#81
Posted 19 March 2012 - 06:09 PM
#82
Posted 19 March 2012 - 06:54 PM
Yes Sir , 3 santa hats 2 dead reindeer and seven very short guys claiming
international immunity.
#83
Posted 19 March 2012 - 07:02 PM
#84
Posted 19 March 2012 - 07:34 PM
#85
Posted 19 March 2012 - 07:38 PM
StaIker, on 17 March 2012 - 10:29 PM, said:
In particular, I think the secondary objective should be attainable without having to split up the company, otherwise the obvious tactic is for one team to hide until they see the objectives being captured, at which point they can come out to fight knowing that the enemy is split all over the map.
I honestly don't see it being used to its fullest in a PUB match. More than likely the majority of those matches will end once both teams find each other. In the event that a someone convinces the entire team to camp in the corner somewhere or there is a Ruff wannabe, then its there to fall back on. This is really aimed more towards competitive matches, since camping happens there way more.
Teams will only see their own capture points. a team won't know what the other capture points their opponents have unless they risk sending a mech to scout it out. If a team's point is taken, they won't know what mech took it or how many ....unless they have a mech over there scouting. Splitting up a company should only be useful once they know where the other team is at, and once they know it will be advantages. Splitting up blind is of course not recommended. If a team finds their opponents camping in the corner of the map, that team can then send a scout to keep tabs on them while they take the base. If the opponent wants to win they'll predictably start moving out and the team can plan accordingly. The non-camping team will have the advantage here. However, actually winning via completing secondary objectives should be the exception. Reserved only when facing the most stubborn and cheesy camping/running teams. Completely killing the other side should be the result of the vast majority of NR games.
However I think my presentation might be a bit too messy with the hex-based layout ... and might make it look more complex then it really is. I'll make something smoother.
Quote
This is why I still advocate a BV system even with this.
Edited by =Outlaw=, 19 March 2012 - 07:45 PM.
#86
Posted 19 March 2012 - 08:09 PM
Then you have one or more repair gantries on the map that will limit their service to you based on how much loot you have retrieved. In team games this would have HUGE ramifications for scout mechs as the loot-taggers of their teams.
In the actual game mode I think it would be important to let both teams know how the loot collection was going since that's more of a score thing than ingame intelligence. You could have the planes transport the loot back to a depot in such a way that they can be shot down or the depot can be damaged to remove some of it.
#87
Posted 19 March 2012 - 10:25 PM
#88
Posted 19 March 2012 - 10:51 PM
MELTDOWN
Players are split into two teams (We'll call them Alpha and Beta for demonstration purposes). Team Alpha is guarding a single, somewhat large indestructible truck loaded with a fusion/nuclear/whatever megabomb that is heading on a crash course for Team Beta's home base. However, between the point where the bomb-truck starts and Beta's base there are a large number of obstacles that need to be cleared before the truck impacts them, which will trigger the bomb. Some of these are pretty simple to clear out of the way with a couple of shots from your Medium Lasers (rocks, trees, etc.), however, some other obstacles will take a big dose of concentrated firepower to blow out of the way, (barricades, large buildings, etc.). For gameplay reasons, 'Mech fire will not cause the truck to detonate, and anyone, whether Alpha or Beta, attempting to 'block' the truck will simply be shoved out of the way and knocked over by the mighty invinci-truck. There would either need to be respawn/dropping with a new 'Mech, or possibly less players on Team Beta than Team Alpha. When the truck detonates, for lulz it should make a massive blast radius blasting anyone within a city block or two (not causing damage that needs to be repaired, of course.)
Essentially, the victory conditions would be as follows:
Team Alpha:
- The truck successfully detonates at Beta's base
- All enemy 'Mechs destroyed
Team Beta:
- The truck detonates prior to arriving at your base
- All enemy 'Mechs destroyed
Edited by Mattiator, 19 March 2012 - 10:54 PM.
#89
Posted 20 March 2012 - 12:10 PM
Flavour Text:
Listen up everyone! We’ve got exactly 45 minutes to get to the Extraction Point, load up and get the hell off of this rock. This sun is about to go Red Giant on us very soon and if we miss our rendezvous with the Jumpship, it’s going to start to get real hot and I’m going to start to get real cranky. If we see any of the enemy on the way, Unit Leaders – you all know what to do. Just remember we have zero flexibility on the launch time. Good luck, men.
Gameplay:
This scenario involves two teams attempting to get to their respective dropships and is a timed match.
Both teams start well apart from each other, but will not be able to reach their respective dropships without passing through at least one chokepoint (bridge, valley, cliffs etc.) or an intersection in their paths.
Obstacles may bar the path of both teams and a team may have to decide whether they want to be first to the obstacle or not. Destroying the obstacle may force a team to defend themselves while still working on clearing the path. Then again, it could play like a game of Chicken with both teams waiting to see who’ll make the first move.
This plays like a standard Deathmatch except that all units not in the Extraction Point area when the time-limit has expired, are maximally damaged.
Additionally there may be a gradual rise in temperature and degradation of radar/comms etc. for all mechs increasing for the duration of the time limit.
Dropships may be within shooting distance of one another or may be very far away from each other.
Victory conditions would take into account both the number of mechs disabled and the number of mechs that escape.
#90
Posted 20 March 2012 - 12:44 PM
palebear, on 19 March 2012 - 03:00 PM, said:
MANA FROM HEAVEN
Flavour Text:
A dropship has been disabled in orbit and its contents are spilling out across our operational theatre. Your orders are to retrieve as much of the useful equipment as possible from the spill-zone. As important as these badly need parts and supplies are to the war effort, if you can’t retrieve these resources, make damn sure that our enemies don’t get their hands on them either.
Gameplay:
Teams begin the encounter on opposing ends of the battle area.
Scattered semi-randomly across the battle area will be an odd number (9, for example) of ‘loot’ locations (hereafter referred to simply as LOOT).
The LOOT must be found by players and the degree to which they are hidden can be modulated in the following ways.
- Any or all of the LOOT may or may not have beacon transponders which reveal their location to all mechs in the battle zone.
- Some LOOT may only be visible to mechs using thermal or magneto vision
- Some LOOT may have a visible smoke signal
LOOT can also be destroyed by standard targeting and firing, but neither team will be privy to the other team’s total LOOT collected, so destruction of LOOT may be at your own risk (you might need it).
Win conditions will be rewarded to the team that recovers more LOOT than their competitor once all LOOT has been removed from the battle area.
This scenario can be applied to urban, suburban or wild areas and can be used during day or night operations.
Recovery aircraft, may be eligible targets if that doesn’t add too much overhead to the scenario.
I like it, question though -
Would you limit recovery craft? Would lost craft affect your overall Cbill +/-?
Could the tech be humped out by mech (if you run out of recovery crafts)? and would you have size restrictions (i.e. some things can only be carried by med/heavy mechs)?
#91
Posted 20 March 2012 - 01:09 PM
Unlimited recovery craft, but with the costs coming out of the team is interesting... but maybe dangerous.
#92
Posted 20 March 2012 - 02:02 PM
Flavour Text:
I don’t know if that was the last of the seismic activity we’re going to see in this area Lieutenant, but I’ll be damned if I’m going to be stuck in this god forsaken valley any longer than I have to. Let’s get the road cleared so we can get the heavies moving, and come to think of it, let’s send first recon out for a look-see. Maybe this little rockslide gave us an opportunity to deliver some payback.
Gameplay:
This scenario takes place in a large valley. This valley has a road on either side with a hairpin turns that quickly increase the altitude of the road sweeping back and forth across the face of the higher ground (switchbacks). Large obstacles (rocks) block access to the road at various places along the route – ideally in a similar, fair fashion for both sides of the valley.
Teams will start in locations at the bottom of the valley and have ‘egress zones’ at the top of the switchback road – one for each team on the opposite tops of the two valleys.
Teams will compete to see how many mechs they can get to their egress zone. The team that leaves the valley with the most mechs, wins.
Obstacles that block the roads will be targetable and destroyable. They may come in varying sizes but there will be an equal number of large obstacles per team-road that they can not get mechs to walk the road without destroying the obstacle. Larger mechs with no jump capacity will need to clear obstacles to get to the egress zone. For teams with Jump-jets, it may be as simple as hopping from tier to tier.
These tiered roads also offer a tactical advantage when taking into effect the enhance visibility afforded to players that are higher up, including excellent line-of-sight to targets on the basin floor.
This plays like a deathmatch with a retreat point for each team and will be scored based on the number of mechs that reach the egress point and the number of opposition mechs they disable.
#93
Posted 20 March 2012 - 02:56 PM
Battlefeild conquest clone redone for MW
diferences:
Team gain point for base control, loose for loosing a mech (based on category)
Team wins by gaining X amount of points (ended by launching Nuke to enemy base)
Reinforcements are only dropped on LZ in main base
Reinforcements are made from reinf queuve consisting of rejoined & new player joined game in progress, dropped by tonnage limited dropship each Y minutes
Y can be modified by controling bases with comunication relay
Bases have different importance, some have lots of fixed defense, some contain com relay, some make more points than others, ...
Your outcome is calculated after match ends, even if u died, left before & not rejoined.
#94
Posted 20 March 2012 - 04:17 PM
palebear, on 20 March 2012 - 12:10 PM, said:
Flavour Text:
Listen up everyone! We’ve got exactly 45 minutes to get to the Extraction Point, load up and get the hell off of this rock. This sun is about to go Red Giant on us very soon and if we miss our rendezvous with the Jumpship, it’s going to start to get real hot and I’m going to start to get real cranky. If we see any of the enemy on the way, Unit Leaders – you all know what to do. Just remember we have zero flexibility on the launch time. Good luck, men.
Gameplay:
This scenario involves two teams attempting to get to their respective dropships and is a timed match.
Both teams start well apart from each other, but will not be able to reach their respective dropships without passing through at least one chokepoint (bridge, valley, cliffs etc.) or an intersection in their paths.
Obstacles may bar the path of both teams and a team may have to decide whether they want to be first to the obstacle or not. Destroying the obstacle may force a team to defend themselves while still working on clearing the path. Then again, it could play like a game of Chicken with both teams waiting to see who’ll make the first move.
This plays like a standard Deathmatch except that all units not in the Extraction Point area when the time-limit has expired, are maximally damaged.
Additionally there may be a gradual rise in temperature and degradation of radar/comms etc. for all mechs increasing for the duration of the time limit.
Dropships may be within shooting distance of one another or may be very far away from each other.
Victory conditions would take into account both the number of mechs disabled and the number of mechs that escape.
How about just 1 dropship and you fight over who gets to use it?
or first team to be there with no adversary within a certain limit .
(alive that is)
#95
Posted 20 March 2012 - 05:21 PM
#96
Posted 21 March 2012 - 05:45 AM
CTF is fun and all...
(also, this is TL, but you should really read it)
Definitions:
NR = no respawn
DSR = drop-ship respawn (4 mechs or something)
low BV company (class I) = enough BV to field a mixed company of lights and mediums
moderate BV company (class II)= enough BV to field a company of good mediums
medium BV company (class III) = enough BV to field a mixed company of mediums and heavies
large BV company (class IV) = enough BV to field a company of good heavies
assualt BV company (class V) = enough BV to field a company of mixed heavies and Assualts
So, here are the 'types' of missions that I would propose:
'Offense' type missions:
Recon mission (I, II, III) (pairs with a 'defend' 'ambush' or 'counterattack' defense mission
Limits: class I, II, III, no mech slower than 5/8, NR
Goal: Acquire sensor data on X map locations. A total of 5 (or 3 or 7, whatever) possible sensor targets. Sensor targets are randomly (to some degree) dropped around the map. Must get a mech within 100m of the target and keep it there for some time period. That mech must survive to 'escape' back to the dropship/deployment zone to score the point. Multiple mechs can all scan the same target. Friendly mechs who have 'scanner' information get a blue carat (or something to help friendlys identify who has the info). Each mech can scan multiple sensor targets before returning to base. If a mech brings the sensor info back to base, that info is 'safe' even if the mech is later destroyed.
Bonus: each enemy mech 'scanned' to max level (locked up in target window for X seconds) gives + income/xp to the team
Dominating Win condition: scan all targets and recover all the data (bonus points)
Win condition: scan 3 of 5 or 5 of 7 targets and recover that data
Lose condition: fail to win within the mission time, OR lose more than 6 attacking mechs
Search and Destroy (I, II, III, IV) (pairs with an 'evade' 'defend' 'ambush' or 'counterattack' defense mission)
Limits: class I, II, III, IV, NR, DSR
Goal: Destroy all enemy mechs
Dominating win: destroy all 12 enemy mechs (x4 for DSR missions)
Win: destroy 8 of 12 enemy mechs (x4 for DSR missions)
Loss: failure to win in the mission time, OR losing all friendly mechs
Raid (II, III, IV) (pairs with a 'defend' 'ambush' or 'counterattack' defense mission)
Limits: class II, III, IV, NR, no mech slower than 4/6
Goal: destroy 3 factory complexes. Each complex is located on the defenders 'side' of the map. Each complex consists of N buildings that take a certain amount of damage (or you have to stand beside for a while) before it is destroyed.
Dominating Win: Destroy all 3 factoreis
Win: destroy 2 factories
Loss: fail to win within the mission time OR lose more than 8 attacking mechs
Planetary Assault (III, IV, V) (pairs with an 'evade' 'defend' 'ambush' or 'counterattack' defense mission)
Limits: Class III, IV, V, NR, DSR
Goal: capture territory and reduce the enemies ability to fight. Kill enemy mechs, and get your own mechs to rallying points on the far side of the map. 1 point is awarded for killing an enemy mech, 1 point is awarded for getting to the rally point by the end of the mission.
Dominating Win: Score 18 points (x4 for DSR missions)
Win: Score 12 points (x4 for DSR missions)
Loss: fail to win within the mission time
Defense type missions
Evade (I, II, III, IV, V)
Limits: Class I,II, III, IV, V, no mech slower than 4/6, NR, DSR (same as attacking mission respawn setting) (class matches attacking class)
Goal: Cross the map to an escape zone on the other side of the map. Note, the enemy will not know if you are trying to evade him, and will not know 'where' the escape zone is.
Dominating Win: At least 10 defending mechs must escape (x4 for DSR missions)
Win: At least 6 defending mechs must escape (x4 for DSR missions)
Loss: failure to win within the mission time
Defend (I, II, III, IV, V)
Limits: Class I, II, III, IV, V, NR, DSR (matches offensive mission respawn) (class matches attacking class)
Goal: Prevent the enemy from winning. Note - you will not 'necessarily' know what the enemies mission is. 'raid' and 'recon' missions will show you the recon targets/factories to defend.
Dominating Win: Force the enemy to 'lose'
Win: Prevent the enemy from scoring a dominating win (note - that means you can have a win/win scenario...)
Loss: fail to win within the mission time
Ambush (I, II, III, IV, V)
Limits: Class I, II, III, IV, V, NR, DSR (matches offensive mission respawn) (class matches attacking class)
Goal: Destroy enemy mechs. Your forces will spawn in a tight grouping in one of several spots middle of the map/behind enemy (allows you to relocate quickly to your 'ambush' sites. Your goal is to score kills without taking losses.
Dominating Win: Destroy all 12 enemy mechs (x4 for DSR)
Win: Destroy 8 enemy mechs (x4 for DSR)
Loss: fail to win within the mission time OR lose more than 6 friendly mechs
Counterattack (I, II, III, IV, V)
Limits: Class I, II, III, IV, V, NR, DSR (matches offensive mission respawn) (class matches attacking class)
Goals: Destroy enemy mechs. You spawn in 'your' base and move to meet the enemy
Dominating Win: Destroy 10 enemy mechs (x4 for DSR)
Win: Destroy 6 enemy mechs (x4 for DSR)
Loss: fail to win within the mission time OR allow the enemy to score a Dominating Win
Ok - that's all, I'm spent
#97
Posted 21 March 2012 - 08:49 AM
Personally I'm not really a suggest game mode kind of person, but I think great things may come out of this discussion.
Also, please post all your game mode suggestion related ideas here, instead of starting a million and one new threads. It makes it much easier for you to get feedback from others who routinely do the same thing, makes it more convenient for you to meet them, and allows the devs to be able to visit exactly one thread to get all the ideas they need (and a lot more) when they get around to planning the addition of new game modes past the two ones confirmed for release at this point.
Please continue as you were. Thank you.
#98
Posted 21 March 2012 - 09:29 AM
Flavour Text:
This feels like a standoff, but if we can just get through to tag some of those field bases, we can let our air-support tip the balance. We still have counter-surveillance capabilities on two of our recon squads, so let’s put it to good use.
Gameplay:
This scenario starts with the two teams in a standoff at opposite ends of the map.
There are field bases distributed across each team’s respective control zone which have limited radar capabilities and the ability to call in an airstrike once every five minutes per field base. They are named Alpha, Bravo, Charlie etc. and have corresponding, identically named field bases in the other team’s control zone.
Game Mechanic: If any opposing mech can maintain XX (30?) seconds of target lock on an opposing field base, the same-named field base in the opposing camp will begin a XX (120?) second countdown before sending in an air strike on that field base, destroying it. The only way to save your own field base is to destroy the same-named field base in the opposition’s area.
Example: Red-team’s Jenner has maintained a 30 sec target lock on Blue-team’s field base Charlie. Blue-team must now destroy Red-team’s field base Charlie before the airstrike countdown is complete, or have their field base Charlie automatically destroyed and losing the ability to use it’s air strike capabilities every five minutes.
This otherwise plays like a standard Deathmatch.
Scoring may include rewards for the number of field bases surviving or destroyed, the number of opposing mechs disabled by airstrikes, or winning the Deathmatch without using any airstrikes from the field bases.
#99
Posted 21 March 2012 - 09:49 AM
I do see two sides emerging though. On the one hand there's the just log on, shoot, have fun and log off type of game. In other words, just for fun.
On the other hand i see a lot of game modes that would be usefull for serious conquests/ planet capturing/strategic gameplay.
I was wondering, without putting each game mode in a specific category, how this would look like in-game and how this would result in say salvage/c-bills/MW-learning-curve.
I thought of the following:
The fun to play games are kind of like training excersises. You do learn things, and possibly win some C-bills due a winning an contest, but you won't loose your Mech or win salvage (unless you play for a "pink slip"). The risks are less severe since you're having a simulated of friendly contest, but the rewards will also be less. Only the MW-learning-curve will be strongly effected.
Then there's the ranked games where the real control for a planet hangs in the balans. This one's harder, the winning side is pretty easy, you win salvage and anything captured (territory/mechs/mechlabs/technology) and so on. However, if your Mech get's destroyed, you just get the salvaged parts.
The loosing side is trickier. They obviously loose the territory and everything the winners captured, but what to do with players that lost a Mech that way? If a Mercenary loses a Mech, that's his occupational hazzard i guess. He could ask his fellow Merc buddies for a new one.
But waht of the Faction fighter? Will he gain experience, but loose a Mech, and then get a new (stripped) Mech in return from the Faction? That would be nice for the idea of the importance of factions and teamplay. It would "force" factions to help out on planets in order to regain control there.
This brings me to the idea of TAXES, in C-bills that is. For faction players, they could be taxed in order to give the faction a constant cashflow. That cash could be used for Mechwarriors who have lost their Mech in battle fighting for the faction. When loosing too much battles/Mechs a MechWarrior get's demoted or something, he can only play in smaller campaigns/battles...
#100
Posted 21 March 2012 - 10:09 AM
We've also been told that we'll always receive some C$ for a mission, whether we win or lose. It's essential to cover ammo & repairs. Planetary control in the campaign meta-game simply offers additional bonuses (unknown at this time) & faction loyalty points.
Any strategic details beyond this seem superfluous to me. I once took part in a mercenary campaign in Battletech where the post-game paperwork took as long as the battles. Even strategy F2Ps don't have the level of complexity that some of these posts suggest. Let's Keep It Small & Simple until we've played the game for a few months?
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