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Game Type Suggestion



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#721 Bhael Fire

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Posted 12 November 2012 - 01:47 PM

I'd love to see more objective-based maps like those in Enemy Territory.
Also, target-able objectives like destroying NPC vehicles and structures would be cool esp. for escort missions.

#722 KylleX

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Posted 13 November 2012 - 05:09 AM

Power Struggle:

Players would battle over a single capture point (CP) in order to gain points. The Capture point would be approximately 3x the size of the standard base square.

The CP could instill (possibly if not too game breaking) a bonus onto the current team leading the game, for example on Caustic the CP could bestow a 5% cooldown bonus to heat.
And on Frozen City it could give increased mech speed 5%.

Teams would be awarded +2 point every 3 seconds per mech that is within the capture zone.

If the capture zone is contested both teams acquire -1 point (to a minimum of 1 point per second or "PPS") this would encourage players to battle for power over the CP while IN the CP.

LRM's would still be viable as there kills and assists would still garner points from bonuses.

Each player would have 1 respawn (Reserve mech) waiting to drop back at the original drop zone.

A bonus would be awarded for destroying enemy mechs:

Light = 5 points
Medium = 10
Heavy = 15
Assault = 20

With a 10:00 minute time limit the game would be won by either:

A) All enemy mechs are destroyed.

;) A set number of points are achieved. (somewhere around 500 points)

C) Time runs up with a team having more points

#723 Ryanholy

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Posted 13 November 2012 - 07:48 AM

What one on one combat/duel against pre or self selected enemy and a single player or multi- player vs. enviroment (mechs,large native beasts,or anything with in reason staying true to mech univervse).

#724 superbob

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Posted 14 November 2012 - 04:26 AM

epic game mode - mini campaigns

two sides - active players (who choose to play a mini-campaign) and passive/defending players, who are chosen in this order:
1. players who choose to play in campaign mode (as opposed to a random PUG, basically a mission with objectives)
2. premades looking for a quick game
3. PUGs

When pulled into the campaign mission, the random players get a short briefing in the lobby about what they're supposed to do (and a tip that they're about to be blown up by an organized group playing a campaign).

missions will be chosen based on the campaign (mini-campaigns either picked by players from scenario list or at random), as semi-random missions of some type (base defense/assault/conquest/survival etc.) with some limitations specific to the campaign (eg. campaign to capture a mining base will play mostly on asteroid and barren maps).

The length of the mini-campaign will be measured in missions, so players can choose how many hours they can dedicate (obviously a game mode aimed at people with some time to spare), although ad-hoc recruiting should be possible if someone drops out.

The number of active players ought to be multiples of desired group size, so 4/8/12, with groups playing their missions simultaneously. So for example, groups alpha/bravo/charlie made up of 8 mechs play similar missions throughout the campaign.

win/loss will be counted toward total campaign score, with a minimum threshold needed to complete the campaign. If met, you get (score/max_score)*campaign_reward cbills (rewards being in 50-100M cbill range) split among players. Playing with more groups gives more chance of success in the campaign, but smaller payoffs.

in quick campaign mode, that's basically it. You may or may not have access to mechlab/MFB between missions, so it's necessary to bring more then one mech ready for battle.


Now this is there this idea gets interesting - merc corp campaign mode.

Here you need to have an merc corp to pick a campaign to play, and you get access to higher yield ones (up to 200M CB).

A merc corp officer chooses a mini-campaign to play and then puts up an advert of some sort (LFG-like). The advert details the campaign type and length and things specific to merc corp campaigns:
1. payoffs (merc corp pays the players for their time on per-match basis out of their own account, gets the reward for the campaign at the end)
2. repair and rearm agreements (if the merc unit covers all/part of these costs)
3. availability of MFBs (rearm+armor)/Mech-repair capable dropships (internal repairs, weapon swaps)/advanced service facilities in orbit (upgrades, engine swaps, module swaps, pilot/mech efficiencies activation during campaign)
4. availability of air strikes/orbital strikes, recon satellites etc.
Of course, the merc corp gets to pay for all these things, which is why the payoffs may be larger.

Then players join the merc corp organized campaign, the representative has to play as a part of one of the teams, get paid and if they win then the corp gets the huge payoff added to their account. Assuming they aren't broke after all the costs they had to cover, they can now try a more expensive campaign with more paid options to attract players.

The main point here is that while merc corp members may take part in the campaign, so can any other player, if the officer agrees to hire them. So everyone will get the chance to play a mercenary mechwarrior and fight in a random campaign for a few missions, get paid and maybe invited to join the merc corp if you did well.

Basically, playing the campaign in ad-hac mode may offer larger payoffs, but you miss out on all the good stuff and only get paid once you complete the whole thing. Doing it for a merc corp means it's going to be a bit easier (if they pay for it) and you get payoffs on per-mission basis, possibly getting paid even if you end up failing.

#725 Elyam

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Posted 14 November 2012 - 11:30 AM

I think people have done a fine job bringing up standard military mission types fitting to the BT universe (saying this as a longtime wargamer and BT/MW tabletop player and GM)

- avoid standard FPS respawn; use timed or objective-driven re-emergence to field in other mechs from the players stable with limits appropriate to scenario

- avoid all 'power-up'-type advantages; use objective-driven advantages appropriate to the scenario and the realities of the BT universe

- include the Inner-Sphere fully-developed meta-game and extensive achievements/skills that effect play in an appropriate BT fashion (see this post: http://mwomercs.com/...ost__p__1420490 )

Edited by Elyam, 14 November 2012 - 11:31 AM.


#726 Hellkyte

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Posted 15 November 2012 - 08:52 AM

"Unbanced mode" or "Assault Mode"

8 v 12 : 8 man team is allowed to bring pre-made teams up to full 8 size. 12 man team is limited to 4 man prem-mades or no premade at all. Tonnage on both sides would be used for balancing this. Not sure if they should be equal or if one side should be allowed additional tonnage. Earnings could be adjusted as well.

Would be awesome for those of us that would like to roll around in a 7-8 man elite kill squad and pub stomp, it would also give a good alternative for pubs as the 50% boost in mech count would make it a lot of fun for them as well, even if they are unorganized

#727 MacKoga

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Posted 15 November 2012 - 03:53 PM

Raid/Destruction instead of capturing:
Any game type in which there are places that can be captured could instead by handled by having buildings, trains, artillary pieces, etc., that are very plentiful and vulnerable to destruction. Note that flamers, machineguns, and other anti-personnel, anti-environment type weapons would provide the most utility per ton in these situations. The more of the big sprawling base that is destroyed, the more points for the raiding team. Or, as a variant, only a few areas/targets actually matter, though which ones may not be initially apparent to the raiders. Active scanning could avoid wasting ammo on destroying unnecessary targets.

If automated turrets or other defenses are used in game at some point, regardless of game type, making them non-function though attacking their operators with flamers and machineguns could give more legitimacy to those weapons.


Hot Combat Drop:
I would like to see a situation in which at least one team has a choice of one or more than one point at which it gets deployed mid-air from a dropship, with one-time rockets/landing systems used up at the start of the match. They would have a known objective, such as an area to attack, a prisoner on a train to rescue, a battle to join, etc. The defenders would know what area or route needs defending, but would not know ahead of time where the attackers will deploy. It's possible that some of the landing would be visible in the sky at a distance, though decoy chaff could also be scattered in the air, and the dropship could be sufficiently low as to use hills and buildings for partial cover.


Ambush
I hope we will see destructable buildings and terrain, including buildings that can be used for hidding within. An extension of this concept would be an ambushing team setting their starting positions in better hiding than normally allowable (as if they had hours before the match to cover up the thin layer of ground they burried themselves under, or patch up the building they're in side, etc. This game type would require knowing of a route to ambush (for attackers), or of a place that needs defending (for defenders).

#728 1ShotPaddy

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Posted 16 November 2012 - 12:01 AM

I wonder if infantry and vehicular based combat could be introduced in certain game modes. So in a game with 12 mechs there are 32 infantry(elementals) with vehicle spawns at bases or something similar.

Mechs spawn at the periphery of the map, elementals in the centre. Vehicles would include omnifighters, buzzing over Mech heads, being a real pain in the ***, tanks like the heavy autocannon armed bulldog or double Gauss equipped Von luckner(sp?), teaming up on weakly armoured scout Mechs.

Adds a bit of variety, and, please don't flame me for this, would broaden the appeal, and thus the profits, of the game to a wider, FPS oriented, audience.

Besides, what other game could boast Mechs, tanks, fighters and techno-ninja infantry armed with lasers?

P.s. I'd like to see some sort of weight limit imposed on Mech selection. Quite immersion breaking to be involved in a 11 v 12 Atlas slug-fest. In case your wondering where number 12 on the first team went, that's me in a Raven trying to play scout/commander...it didn't work out so well.

Edited by 1ShotPaddy, 16 November 2012 - 12:04 AM.


#729 Rushin Roulette

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Posted 16 November 2012 - 12:20 AM

View PostFinnMcKool, on 12 March 2012 - 07:56 PM, said:

how about a match / Planet where no weapons work,
you have to crash ,bump, DFA , whatever to accomplish
your goals / Mission .



oh and dinosaurs.


No... just no. Im deffinitely against this proposal... we need weapons to shoot the dinosaurs ;)

#730 Drexorn

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Posted 16 November 2012 - 10:53 AM

I started a thread on this, but here's my suggestion:

[color=#959595]Our team loaded missing our cockpits and also were not able to target enemies with the R key. Also, the Q key would not bring up friendly names either. We ended up winning, but it was kind of fun not having targeting capabilities at all. You had to watch out and not shoot your teammates, and relied only on sight and the minimap. [/color]

[color=#959595]It was a challenge and got me thinking, why not build a map/game mode like this? A solar flare could knock out all advanced targeting capabilities on both teams. You have to rely on communication and teamwork even more to succeed (which we did!), and it was actually pretty fun.[/color]

#731 Keldun Rae

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Posted 16 November 2012 - 11:40 AM

View PostFinnMcKool, on 12 March 2012 - 07:56 PM, said:

how about a match / Planet where no weapons work,
you have to crash ,bump, DFA , whatever to accomplish
your goals / Mission .



oh and dinosaurs.


Dinosaurs? Really?? *facepalm*

#732 Keldun Rae

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Posted 16 November 2012 - 11:53 AM

I'd love to see a map/mode where 1 team is assaulting a spaceport/drop-ship, and the other team is defending.

Say, attackers are an 8 mech team, and defenders are a 4 mech team with the drop-ship attacking.
The assaulting team wins by destroying the drop-ship, while defenders win by destroying the attacking force or a timer reaches 0.

The timer could represent the drop-ship being fueled up for lift-off

Perhaps the drop-ship is player controlled, by a 5th person who can leave in an elemental, with the drop-ship no longer firing, to avoid the unfair advantage that AI targeting would grant to the defending team. If the 5th person leaves the drop-ship controls in an elemental, they can later return to the controls, if they live long enough to do so.

If a fair targeting system could be developed for an AI controlled dropship, I'd agree with that.

Edited by Keldun Rae, 16 November 2012 - 11:57 AM.


#733 ReaverLord

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Posted 16 November 2012 - 12:09 PM

First of all, sorry I am unable to read all the posts(37+ pages) to see if it has been suggested already.

I would like to offer something simple and part of canon.

Solaris Arena Champions -

A 10-30 man free for all, no pre-made teams, the winner is last man standing. The matches could be broken down into weight classes or the royal rumble of any class enters.

A Small map with tons of salvage littering the battlefield and the players duking it out to see whose king of the hill.

It would take a huge undertaking of code to implement a ladder system, however it could be over a season to crown the champions and I believe it would attract professional gamers and provide an alternate game mode.

I know this is a team oriented game, however in the stories there were plenty of Solaris Arena champions and the history behind the rumbles fits in the story the game is trying to tell.

second suggestion is a single player shooting range. I have no idea how a build will work until I am in game and most people don't want the crazy build during a regular match. Maybe an obstacle course to test drive mech builds before entering competitive match play.

#734 Keldun Rae

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Posted 16 November 2012 - 12:17 PM

View PostReaverLord, on 16 November 2012 - 12:09 PM, said:

First of all, sorry I am unable to read all the posts(37+ pages) to see if it has been suggested already.

Second suggestion is a single player shooting range. I have no idea how a build will work until I am in game and most people don't want the crazy build during a regular match. Maybe an obstacle course to test drive mech builds before entering competitive match play.


I liked both suggestions, but agree most strongly with these two points :)

#735 Luke Star Destroyer

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Posted 16 November 2012 - 06:52 PM

I think having class restriction for maps would be fun.

-example: only having light Mechs would make for a fast quick game with lots of sprints.
-or all assault could make for hell on earth! or maybe a long distance kinda boring fight.
But the stickily light Mech class would be bad ***. may run the risk of people not really playing with heavy mechs as I feel they are already the weakest of the Mecks in terms of survival.

#736 Commander Darius

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Posted 17 November 2012 - 12:52 PM

Might I suggest something like a Solaris VII (hope thats the right planet, haven't played in over 8 months) colliseum game type? A weight class based free-for-all with no respawns, small but dense map inside a building or complex, high C-bill reward for victors and low to mid xp for all players. C-bill amounts drop rapidly from first place all the way down to last. Last place should get barely enough to cover repairs.

Another thing that could be done is a planetary conquest. Each planet has a few maps centered around key points such as spaceports, military HQ's, major cities, Industrial Facilities, etc. And through a series of matches linked together you can conquer planets if you take all these important parts of the planet. Should have all of the factions. The area in the Innersphere that would be effected would be limited for now to a select few planets and systems that are being fought over in border skirmishes or wars. And the amount of planets taken effects how much C-bills you make when working for that faction. And over time you could expand this game type a few systems at a time. And when or if you add in the clans you could even apply this gametype to their invasion of the Innersphere. Maybe. Anyway just an idea.

#737 Rojolobo

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Posted 18 November 2012 - 09:31 AM

AI soldier wipe out. Have hundreds of soldiers running out of buildings with little micro lazers and RPG's to shoot. Position them on rooftops. Once you get the AI down you can load them in every map. You could also destroy the barracks they spawn from.

#738 BatshitBatman

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Posted 18 November 2012 - 10:23 AM

Minor campaign elements would be pretty awesome.

Have a game mode where the houses fight for control over planets, attaining resources and territory for each successful match.

Make a planetary fight have about 36 mechs on each side, (72 total) so that there can be 3 matches running simultaneously.

After each round you'd get a chance to see how the other lances did in attaining their goals and plan your next engagements accordingly.

Each side gets to pick one territory to attack per turn (decided by vote) the additional battle will be randomly chosen by the AI.

This would be a mode for people looking to sit and play a few rounds, and it shouldn't be drop in- drop out.

This idea may not be too viable, but I am itching for something to tie me to the universe. Currently it's just mechs fighting each other, there's little to no consequences at all.

What I'm saying is I want something to make me feel like each match isn't just 8 mechs deciding, "lets go fight in that random city again!" "Remind me, what strategic value does it have?" "None!" "Great! Lets risk our lives and our multi-bazillion c-bill equipment trying to take it!"

#739 ToBe998

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Posted 19 November 2012 - 03:32 AM

Something I think is often neglected in such games is immersion. Why not make battles story bases, maybe even with random chances?

For example. You start a random assault battle but instead get a short text/movie informing you of a critical failure in you dropship and you have to do a emergency landing. So first in a series (or even as single mission) of battles:

1) Defend the ship - defend the crippled dropship until it is repaired and can lift of again

2) Assault - The originally planned assault, but depending on the success of the first defense mission, you could have some odds on this. Maybe less people on your team or environmental advantages

These series yould be much more complex with different conditions for the next battle in a line. AND it would finally be some new feature in this genre. Mini-Storylines!

#740 Oppresor

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Posted 19 November 2012 - 01:42 PM

Resource Collection (Hostile Territory)
Yes I know its an old idea, but some of the old ones are good. There was a training mission at the beginning of Mission Force Cyberstorm where you were dropped in to engage and take out a turret and then to mine some resources. The snag was that the turret was fitted with a heavy pulse laser and your Herc (Read Mech) had short range lasers and minimal armour / shields (No I'm not suggesting shields). the mission was all about knowing when to fall back and present different areas of your armour to the turret.

Just to make it more interesting; if you decided to bypass the turret you were attacked by the Cyberstorm equivilent of a Uziel or Shadowcat.

The prize was the currency awarded for the ore collected and a bonus for taking out the turret.





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