#1
Posted 12 March 2012 - 02:06 PM
Territory:
Up to 12v12, 3 lives per player. Primary Objectives: Eliminate all enemy players or obtain control of all 5 bases in the allotted time. Time limit: 60 mins, scored. For ranked play, player must choose a chassis from their Mech Garage. A player may not use the same chassis after it has been destroyed in battle.
5 bases exist in the map. Players can spawn from any team-controlled base they choose or select. At round start, 1 base is owned by each team with 3 remaining as neutral. To acquire a base, players need to be adjacent to a large structure at the center. The more players near it, the faster the base becomes acquired.
A base acquisition rate is halted as long as an enemy player is within the perimeter of the base. Players can opt to jumpjet over walls, but walls themselves are indestructible. A Mech who is shutdown in the base will not contribute to (or from) the capture rate.
Bases include the following buildings of note (each repairing itself automatically at a rate indicative by the state of the base - for example, if the base is fully capture, base resources repair their fastest):
Power Generators - These provide power to the perimeter defenses. There is 1 power generator for each corner of the base and the generators control a set amount of defenses.
Gate Control Tower - These control IFF functions with the base's 4 gates. Though gates are very sturdy and take a decent amount of damage, destroying the Gate Control Tower will open all gates by default until the tower repairs itself.
Radio Communications Relay - When a base is owned, any assault on a non-perimeter defense structure will send out a communication to the team that owns it indicating it is under attack. Destroying the Radio Comm Relay first will prevent this message from being transmitted to the owning team.
Perimeter Defenses - Along the outer wall of the base are perimeter defenses which include LRM, Gauss and PPC weapons. These will automatically fire on any enemy Mech when the base is captured, or all Mechs when the base is neutral. Though these can be destroyed, doing so means that after a base capture, it will not be at full defensive power until it has auto-repaired. Perimeter defenses will not attack enemies who are inside the perimeter, they only address external threats.
Mech Repair Bays - Each base has a single repair bay. These bays will not repair enemy Mechs (or any until the base is captured), and the repairs, nonetheless, will cost an appropriate amount of C-bills, but it also lets Mechs refit ammo. Once Mechs indicate they wish to repair, autopilot takes over and they are moved in and repairs/refitting is started. Once they choose to power up (or repairs/refits are complete) the Mech automatically walks forward and out of the bay allowing the next player to utilize it. If this device is destroyed, it takes the longest time to repair itself for use.
Once all 36 Mechs have been destroyed or 5 bases are under 1 team's control, the game is over. A player cannot spawn in any owned base that is currently being contested unless all bases are being contested.
#2
Posted 12 March 2012 - 02:15 PM
Fair enough? Or are new ideas needed?
#3
Posted 12 March 2012 - 02:20 PM
FACEman Peck, on 12 March 2012 - 02:15 PM, said:
Fair enough? Or are new ideas needed?
I never played BF3 (EA forces you to use Origin) but for some follow up questions...
1. I assume this would have to be a NON-RANKED game mode only (cause you're giving them infinite lives rather than requiring them to have the needed number of Mechs they use from their Mech Garage). I like the idea of dynamic objectives (or having 2 being active at the same time). I would just have to make sure that a game mode designed around FPS transposed properly to MW. But it sounds interesting.
#4
Posted 12 March 2012 - 02:33 PM
Massive map with a static position that needs to be protected by a single lance. Enemy lances hotdropped 4-5 km from position with orders to capture. Friendly lances hotdropped at intervals to relieve initial defending lance.
#5
Posted 12 March 2012 - 02:36 PM
Mech Soccer - Teams have to kick/launch/punch/whatever the ball (servered atlas head?) into the goal to get points. Most points win after time is up. Infinite respawns, no xp/c-bills for mech destruction.
#6
Posted 12 March 2012 - 02:40 PM
Exilyth, on 12 March 2012 - 02:36 PM, said:
Mech Soccer - Teams have to kick/launch/punch/whatever the ball (servered atlas head?) into the goal to get points. Most points win after time is up. Infinite respawns, no xp/c-bills for mech destruction.
Wow.
I wasn't expecting anything along those lines. lol. Yeah, I guess I would really hope a game mode as....er.... unique...as that wasn't going to allow XP/C-bills, lol.
#7
Posted 12 March 2012 - 02:49 PM
This is mechwarrior. I am already displeased by the dropship style game as honestly there is NO precedent for it in Canon. If you want reinforcements, then support more machines and players in the scenarios. I see no reason that we can't have multi-company per side battles given the state of technology in this day and age.
I like the idea of campaign games where you have to stage your landing and set up an LZ, advance to contact, probe for intel, defend your LZ, stage deliberate attacks on objectives and withdraw under fire. Note these 'battles' see it from both the POV of the attacker and defender. We are fighting for worlds and by 3048 the IS Houses armies were well used to throwing large scale operations to take worlds. The days of sending a single company to take a planet are long gone, unless you want to lost that company when a battalion is sent to wipe them out.
The devs are doing a fantastic job on this game but please don't forget that this is a wargame, not a FPS and a simulation intended to introduce the idea of small unit tactics to Mechwarrior.
Rant closed
Semyon
#8
Posted 12 March 2012 - 02:58 PM
Both Teams start with a counter set to 20 points. When any Team controls any 3 bases, one Ticket is removed from their counter per every minute held (could be 45 sec) until the Counter is Zero'd and that Team is declared the winner.
Bonuses could be awarded based on Base ownership times, with the winning Team getting a substantial C-Bill bonus. Perhaps include bonus losses where Base buildings lost, or destroyed, at the games end, count as minuses applied to the C-Bill Bonus generated.
Edited by MaddMaxx, 12 March 2012 - 03:02 PM.
#9
Posted 12 March 2012 - 03:05 PM
That being just a fun mode I would like to see a full war mode IE: A certain faction will attempt to take a planet maybe with 60 players and they pick 5 different maps to attack, it could be all at once or staggered and the owner of planet must defend and both have to decide which map to defend or attack.
Maybe this is a little what they have in mind?
Good god I can't wait for this game grrrr.
Edited by Boymonkey, 12 March 2012 - 03:12 PM.
#10
Posted 12 March 2012 - 03:09 PM
#11
Posted 12 March 2012 - 03:11 PM
Bluey, on 12 March 2012 - 03:09 PM, said:
So no suggestion for a game Mode then?
#12
Posted 12 March 2012 - 03:12 PM
Beachhead from small mech carrying boats.Attackers are 12 lights or mediums vs 6 heavies or assaults defenders.Goal is capture inland HQ building which is away from beach so that lights can utilize their speed agaisnt defenders.
http://animestream.t...es-episode-001/
Please watch following link its a mech anime called votoms shown mechs and beach head could be very cool.
MaddMaxx You dont have to have respawn to have game mod.Im just like no ticket for simulations.
Maps could be quite look like WW2 dday style.Defenders on high ground and hills and attackers be on open beach with little or no cover even debries can be used as cover.
Edited by Bluey, 12 March 2012 - 03:20 PM.
#13
Posted 12 March 2012 - 03:18 PM
A free-for-all mode could work, but there would likely have to be weight limitations for the match (Lights only, assaults only, etc.) due to roles pretty much becoming a moot point.
Another mode that could be interesting would be a sort of VIP hunt - each team is tasked with destroying the other's lightly armed and armored Mobile Headquarters, which moves along one of a few predetermined routes (t prevent utter predictability). Limited or no respawns (preferably no respawns) would work best.
Edited by GDL Irishwarrior, 12 March 2012 - 03:25 PM.
#14
Posted 12 March 2012 - 04:51 PM
Aegis Kleais™, on 12 March 2012 - 02:06 PM, said:
A base acquisition rate is halted as long as an enemy player is within the perimeter of the base. Players can opt to jumpjet over walls, but walls themselves are indestructible. A Mech who is shutdown in the base will not contribute to (or from) the capture rate.
Bases include the following buildings of note (each repairing itself automatically at a rate indicative by the state of the base - for example, if the base is fully capture, base resources repair their fastest):
Indestructible walls? Inanimate buildings repairing themselves? Maybe I'm not reading this right, but you may be asking for a major rewriting of the physical mechanics of the game. This goes way beyond the scope of a mode. Don't get me wrong, it's an interesting concept, but I feel it will entail much more work than what the developers might be willing to do.
Semyon Drakon, on 12 March 2012 - 02:49 PM, said:
If you want reinforcements, then support more machines and players in the scenarios. I see no reason that we can't have multi-company per side battles given the state of technology in this day and age.
Semyon
This might be interesting. You are suggesting something to the liking of a relay race, with companys passing the baton to the next group? Once a particular goal is achieved, hampered and injured mechs get replaced with a fresh battalion, pressing onward to the next goal. Whichever team acheives goals first, wins. A reworking of the classical Capture the Flag scenario. That might be doable.
#15
Posted 12 March 2012 - 04:56 PM
Morgana, on 12 March 2012 - 04:51 PM, said:
Indestructible walls? Inanimate buildings repairing themselves? Maybe I'm not reading this right, but you may be asking for a major rewriting of the physical mechanics of the game. This goes way beyond the scope of a mode. Don't get me wrong, it's an interesting concept, but I feel it will entail much more work than what the developers might be willing to do.
Indestructible walls were suggested as a means to force players to use the gate mechanics (or override that by use of jumpjets) It was to promote specific entrypoints to a base that could be defended without worrying about any wall in any location falling.
Self-repair was a stretch, but I couldn't think of any means of having bases be able to provide basic levels of self-defense and notification to the team when they were under attack if once a device was destroyed it was permanently gone for the remainder of the game. I wanted individual buildings inside the base to represent different tactical aspects that could be capitalized on, but still exist even after the initial capturing team took the point.
Not saying it's the best implementation, but it was just the only one I had thought of
#16
Posted 12 March 2012 - 04:59 PM
Edited by Dirk Le Daring, 12 March 2012 - 04:59 PM.
#17
Posted 12 March 2012 - 05:16 PM
More FPS-familiar modes could work well too, like King of the hill or CTF.
Edit: I guess GDL Irishwarrior actually beat me to that suggestion, but I think its good enough to mention twice
Edited by FaustianBargain, 12 March 2012 - 05:23 PM.
#18
Posted 12 March 2012 - 05:25 PM
#19
Posted 12 March 2012 - 07:23 PM
One team just needs to stay alive, for a certain amount of time.(makes lights and fast med. very useful)
could be the planets control has switched and your fighting / waiting for an extraction
or a variation
One team needs to cross Enemy lines to point "A"
your fighting to get to your dropship / extraction point.
Im not saying use AI , but real players on both sides.
could be the last battle when planets flip control from one faction to an other.
Edited by FinnMcKool, 12 March 2012 - 07:25 PM.
#20
Posted 12 March 2012 - 07:56 PM
you have to crash ,bump, DFA , whatever to accomplish
your goals / Mission .
oh and dinosaurs.
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