#761
Posted 26 November 2012 - 12:31 AM
There should be a map with tall buildings. And lots of them. Like a city map. And high walls to avoid out of bounds. That way we can use buildings to take cover, etc. And the game mode should be just to brawl it out. No capturing. Just fight to the death.
Tell me if we actually have this mode already. XP
#762
Posted 26 November 2012 - 12:42 AM
We should have a huge maze map. Deathmatch, or team deathmatch. No jumpjets allowed. So we just have to fight in the maze. And see who gets to the other side first. And probably the maze is always difference. But I guess the developers have to create a lot of mazes eh? We don't want people to memorize the maze.
#763
Posted 26 November 2012 - 04:53 PM
Aegis Kleais, on 12 March 2012 - 02:06 PM, said:
How do you know what modes the game is "starting" with, and what exactly is PGI's definition of these modes?
My suggestions were posted long ago in the closed beta forums. I have no idea if those suggestions were even read and considered by devs. I made polls for them, and my suggestions were very popular according to the votes. Am I really going to have to repost my suggestions here and now to get them up for consideration?
Edited by Teralitha, 26 November 2012 - 05:04 PM.
#764
Posted 26 November 2012 - 06:22 PM
Teralitha, on 26 November 2012 - 04:53 PM, said:
How do you know what modes the game is "starting" with, and what exactly is PGI's definition of these modes?
My suggestions were posted long ago in the closed beta forums. I have no idea if those suggestions were even read and considered by devs. I made polls for them, and my suggestions were very popular according to the votes. Am I really going to have to repost my suggestions here and now to get them up for consideration?
You necro'd a post that's over 9 months old. Things have changed since then.
#765
Posted 27 November 2012 - 07:05 AM
#766
Posted 27 November 2012 - 01:49 PM
#767
Posted 27 November 2012 - 08:06 PM
In Battletech, and in Canon, there is a very important thing that I have yet to hear is in the game anywhere. Maybe I am just hearing wrong and it is, but I've heard otherwise. Anywho, Combat Vehicles. There needs to be them. Maybe not as player controlled units, but as NPCs. Shoot. You could even put in a piece of equipment that actually lets players walk onto the field with 3 50 ton tanks at their side and this piece of equipment (most likely command equipment or command console), lets them control them. But none the less, if you want big fights the easy way, do something like this.
Make 2 bases. Highly fortified bases. Each of them having several critical structures and facilities as well as defenses. I might go into detail further down in the post but we will get to that later. As the game goes on, the bases produce or have dropped down or however you want to get them there, a small group of combat vehicles that leave out of multiple routes. These vehicles travel across the map heading towards the enemy base. On the side of the map is two drop pads that if captured will add yet another small drop force of combat vehicles to the mix from their own path. The goal is to support the combat vehicles as they assault the enemy base and destroy a certain percentage of the base's critical structures. Once that objective has been achieved, the other team wins. This would give a very tactical feel to the game because if players are too focused on any one path or lane, then their base starts getting hit and hit hard so they have to work together to defend while also pushing outwards to attack the enemy's base at the same time.
Okay. Now details. Hmm. Lets see. I'll start with a sort of base setup. Any of the following buildings that has an asterik next to its name is a critical structure (also note that buildings do not repair in this game mode).
Command Center *: Has the most HP out of all of the major structures. Once this compoud is destroyed, players no longer share map data between each other or the NPC combat vehicles in their force. Also, units cannot communicate unless within a certain range of each other (this part could probably be removed since people just use skype to ignore it).
Repair Bay *: Destroying the repair bay causes players to lose access to that forward repair station, forcing them to go back to the secondary repair depot in the back of the base. Note that the secondary repair depot repairs slower than the other repair bays, but cannot be destroyed.
Ammo Dump *: Destroying the ammo dumps in the base prevents the players from resupplying in the base. They must now take over one of the drop pads out on the map or live without ammo.
Comm Station *: If the comm station is destroyed, then the players are not warned when their base is under attack or if one of their drop pads is being taken (if they have captured one).
Power Generator *: There would probably be multiple of these. One that would power the defenses that cover the flank (the lanes leading to the drop pad), as well as one for each main lane between the two bases.
Anti-Air Defenses: These anti air defenses are not critical to the compound, however, they prevent the enemy from dropping in their heavier combat vehicle reinforcements. If the anti-air defenses are destroyed, the lane that they were overwatching now has 100 ton combat vehicles from the enemy forces begin driving down to assault on their base.
Anti-Ground Defenses: These defenses guard the base and there would probably some outlaying defenses on the lanes themselves. The defenses would range from Gauss or PPC turrets to LRM turrets. They would automatically attack any unit in the vacinity, but since they are using very generic AI, they target the first thing to get in their range and then once that unit dies, the next closest target.
Tell me what you guys think about everything. And make suggestions and so on and so forth. I think this would be fun and also appeal to the big battle wanters.
#768
Posted 27 November 2012 - 09:14 PM
Each team has a base containing a flag, the goal of course is for the other team to capture and return the enemy flag to their base. But you can not capture the enemy flag if they are currently in possetion of your flag. Thus you would have to not only fight to keep your flag but also fight to get theirs. Another option would be that it wouldnt matter if the enemy had your flag when you returned with theirs.
To get your flag back from an enemy that has it you would need to destroy the mech carrying in thus causing the flag to drop, you would then need to grab the flag thus returning it to your base.
This would be a timed match (say 15 or 20 minute limit) with unlimited mechs available for each side but there would be a cooldown period that you would have to wait before respawning in or around your base area.
The team with the most caputures wins and in the event of a tie the tie breaker would be the team with the most kills. This way you could still have it as a ranked match as all kills and deaths throughout the match would be tracked and logged in your stats.
Base Destruction:
There is a bomb in the center of the map that both teams are trying to obtain with the goal of planting it at the enemy base. Once planted the planting team would then have to defend the site for a specific amount of time (ie: 3 minutes) until the device detonates.
In order to defuse the bomb the team who owns that base would have to stand in a certain area around the bomb for a set amount of time (ie 30 seconds) without interuption (similar to base capture as it is now in assault) to defuse and gain control of the bomb. However if the planting team came within that area before the defuse time was up the defuse time would reset. All the while the detonation countdown would continue unabated.
If the bomb was successfully defused the closest mech to the bomb on the defusing team would gain control of it in order for them to take it to the other base for them to plant.
The mech carrying the bomb would be lit by a beacon to announce that he/she is the bomb carrier. If a mech carrying the bomb is destroyed the bomb would drop at that spot on the map and would be fair game for any mech to pick up. Due to the size of the bomb though there would be a speed penalty on the bomb carrier based on the size of the mech, ie: light mechs have the largest penalty due to small size, where assualts which are large and slow have no penalty at all.
This game type would have limited number of respawns per team of 3x the number of mechs the team size is limited to (ie: 8 mechs per team means each team gets 24 respawns). This also means that if someone on your team dies 10x then they use 10 of the teams respawns.
There would also be a time limit on the game and in the case that neither team is able to detonate the bomb at the enemies base in the set amount of time alloted the tie breaker would be the team with the most mechs left wins (respawns also added to this count if the team has any left available for use).
#769
Posted 28 November 2012 - 04:32 AM
snowfall, on 27 November 2012 - 08:06 PM, said:
In Battletech, and in Canon, there is a very important thing that I have yet to hear is in the game anywhere. Maybe I am just hearing wrong and it is, but I've heard otherwise. Anywho, Combat Vehicles. There needs to be them. Maybe not as player controlled units, but as NPCs. Shoot. You could even put in a piece of equipment that actually lets players walk onto the field with 3 50 ton tanks at their side and this piece of equipment (most likely command equipment or command console), lets them control them. But none the less, if you want big fights the easy way, do something like this.
Make 2 bases. Highly fortified bases. Each of them having several critical structures and facilities as well as defenses. I might go into detail further down in the post but we will get to that later. As the game goes on, the bases produce or have dropped down or however you want to get them there, a small group of combat vehicles that leave out of multiple routes. These vehicles travel across the map heading towards the enemy base. On the side of the map is two drop pads that if captured will add yet another small drop force of combat vehicles to the mix from their own path. The goal is to support the combat vehicles as they assault the enemy base and destroy a certain percentage of the base's critical structures. Once that objective has been achieved, the other team wins. This would give a very tactical feel to the game because if players are too focused on any one path or lane, then their base starts getting hit and hit hard so they have to work together to defend while also pushing outwards to attack the enemy's base at the same time.
Okay. Now details. Hmm. Lets see. I'll start with a sort of base setup. Any of the following buildings that has an asterik next to its name is a critical structure (also note that buildings do not repair in this game mode).
Command Center *: Has the most HP out of all of the major structures. Once this compoud is destroyed, players no longer share map data between each other or the NPC combat vehicles in their force. Also, units cannot communicate unless within a certain range of each other (this part could probably be removed since people just use skype to ignore it).
Repair Bay *: Destroying the repair bay causes players to lose access to that forward repair station, forcing them to go back to the secondary repair depot in the back of the base. Note that the secondary repair depot repairs slower than the other repair bays, but cannot be destroyed.
Ammo Dump *: Destroying the ammo dumps in the base prevents the players from resupplying in the base. They must now take over one of the drop pads out on the map or live without ammo.
Comm Station *: If the comm station is destroyed, then the players are not warned when their base is under attack or if one of their drop pads is being taken (if they have captured one).
Power Generator *: There would probably be multiple of these. One that would power the defenses that cover the flank (the lanes leading to the drop pad), as well as one for each main lane between the two bases.
Anti-Air Defenses: These anti air defenses are not critical to the compound, however, they prevent the enemy from dropping in their heavier combat vehicle reinforcements. If the anti-air defenses are destroyed, the lane that they were overwatching now has 100 ton combat vehicles from the enemy forces begin driving down to assault on their base.
Anti-Ground Defenses: These defenses guard the base and there would probably some outlaying defenses on the lanes themselves. The defenses would range from Gauss or PPC turrets to LRM turrets. They would automatically attack any unit in the vacinity, but since they are using very generic AI, they target the first thing to get in their range and then once that unit dies, the next closest target.
Tell me what you guys think about everything. And make suggestions and so on and so forth. I think this would be fun and also appeal to the big battle wanters.
I had a game-mode plan very similar to this, so I'll just agree with you here that I really like your idea. This would be a bit close to canon where combined arms were necessary to ensure a win, and also make a whole separate niche of weapons and mechs for killing combat vehicles quickly.
#770
Posted 28 November 2012 - 07:20 AM
That being said, mech soccer? If I wanted crap like that, I'd go play Maple Story and get married...
#771
Posted 28 November 2012 - 01:24 PM
For example:
Arcade: Infinite Respawns, No heat, Infinite Ammo, No XP, No Repair/Rearm Costs, Limited C-Bills Earned - This would be a Social playlist targeting newbies, and a more general population. This difficulty would basically have no function except pure, unhindered fun, and some easy C-bills on the side
Normal: Multiple (Or infinite) Respawns, Normal Heat, Normal Ammo, Limited Repair/Rearm Costs, Normal C-Bills Earned - This is a ranked playlist but without the harsh penality of One-Death-and-Out which slows down the gameplay. However, the Repair/Rearm costs would have to be looked at to ensure that people wouldn't be playing games that would run them negative by the end of the match.
Hardcore: One Life, Normal Heat, Normal Ammo, Full Repair/Rearm costs, Bonus XP and Bonus C-bills - This is also a ranked playlist for the die-hards out there that enjoy what we are playing now with a little encouragement in the C-Bills and XP department.
*Ranked is defined as a gametype that extends it's results to the Community server and affects anything galaxy/control system that will be put into place.
**Social is defined as no impact on community servers.
#772
Posted 28 November 2012 - 02:07 PM
#773
Posted 28 November 2012 - 05:50 PM
Game World:
Put in a solaris arena mode, but also put in a system where the big matches are streamed live. One of your goals should be to knock down LoL from its #1 stream game ranking. This could do it. Especially if you toss some gambling in. I'd love to sit at work betting on matches with cbills and MC.
Tonnage Leagues:
My biggest issue with the current matchmaker is that class v class matching leads to unfair matches. A commando is no Jenner, An Awesome is no Atlas, Catapults (and soon cataphracts) laugh at Dragons, and well... mediums are all kinda meh. Anyway the point here isnt to whine about your terrible matchmaker (its terrible), the point is to talk about how things could be far more interesting with Tonnage Leagues.
A premade group of 8 should have the option of launching in one of several Tonnage Leagues. Basically the groups drop weight would be limited to the weight limit defined by that league. Lets say the primary League has a 400 ton drop limit w/ 8 player min (cant launch a man short). So you could roll 8 hunchbacks, or 4 awesomes 4 fleas, hopefully you get the idea. The group decides how best to use that tonnage.
Why is this good/better? Currently if i want to roll my awesome, and the enemy gets an atlas because of it, i've essentially hurt my team by 20 tons just due to preference. It would be much better if those 20 tons could go to someone else, turn a hunchback into a cataphract for example. Cataphract and Awesome vs an Atlas and Hunchback. These are the kind of match ups tonnage leagues would allow for.
Edited by Salient, 28 November 2012 - 05:51 PM.
#774
Posted 28 November 2012 - 06:24 PM
Hope to see such scenarios...
#775
Posted 29 November 2012 - 08:38 AM
#776
Posted 29 November 2012 - 12:55 PM
differents planets with a very big map divided by exagons.
The map and game is persistant, the houses start in the sides of the map and have to capture different locations such as factories,research facilities, radar & comunications, and so on. Capping these points requires multiple mechs and reward the house that captured that facility with boosts, like faster repair, improved intelligence on enemy locations, unique support.
I'm sure if you know planetside 2 you get the meaning. I think it really suits the universe, better than a simple and pointless 8vs8.
#777
Posted 29 November 2012 - 02:45 PM
Ghost Bears Legacy had a mission or two that took place on dropships in space and it was quite fun. If you weren't careful you'd get lost in the void. Lances would have to defend their own dropship while neutralizing the enemy lance on the other dropship, and at the same time taking out the enemy dropships weapons and engines. Winner destroys the enemy dropship, or for a bonus, you could neutralize the enemy dropship with as little damage possible, and capture it by leaping from one ship to the other, whereupon you could get inside and "capture the crew".
#778
Posted 29 November 2012 - 06:48 PM
essentially, the game will choose a player from each team to be the flagholder randomly. the team that loses it's flagholder loses the match. It is similar to VIP escort in APB reloaded except that both sides have a vip and the team can either choose to defend the individual or take out the opponent team
#779
Posted 30 November 2012 - 01:56 AM
Take gauss valley, put in 8 respawn points where randomly people appears at begin and after death.
Game goes on 10-15 minutes and during that time all participant are automatically respawned after death to point x w/ full armour & weapons.
Purpose just kill as many opponents as u can, nothing else. After respawn one has 15s immunity to damage so that spawncampers cannot take full advantage.
After match, CB+XP is rewarded to those who have made damage. Even to trialmech pilots, but minor amount that to those who play w/ owned mechs.
This would work also as a training grounds 4 beginners.
Edited by VXJaeger, 30 November 2012 - 02:01 AM.
#780
Posted 30 November 2012 - 10:53 PM
basically
1) "package holder" must be a slow mech, preferebly an assault "engine limit may be established" OR whatever mech gets the package by random, his speed will be reduced
2) if holder dies, another slow assault/heavy must pick up "package"
Package holder must reach the CAP to score
3) both teams (friendly + enemy) can see the holder as a beacon on the map, beacon must BEEP every some number of seconds NOT A CONSTANT BEEP 10 sec maybe? or more
4) Since holder can be seen by enemy radar, HE CANNOT BE LRM'emd OR automatically ECM'emd
5) teams preffered 12 v 12
6) team must offer cover and work together obviously to win !
Im sure DeV's can bring more to it if they find this idea O.K. so i kinda layed out how i personally would see it
CHEERS !
Edited by Legionar20, 30 November 2012 - 10:56 PM.
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