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Game Type Suggestion



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#781 Hobgoblin 13

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Posted 01 December 2012 - 12:55 AM

Im looking for 4 environments to operate the mech.
1 practice room that is part of configuring your mech including uptional upgrades that is "in the store" not your garage.
2. 1 vs 1 format so that I can chalange other players to a dule. and test out mechs vs other mechs.
3. well matched skill in pub play, I think the 12 vs 12 is about right considering how larger matches would require too much ammo.
4. Organized team play......go crazywith full team tacktics and team setups.

the fun in the game is spending days setting up a mech just right, then gettin your butt kicked by some skilled player who had the counter move.

Edited by Hobgoblin 13, 01 December 2012 - 12:56 AM.


#782 Kalkin0616

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Posted 01 December 2012 - 07:42 AM

This game really needs a practice mode!

#783 PeeAeMKay

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Posted 01 December 2012 - 08:37 AM

View PostDashen, on 29 November 2012 - 12:55 PM, said:

Hello, i second the guy who suggested a mode alongside planetside 2 gameplay.

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 just saw the IGN video review of Planetside 2 and immedietly thought that this would fit the BattleTech universe very well.

Posted Image

Having a persistent planet map like this, changing according to the player's action, would be epic. This way, you could actually feel like being part of a planetwide invasion, the way they take place in the BattleTech universe.
  • You would start in mech hangars on the surface or maybe drop in with dropships, depending on for what faction you fight and what the situation of the battle is.
  • If you go down in one mech, you could rejoin the battle in one of your other mechs or a trial mech until your first mech is salvaged and repaired.
  • I like the idea of granting certain advantages to factions holding certain areas/buildings.
  • If one faction does very well and actually conquers the entire map, the planet would be awarded to them. This opens up another metagame level, where the factions could put strategies in place not only on planet level, but galaxy level as well.
Having a system like that would be really epic in my opinion. The effort and time the developers would have to put into this would be truly epic as well, though.


It wouldn't be much fun if every hexagon on the planet map turned out to be one of just a couple of maps. This would mean that a lot more maps would have to be designed, built and balanced. It would be even more complicated if you could seamlessly walk from one map to the next.

Also, I guess balancing the game not only on the level of single battles, but a planet-wide, or maybe even galaxy-wide war, would be a nightmare.

But hey, MMOs are in it for the long run, right? So maybe this could be something MWO is heading for in a couple of years?

#784 Ookisaru

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Posted 01 December 2012 - 06:22 PM

I have not read through all of the posts so sorry if this has been suggested before but how about ...

RAID

Summary

The attackers are a small raiding party which is trying to upload a virus / steal data from any one of three capture points. A larger force of defenders must prevent this from happening.

Key Features

The key features are:
  • Asymmetric teams: 6 attackers vs 10 defenders (for example)
  • Defenders are required to defend 3 capture points spread across the map for a set period of time.
  • Attackers win by capturing 1 of the capture points (or by destroying all of the defenders)
  • Defenders win by preventing any of the capture points from being taken or by destroying all of the attackers.
Defender gameplay

The defenders have the advantage of numbers but are required to split their team in order to defend the capture points.

Fast scout mechs are necessary to locate the attackers and determine which of the bases they are focusing on so that the defenders can use their numbers advantage effectively. BAP and other sensor enhancements are especially useful.

Medium / up-speed-ed mechs are useful because they can quickly re-deploy to defend the base that is being attacked.

Heavy slow mechs are powerful defenders, but can be left isolated if they are at the "wrong" base as they take time to redeploy.

If the defenders at a capture point are overwhelmed the defenders must counterattack the point before the upload/download is completed. This requires difficult decisions about when to counter-attack as if the defenders show up one by one the attackers will overwhelm them but if they wait around too long to regroup the attackers will capture the point and win.

Attacker gameplay

The attackers are outnumbered but have the advantage of being able to pick a capture point to attack in force meaning (if things go right) they should have a short term numbers advantage. They can also use diversionary tactics (e.g. fast mechs attack one base drawing in the defenders while the main force heads to a different capture point on the other side of the map).

Light fast mechs scout ahead of the main force. They provide intelligence as to which capture point is the most heavily defended. They also engage the defenders scouts and prevent them from locating the main attackers force.

Mechs with ECM are useful to help hide the attackers main force for as long as possible.

Heavier mechs are necessary to quickly kill the defenders at a particular capture point. They can also help hold off the defenders reinforcements while the upload / download is completed.

Change to "assault" capture mechanic

Rather than using the "assault" capture mechanic (i.e. mechs stand in a square and run down a bar) the attackers deploy a device that carries out the upload / download which must then be defended for a set time (like a CS bomb for example). Any mech can deploy the device but once it has been deployed the attackers are committed to attacking that capture point.

The advantages of dealing with captures in this way would be that it:
  • allows the attackers to spread out and defend the capture point they are attacking (setting ambushes for example) rather than clumping on the capture plate.
  • focuses the action on a defined capture point once the attackers commit (otherwise an attacking light could run around them map from capture point to capture point leading to drawn out boring games).
  • avoids a defending light from stalling the capture by sprinting around in circles over the capture box (which would make it too easy for the defenders to regroup and attack in force).
  • sets a defined period of times the attackers must defend for which is independent of how many attackers are alive - which is good for balance and more importantly allows the attackers to sacrifice themselves mounting a last ditch defense of the objective without this slowing down the capture rate.

Edited by Ookisaru, 01 December 2012 - 06:26 PM.


#785 WolfPlayer

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Posted 01 December 2012 - 11:27 PM

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.


I have to respond to this, as it made me laugh for more then 1 minute. That is the internet rule, if you laugh for more then 59 seconds you must give props or you lose 84,000 C-Bills in ForumWarriorOnline.

#786 Luke Star Destroyer

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Posted 02 December 2012 - 12:47 AM

King of the hill / fortress / city block / whatever...

A race to capture one spot would be sweet. the spot could be broke up into a divided parts / sub-levels for more dynamic game play. and the path to that spot could intersect with the other team. this would be fun with urban settings or maybe thick marsh.

there could be a time clock for both teams first to get there's to 0 wins.

I think it would be cool to have it so only one Mech can play "king" standing in bounds well the rest have to defend standing outside.

once that Mech is killed first person that hits the spot and stays gets dubed king well standing in that spot and the clock dose not start counting down till your team is off the king zone.

so many fun ways you could do it.

I think building / hostage defense / attack would be cool too.

#787 Luke Star Destroyer

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Posted 02 December 2012 - 12:59 AM

View PostRegentLead, on 29 November 2012 - 08:38 AM, said:

Yeah warge. i'm with you. I've been waiting for a Mechwarrior game for a decade now and all i get for all that time is an arena based mode that's only slightly different from the online play of mech4. What i want is an actual MMO. with a univers to move around in. places to go things to see and things to do. It's not realy an MMO if this isn't the case. it's just arena play. Fun for all that but not exactly ingrossing. i'd like to take over territories. try and hold them and defend them. travel to different planets. Maybe take over planets and maybe some vs ai with story line. something a little more like mech4 mercs definatley. I love the Mechwarrorier univers but i gaurantee this will not hold peoples atention for very long as is. There's just to little to it other than good graphics and actuall fighting dynamic. it's a good start but if the univers isn't expanded i see it becoming a little like BGO did. Just to repetitive to play for long. Well i made the same suggestion to Big Point for BGO and was completely ignored so i'm sure the same will aplly here. Good hunting all.

Nail on the head. I didn't come here to play COD or BF3 I came here to take what is rightfully mine, fight for a cause set straight what is wrong in the universe, and blow **** up, part of why I loved MW2 so much was map size and the ability to simply explore. its human nature to want to explore, to see whats on the other side of the hill, to team up and fight for something real. no one likes feeling like there in a ******* box.

#788 XtremeLord

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Posted 02 December 2012 - 07:40 AM

everybody have their best suggestion which sound good
but i can only see the one and only launch button mode
cant wait for other mode

#789 GordonFreeman

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Posted 02 December 2012 - 10:43 AM

Crowbar deathmatch

#790 Thomas Covenant

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Posted 02 December 2012 - 07:07 PM

FFA

#791 Tuku

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Posted 03 December 2012 - 07:01 AM

When clans come out It would be nice to have a game mode for the diffrent duals and Traditional combat trials that they practice.

barring that.

A variant of what we have now but with MUCH MUCH larger maps....take the largest map planned and make it bigger.

2 teams drop in at random locations outside of the outskirts of the area....Stay out there long enough and you get an out of bounds warning and die.

In this map dispursed through out are diffrent base stations and each one brings on line diffrent perks.....Lets say Base alpha brings on line turrets at all friendly bases....Beta gives all bases proximity alert to announce when enemies are approaching. Base Charlie has a (Destructable even while a mech is inside being rearmed ) rearm bay (No repairs ...thats silly) and Base Delta has some sort of electronics perk. or better yet can send out "repair trucks" to repair broken defences (Proximity towers....turrets....rearming bays)


The point is though that each base though the buildings are in fixed position the perks are placed as randomly as possible . Also the bases should be large enough for a good close quarters brawl inside I think.

Each base starts off neutral and can be captured by either side ....but it can also be taken back by the apposing team.

the object of this mode is to take all 4 bases or kill all of the other enemy team.

#792 K Storm

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Posted 03 December 2012 - 02:40 PM

Okay, I didn't have the time to read through all 40 pages of posts. So hopefully some of my suggestions are not repeated ;)

Diversity - I think all (present and future) game modes could benefit from changing a few parameters every time you play:
  • Randomized base locations - We all know where the enemy base is on every map. What if there were multiple potential locations where the two teams' bases could be located? (increases the importance of scouts)
    • I can see all kinds of opportunity for the River City map.
  • Mech Ton restrictions - In some game modes (I'm thinking of Dropship mode now), there would be a limit to the max tonnage of mechs you could bring with. This value would change for every match, with "unlimited" being an option, of course.
  • AI military support
    • Air strikes would probably be the easiest, since AI development would be minimal.
    • Tanks, aircraft, and other support. I think I recall that this would not be implemented. However, I think each match would feel a lot more like a real hectic war zone if all these elements were in place. I already like the visual elements we can see in the distance. Now let's step it up a notch. The AI doesn't have to be good, imo.
  • Negative points for destroying public property (buildings, etc.)
    • I think someone else already mentioned this, and I'd like to reiterate its importance.
    • The buildings can be specific (e.g., maybe an embassy and some other buildings could be the only ones that matter.) Or it can include all buildings. (This would be fun on River City)
  • Extraction points
    • As of now, the current game mode (and soon-to-be-released mode) doesn't have a need for this, but hauling *** to an extraction point adds a whole new element, especially when you have some slow Atlas on your team. The extraction point should be random, and I am advocating the need for gameplay modes where one team has to get in, and then get out once the objective is complete. Bonus points for getting to the LZ in time for the extracted team. Bonus points to the opposing team for every mech that doesn't make it, even though they lose the match.
Base Defense:
  • Easy enough to explain: Defending team has to defend some major structures in their base
  • Attacking team needs to take out the base's primary structures or destroy the defending mechs.
  • This is just a variant of the current mode everyone is playing, except it's one-sided.
  • There are bonuses for eliminating secondary buildings, etc.
  • Some mech weight/number of players may be needed for game balance

Recon:
  • A game mode where one team must locate and verify the existence of X building/factory/etc. with some minimum scan time at Y distance to obtain additional information.
  • Here's the fun part - maybe the defending team's game mode is Base Defense. They don't really know that someone has just been sent to recon. So if one game mode is Base Defense, another team of 8 or so (maybe even only 4 or 6) could have chosen Recon.
  • Winning on the recon side maybe should give out less XP and C-bills than normal, but more than the opposing team.
  • Weather and time of day can make a real difference here.
Escort:
  • Escort convoy of little vehicles from point A to point B
  • Some people have mentioned this already, but I want to add some diversity - different travel path every match.
    • Actually, maybe the travel path is taken from a finite set of already predetermined routes. Either way, it adds uncertainty and diversity to each match.
    • Enemy drop location changes every match as well
I have more ideas, but that's my 2 cents for now.

#793 BR0WN_H0RN3T

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Posted 03 December 2012 - 04:31 PM

I suggest a modified KOTH mode where u battle it out to win salvage. i.e. there's a wreckage or precursor tech or whatever. Winning team splits the salvage bonus. Alternatively KOTH that accumulates salvage would be good too.

#794 Hatsumi

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Posted 03 December 2012 - 06:46 PM

How about a 4 way king of the hill battle.
4 teams
1 capture point
hold the point to win
(you could even have the point move to another place on the map after a certain point or time limit.)

#795 Fractis Zero

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Posted 03 December 2012 - 08:05 PM

I haven't read through all 40 pages of ideas. The 10+ pages I read are filled with great ideas.

Hatsumi mentions 4 teams. Someone may have already mentioned this, but why not 3 factions. The dynamics of 3 teams makes for very interesting battles.

Also 2 factions 12 v 12 or 16 v 16 + 1 merc lance. The two factions can bid on the go for their services.

#796 Koe

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Posted 03 December 2012 - 11:00 PM

Like the other two posts before me I didn't feel like reading through the forum... but I do have a couple ideas.

Team Deathmatch Plus:
This mode would be similar to the TD we have now - two teams of eight duking it out. However, the kicker is that there is a small chance of eight additional players joining the match midway through, four per side, as a sort of reinforcment. A mode like this would help decrease the odds of eight mechs steamrolling on your position.

Turkeyshoot: Seven mechs of any make or variant trying to gun out a premade Lightie, with the pilot of the Lightie selected at random. The Lightie would have no guns and be brightly colored... but also be holy-sh** fast. The objective is to kill the Lightie - whoever kills it gets a point, and whoever has the most points at the end of a fifteen minute match wins. However, the Lightie can also accumulate points by surviving thirty seconds, and the pilot would get a point

Like the other two posts before me I didn't feel like reading through the forum... but I do have a couple ideas.

Team Deathmatch Plus:
This mode would be similar to the TD we have now - two teams of eight duking it out. However, the kicker is that there is a small chance of eight additional players joining the match midway through, four per side, as a sort of reinforcment. A mode like this would help decrease the odds of eight mechs steamrolling on your position.

Turkeyshoot: Seven mechs of any make or variant trying to gun out a premade Lightie, with the pilot of the Lightie selected at random. The Lightie would have no guns and be brightly colored... but also be holy-sh** fast. The objective is to kill the Lightie - whoever kills it gets a point, and whoever has the most points at the end of a fifteen minute match wins. However, the Lightie can also accumulate points by surviving thirty seconds, and the pilot would get a point

#797 Walk

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Posted 03 December 2012 - 11:12 PM

For this gametype, you would be required to own at least 3 mechs. Each of these mechs must be equipped with an Engine and be viable for drop. There will be two rounds. The map will be assault, but with only one base, and one team will defend, while the other team attacks. The objective for the defenders is to defend base for a set amount of time, or kill all attackers. The objective for the attackers is to capture 3 different spots, (which will all be within this base) or kill all the defenders.

For each round, the attacker will pick two of three mechs, and the defender will pick one. The attackers will then attempt to take the three different spots within the base(think of a fort). If they die, the pilot ejects and gets to re-enter the battle in his second mech. The defenders only get their one mech. Once the round is over, the sides switch. If a mech is destroyed in one round, it is not available as a pick for the next round. If it is damaged, it will stay damaged, but have all ammo replenished.

In order for this to be balanced, the map will have to greatly favor the defenders. Since they are defending a fort, it would be reasonable to only have a couple of easily defended entrances upon which it would be easy to choke point the attackers, as well as a high ground advantage. I'm no expert on balance, so I won't attempt to design the level all too much.

Because this would require owning at least three separate mechs, this gametype would probably be limited to pre-mades only, although I think that would only help to make it more balanced and fun. Team sizes could be 4v4,8v8, or 12v12, not really sure which would work best.

Thoughts? Opinions? Would you personally play this map, assuming it was balanced probably? Changes you would make? Lets get some interesting discussion going on

#798 Minsc

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Posted 03 December 2012 - 11:47 PM

http://mwomercs.com/...e/page__st__780

Not a bad premise, but would be a good idea to make sure this is posted in the suggest a game type thread.

#799 Asmosis

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Posted 04 December 2012 - 01:39 AM

I'd like to see a match that takes place inside a Low-G Giant sphere where up/down is only based on your position relative to center of map (so you could theorectically run right round the map in a full 360).

Or a proper moon map (or just lower the gravity on frozen city night lol).

#800 TheDitto

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Posted 04 December 2012 - 05:31 AM

Maybe I'm too simplistic, however, I'd suggest the following 2 game modes prior to all the other great suggestions!
(Mostly because they should be much simpler to implement :lol: )

a) Training / Custom mode. Yes, for us newbs who need some time alone with a mech to get acquainted :rolleyes:
:ph34r: Dual. 1v1 duals. Might make story-line sense with the intro of Clans, but the concept is still sound. I suppose that it's just a deathmatch that has only 2 players .. *shrug*. Just tossing it out there though, since I didn't see the options when I played, nor when I scanned through here .

Cheers!
Love the game (still struggling with the controls!! :blink: )





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