle) to secure drop zone.
Special rule If the initiating Faction loses this opening battle = Campaign aborted. Bonus points to the defender group.

Battle 2)
Recon the objectives (Mode 4 battle)
Special If initiating side loses they may try again, but two consecutive losses have consequences jump instead to step 6.

Battle 3)
Attack the objective (Mode 2 battle)
If initiating side loses go they may try again but two consecutive losses and you jump to step 6.

Battle 4)
Mop up operations. (Mode 3 battle)
Data from objective has revealed an added "Target of opportunity"
No added consequences for either side if they lose

Battle 5)
Extraction (Mode 1 battle)
With their spoils/objective achieved the raiding faction needs to break through an attempt to take them down.
If raiding faction loses go to step 6 If they win they get back to their drop ships and the campaign ends and total victory points are tallied.

Optional battle 6)
Counter strike (Mode 1 battle)
The Initiating side has suffered a set back. Both teams face off to determine who has initiative.
If the raiding faction wins return to whichever step brought them here in the first place. Unless 10 Battle have been fought in total.
If the defending faction wins they gain campaign Victory points and repeat this step unless a total of 10 Battles has already been fought.

So if a defending group can prevent a raider from extracting a couple of times they can retrive the situation. Such a campaign should be limited to a maximum of 10 engagements to avoid player fatigue becoming extreme. So campaign duration would range from about hour and a half for a series of attacker wins to a maximum of 2.5 hours for a string of disasters for the attacking side

If a player has a disconnect or is forced to drop out the matchmaker subsystem may include an eligible player from the general pool

Players who were in the starting group get first assignment to subsequent missions in the raid campaign (an accept or decline button appears on their screen along with a timer to click on it). Those that participate all through the end should get a cosmetic campaign medal to hang on their profile...

Thanks for making it all the way to the end here!

#710 oO Biohazzard Oo

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Posted 10 November 2012 - 01:29 PM

First, thanks for asking!!!

Second, thanks to all who have provided suggestions! I was a fanatical Multi Player Battle Tech player, and one of the things I most looked forword to were the Wars. You had to take and hold specific planets in order to maintain your supply lines, lance on lance (but that was a limitation that needn't be carried forward), no respawn.

This style of gameplay is well suited to MWO because of our inherent social ties - this game would require coordination between Mercs, Houses, and commands at all levels. Understanding the missions and the capabilities of the mechs and their pilots as well as the unit commanders would bring a whole new level of intensity, gameplay and open up new audiences due to the strategic aspects of the game.

An interesting twist might be to limit mech tonnage (not number/type of mechs but the total tonnage allowed on the ship) for outpost type locations. This would REALLY crank up the difficulty!

Thanks all G/L <DB>

#711 Therox27

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Posted 10 November 2012 - 04:08 PM

Hello. I entered the game I choose one of my robots start a game and I close the game, I think they should repair errors, why bother me that the game do that ....

#712 Therox27

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Posted 10 November 2012 - 04:11 PM

I do not speak much English. translate it in google and some things do not understand ... : D

#713 Stingray Productions

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Posted 10 November 2012 - 07:28 PM

I have an idea for a game mode. It's called 'Shrines.' Played it before in another game and it was very fun and inventive (though you may desire to change the name to be more fitting for Mechwarrior.)
The general idea is that in a map there are a certain number of shrines, usually two or three. Each time you start a game the shrines randomly appear on the map and you don't know where until you find them. The shrines kind of work like a base in-that you try to capture them, usually by holding the spot of the shrine without enemy interference for 20 or so seconds. Once captured it gives your entire team an extra ability. The more common one is like an extra 10% damage to all friendly weapon fire. I've seen where sometimes the shrines are just a salvage depot, I guess in Mechwarrior it would be like being the last one in capture possession gets extra salvage money when the game is over.
There are other things you could get for capturing the shrines, but that's the general idea, maybe worth thinking on a little more for a game mode.

#714 BlacKcuD

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Posted 11 November 2012 - 06:22 AM

You remember VIP mode from very old Counter-Strike versions?
I think a random heavy or assault Mech should be chosen as the VIP.
VIP team wins if the VIP Mech enters a certain area at the other end of a semi-linear (binary tree like structure perhaps so starting location of vip group must be scouted and the battle becomes more intense towards the end) map.
The VIP mech has an indicator above its head which may only be seen by friendlies! Enemies have no game indication of whom to kill.
The not-vip team instantly wins if the VIP mech cores.
The non-vip team receives win bonus cbills/xp for killing the vip mech only.
The vip team receives win bonus cbills/xp for winning by escorting the vip mech to the safety/target zone. (regular win if opposing team is destroyed).

To balance all out the non-vip team should have at least slight terrain/map advantages from where the vip team has to go and where they themselves spawn.
If that prooves to not be sufficient (balancewise) I´d suggest reducing the VIP mechs power in some way (increase heat generated by 50% and all starting ammo is halfed).

#715 KingNobody

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Posted 11 November 2012 - 11:46 AM

I like the idea of a VIP mode, as well as duel mode and some sort of ranked Solaris tournament. I haven't been playing the game for very long, but so far I really enjoy it, and the addition of more game modes would certainly improve it. I don't know if this has been suggested yet, but how about some sort of ongoing faction campaign? Also, someone suggested a LoL style game, where tanks and infantry spawn from bases and the players defend and assist these small units, I think that would be nearly endlessly entertaining. I do not agree that any game mode should have respawns of any kind. This is MechWarrior after all, and respawns would run contrary to the spirit of previous MW games. Just my two c-bills.

#716 Sym

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Posted 11 November 2012 - 04:08 PM

I have a few ideas.

- In Mech Bay, have the ability to organize your Mech bay slot so that you can move the mech you use the most towards the front. Of course Founders Mechs would always stay up front.

- In Mech Bay, have another tab next to the "Loadout", "Modules", "Upgrades", "Camo Spec" which would be "Weapon Groups". Just like in Mechwarrior 3, this would give you the ability to set weapons groups up instead of fighting to do so in Game.

- Let Trial Mech use the Mech Bay so that the grind for new folks will not hurt so bad. You can limits things like XP and Upgrades, Modules & Camos, but atleast give them a fighting chance.

#717 ShiHaluud

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Posted 11 November 2012 - 07:41 PM

In Mechwarrior 4 you could destroy objects (i.e. trees) by shooting them or running into them. Why are the trees so much stronger now that they can take infinite PPC hits and not even lose a leaf?

On that note, MWO has a severe problem with the amount of damage caused or lacking in the weapons it has. Missiles do WAY too much damage. Its been the primary weapon used in MWO and they are supposed to be a tertiary weapon at most in Mechwarrior. Lasers and PPCs should play a more prominent role, but in this game they cause absolutely way too much heat and can't be used as they were intended in the canon games.

The mechs don't have enough versatility. Only one or two of ballistic or laser weapons. Mechs are massive fighting machines, with weapons crammed in every available slot. They should have MANY projectile and ballistic weapons and then lasers/PPCs on top of those. And then a few missiles on the side.

Speaking of massive. this is supposed to be an MMO, right? Why can only 16 people play at a time? And why is a game only 15:00? This game should be like a real MMO where you sign on once, get in your mech and go out into a truely massive map (world) with everyone else playing that is on at the time. I realize that the computational problems are a limitation but you could divide up players in the massive world by regions. If one player decides to leave one region to go to another (on the same world) he will just switch over the the server hosting that region of the MMO world.

A player can change his planet by getting on a dropship and transport to another world. The map of the inner sever could serve as a overlay where a mechwarrior can decide to go and each world should host several "continents" which host several regions (with different themes, like winters areas, forests, jungles, grasslands, deserts, savanahs, mountain valleys, mountains and all of these regions can be connected with 'transitions' to the next adjecent zone - to look much like a real planet) Then the regions could have several different types of maps with airports, urban and suburban areas, farms/ranches, industrial areas, mech bases, airports, train stations, military bases, etc. These could be objectives for mission oriented games....capture/defend the city...airport, base, etc. Protect a convoy leaving one of these types of maps and travelling "cross country" to another region.

After all of that the player can go to another world and do the same thing there...certain worlds will be contested and successfully conquered or defended. Under this system it would take a lot of effort to conquer a world (given it is so large). The more forces on the planets/bases established there...and NPC population the harder it would be to conquer. As planets are conquered the overlay Inner Sphere map can depict that planet as being held by the new faction. Of course an attacking faction can only attack worlds within a certain range of their own territory. This would make the game very interesting and add a lot of intrigue to the game.

Mechs when damaged should take time to repair depending on the severity of the damage. You shouldn't be allowed to jump right back into a game 10 seconds after your mech was completely devastated.

The lame base capture game has got to go in favor of the style I described above. I've played the game 100 times and I am bored sick of it. Every game is exactly the same!! It is so boring. The mechwarrior franchise is a saga, a journey, a life experience...this game makes its just as insignificant as "Call of Duty" ...

I have been playing Mechwarrior since it was the table top game. I love the game, It needs to take on a life...give it one like mentioned above.

#718 ShiHaluud

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Posted 11 November 2012 - 07:49 PM

View PostYoungbull1980, on 06 November 2012 - 12:21 PM, said:

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

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


Have each lance have its commander, then each company its commander and for battalion sized matches a battalion commander...the commander actually plays the game in his mech.

I definately agree that they need larger unit options...I'd love to see regiment and divison sized battles.

#719 SteppewolfGR

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Posted 12 November 2012 - 06:32 AM

It may already have been suggested, but I think that now, that we are in open beta, there should be a "team training simulation" mode.
I know this game is still in beta but since we want the community to grow, You must add it and soon...

The whole idea is to take a mech you already own, or a trial, form two teams, choose mission type and drop. This way a new player can learn the game easier, in a controlled environment, and we the beta testers, double check issues and recreate possible conditions that may lead to a glitch.

The Match should give 0xp, 0 credits and there should be no cost for ammunition or repairs.

There are great ideas in this thread, but I think that this should be a priority at this stage of the game.

Just my two cents.
Again, I'm sorry if this has been already suggested.

SteppewolfGR
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Edited by SteppewolfGR, 12 November 2012 - 06:32 AM.


#720 Ebben Ward

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Posted 12 November 2012 - 01:27 PM

I want to see some SOLORIS 7 battle arenas "Free for All" Last man standing makes the big C-Bills. Add to that Solaris Seven paint jobs you can unlock and buy with MC. That way we get FFA action and you make MC. The arenas can range in size and have hazards " heat, slowing, or damage". The key to the arenas is to think about this being a spectator sport and we are Sports heros compeating for fame. Now it would be nice to be able to be a Spectator in the small matchs and maybe bet on the winner. Just a Idea.





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