#741
Posted 19 November 2012 - 04:43 PM
There will have to be a numbers balance where if there are too many modes there won't be enough players to fill them.
Ultimately though, I would like to see PBI's Ground vehicle and Air vehicle NPCs involved.
#742
Posted 19 November 2012 - 08:06 PM
#743
Posted 20 November 2012 - 08:52 AM
With an ejection seat you could implement self destruction damage.
#744
Posted 20 November 2012 - 11:07 AM
Here's my thought for MWO - 10v10, have 6 buildings spread out on the map. Four are supply depots and the other two are mechbays. When a supply depot is captured and held, it slowly increases the "available tonnage" counter. This rate would start at 35 and rise from there, at a reasonable rate such as 1T/20sec. A captured mechbay allows one player at a time to swap mechs to one of his other heavier builds, but it is limited to the currently available tonnage limit. This also takes time, a pilot inside the mechbay swapping to a different mech will be out of the fight for at least a minute. Killing enemy mechs also increases the available tonnage by 2-6T based on the weight class of the mech destroyed. Respawns are limited to half the tonnage counter and take two minutes. The game ends when a tonnage limit is reached, at least 100 more than the starting tonnage.
Possible additional rules -
PILOT INJURY/CAPTURE: When a mechbay is captured by an enemy team WHILE a pilot is in the process of switching mechs, he/she is out of the match and unable to respawn. This encourages a team to "hold out" at a base and defend fiercely while each pilot in turn swaps mechs.
QUICK RESPAWN AT MECHBAYS: When a mechbay is held and there is no pilot currently switching mechs, a pilot can make a 30 second respawn on that location. This helps assault class mechs so they don't have to spend half the game walking into position and increases the defensibility of the valuable mechbays.
EXTRA KILL BONUS: Much like how the current salvage bonus works, mechs that are mostly intact upon death (cockpit/leg kills) add extra tonnage to the tonnage counter.
I think this mode will be highly strategic as all different weight classes have a role to play. Even though this is supposed to be the case in the current base capture mode, there aren't a lot of options for "support role" lights that aren't getting the backup they need from the rest of their team. In this mode players can still take initiative and try and grab something for the team even if they're not particularly suited to exchanging blows in the main firefights at the mechbays. It's not just about the lights though -- while lights are able to move around quickly and find which points have the fewest defenders, they aren't suited to holding out for long periods of time at the points they capture when the cavalry comes back. Heavier mechs are excellent for defense or capturing entrenched positions, but are slow to move around the map and provide the enemy team with a lot of extra tonnage when they go down. This means that a smart pilot won't immediately upgrade to the biggest mech possible, but rather try and time his upgrades/respawns for when they are most effective. While kills are important, a tactical team can win based on how they control territory despite the fact that they spend most of their time in lights and don't often land kills on valuable enemy assault mechs. This also makes commanders question how they go about attacking - do I send in all the heavy brawlers into that heavily guarded mechbay and hope they don't attack while we're away or do I send the lights to try and swarm the small garrison at that supply depot? I think this mode wouldn't be too hard to code into the existing game, as most of it is built on existing capture point mechanics. There is no need in this mode for complicated base defenses or dropships, the only serious addition would be hangers within the mechbays that would trigger the upgrade menu. Overall, I'd love to see something more strategic where offensive/defensive choices are more rewarding for the player.
#745
Posted 20 November 2012 - 08:49 PM
For me at least, this would be wonderful. I've spent the last 8 years playing City of Heroes, and not being able to strafe (as well as getting used to the FPS functionality of torso-twisting) is making me a liability for people I pug with. I think I could learn to be less of a liability if I had someplace to just drive my mechs around and get a feel for them... and if it would help me, there's probably a lot of other folks this would help also.
#746
Posted 20 November 2012 - 09:17 PM
What I'm not liking right now is that I don't know if I'm going to drop with a team with a plan, or a bunch of loners. There's a place for each, but a way to chose would be nice.
And how about the old Capture the flag game where lights ruled.
#747
Posted 20 November 2012 - 09:39 PM
#748
Posted 21 November 2012 - 12:10 AM
Special V.I.P. Convoy must be escorted to Extraction Zone and held there for 5 minutes. If time limit (30) is reached, counts as a defeat for the escort side, ambush side destroying the Convoy counts as a victory and the match ends. The V.I.P. scenario could be an NPC on a scripted route through the map, or a mech pilot could volunteer such as selecting take command when pressing "B", a seperate option the V.I.P. spot.
#749
Posted 22 November 2012 - 08:23 AM
Could also include it to join as a pre-chosen mech. Would be a way to get people to see what other mech classes and combinations they may like when first starting off.
Would be a good way to get people to play that dont really like the PvP only aspect part of the game.
#750
Posted 22 November 2012 - 04:33 PM
Also, I'm wondering if only humans should play Mechs in MWO. Of course that is entirely up to the programmers design. Considering the pen and paper implications, battlemechs are relatively rare, and it might be appropriate to keep them as human
opponents.
#751
Posted 23 November 2012 - 01:21 AM
The first one is domination and isnt really something special.
It requires a big map in which you conquer bases and try to hold them, there are 5-7bases you can conquer and you need to hold more than 50% in order to lower the enemies battlevalues.
Of course respawning is required so you eject after your mech is destroyed and have to get back to base to get into a new mech. Also you have to get more credits and exp. for one of these matches since this could take a while. also there could be repair bays for repairs and and rearming in the key or main bases. A Death will also lead to the battlevalue dropping and for the other teams to rise.
The next idea is similar, but this time both partys have the same amount of bases right from the start with heavy defenses and respawning srm carriers which will charge into the enemy base. basically this is a dota/lol mode. To make it more interesting probabely giving you the ability to unlock certain skills and/or equipment you normally couldnt unlock or fit for the duration of the battle with xp or prestigepoints, what amount of cbills/exp you will get at the end is depending on your battleperformance. I know this is not canon but its a game it should be fun and have a certain variety to it.
some more simple ideas:
Mission mode.
This could be protect/attack the convoy/base/city/enemy Leader. it should be all of the stated to ad some variety in gameplay and not getting stale
Hangar Battle:
basically normal random battle but with 4 "lives" you
choose 4 of your mechs(can also be trial mechs) and enter the battle.
Trial Mech battle:
normal random battle but well only trial mechs and no teams allowed. for those who want to farm.
Trial Mech team battle:
do i have to explain this ?
1vs1 Gladiators:
well its one on one in a arena style map with some cover objects so you cant get instagibbed right from the start and you can bet cbills on your victory which you get doubled back on a victory, or lose everything and get a repairbill. If you dont bet anything you win what you normally get on a lose in random battles if you lose you get nothing except a repairbill.
Onslaught:
a linear map with 3 or 4 bases
One team has to attack and the other has to defend the bases for a certain amount of time against the enemies. The attackers win if they conquer all bases.
#752
Posted 23 November 2012 - 01:54 AM
Escorting the vip.
Escorting Vip from point A to B, one of players dropped into battle will gain vip status with FULL / HALF / Minor Armor
Complete 1 or 3 OBJECTIVES
Complete 3 minor objectives in other places on map to win ( like shutting down fuel suply ) or complete 1 major obj. team is starting in a spawn, they got on radars nav pints indicating obejectives to make, they should decide what objectives they want to do for example
Assault team is trying to get 3 minor objectives to win but Defense is securing the 3rd minor obj so good that they cant reach it, so the scout is headin to Main obj to celar it and they win.
Escape
2 teams Assualt and Defense, prevend other team to get into zone ( map like a huge bridge with a abyss on both side of the Bridge ) assault team is crossing the bridge defense must kill em before they reach obj.
Free The Hostage
1 or more static NPC Hostages ( or 1 Player Hostage ) starting on enemy team base with no weapons, his team need to reach and capture him before the kidnapers kill him, he also need to get to extraction point.
Extraction
Cariable objective placed on map that should be carried out to one of 3 extraction points, another Assault / Defense team. If the carrier drop of obj in Case of death the other member of his team can carry it futher, the defense team CANNOT carry the obj.
thats all for now thanks
#753
Posted 24 November 2012 - 09:00 AM
Attacker pay > defender pay. Salvage rights to the victor. Losers lose their mechs. Seriously, mech soccer?!!
#754
Posted 24 November 2012 - 09:09 AM
More thrill and carefully tactical behaviour.
Also a 2 vs 2 mode.
#755
Posted 24 November 2012 - 06:59 PM
Gies, on 23 November 2012 - 01:21 AM, said:
The first one is domination and isnt really something special.
It requires a big map in which you conquer bases and try to hold them, there are 5-7bases you can conquer and you need to hold more than 50% in order to lower the enemies battlevalues.
Of course respawning is required so you eject after your mech is destroyed and have to get back to base to get into a new mech. Also you have to get more credits and exp. for one of these matches since this could take a while. also there could be repair bays for repairs and and rearming in the key or main bases. A Death will also lead to the battlevalue dropping and for the other teams to rise.
s
Hangar Battle:
basically normal random battle but with 4 "lives" you
choose 4 of your mechs(can also be trial mechs) and enter the battle.
These two modes are already being worked on, your domination mode will be called conquest and will work kind of like to described with multiple capture points but I don,t think there will be re-spawns and hanger mode will be called dropship mode and will be a modifier for game modes, choose 4 mechs,when one is gone you'll drop in your next one
#756
Posted 24 November 2012 - 10:59 PM
4 seperate combatants take on a battle royal in a purpose built arena.
#757
Posted 25 November 2012 - 01:29 AM
like clan bidding, but with a different name.. and bidding either weight, possibly a number of lances... like 3 to 1... but the 1 group is of course really really good. not sure about that one....
maybe just weight bidding.... like:
400 ton vs 280 tons (the boogerbad merc company)
#758
Posted 25 November 2012 - 11:04 AM
A special hexagone on the map called solaris ( totaly safe from conquest ) , for 1vs1 , 4vs4 , 8vs8 game ( premade or not ) , where team and player can choose their game mode .
Hope you got the idea .
You can do it , if not , wear nike ! ( and if you wear nike and it dont work , make a complain and ask them for money so you will make it ! ) .
Edited by klownnection, 25 November 2012 - 11:05 AM.
#759
Posted 25 November 2012 - 12:33 PM
timeline, but I believe its to follow the published 'history. And the special hexagon probably wouldn't need to be on the map.
What about a hex with multiple planets and moons. Our solar system alone would be potentially thousands of maps.
Another complexity is fairness. A better way might be to have the innersphere map and show hotspot hexes where rewards
are to be had for victors.
#760
Posted 25 November 2012 - 10:31 PM
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