Jump to content

Conquest Mode Details Announced


218 replies to this topic

#181 Kaelus

    Member

  • PipPipPipPipPipPip
  • 311 posts

Posted 14 December 2012 - 12:57 PM

View PostThorn Hallis, on 14 December 2012 - 12:53 PM, said:

I don't see myself doing anything else then blasting enemy 'Mechs in conquest mode.

Seems like the most effective way to win.

#182 80Bit

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 555 posts
  • LocationIdaho

Posted 14 December 2012 - 01:00 PM

Look at that, medium mechs just got their niche..

#183 xRaeder

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 938 posts

Posted 14 December 2012 - 01:25 PM

View Postcodynyc, on 14 December 2012 - 12:41 PM, said:

Basic Win Conditions & Rewards:
  • The first team to 750 resources collected wins.
  • A team can also win by destroying all enemy Mechs.
  • Win or Lose, any resources collected by a team are multiplied by 25 and players are rewarded that amount in C-Bills. (Germanium is paid for no matter if you win or lose).
    • For example, if two teams play out via resource collection, and one team has 750 resources and the other has 480 resources, the first team earns 18,750 C-Bills and the second earns 12,000 C-Bills.
This is a waste of time... it is going to just turn into a death match JUST like it is now... i dare not utter the other game mode that hasent shown its head yet for fear of a locking thead



Yep. Another example of poor design.

#184 Lee Ving

    Member

  • PipPipPipPipPipPip
  • 484 posts
  • LocationEast Coast, USA

Posted 14 December 2012 - 01:32 PM

Wait, we're getting paid to plant geraniums? Pfft, flowerwarrior online.

#185 Aidan Malchor

    Member

  • PipPipPipPipPipPip
  • Stone Cold
  • Stone Cold
  • 350 posts
  • LocationCanada

Posted 14 December 2012 - 01:32 PM

While it may favor lights to do the capping, it'll be up to the bigger mechs to hold that ground.

#186 xRaeder

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 938 posts

Posted 14 December 2012 - 01:37 PM

View PostAidan Malchor, on 14 December 2012 - 01:32 PM, said:

While it may favor lights to do the capping, it'll be up to the bigger mechs to hold that ground.


And no respawns makes that irrelevant.

#187 Mack1

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 596 posts

Posted 14 December 2012 - 01:43 PM

Capture and Hold is always fun, can't wait.

#188 Thorn Hallis

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 5,902 posts
  • LocationUnited States of Paranoia

Posted 14 December 2012 - 02:01 PM

View PostMechwarrior Buddah, on 14 December 2012 - 12:34 PM, said:

yup beta... unless you add that they have a working cash shop, that there will be no more resets, that theyre putting more stuff in to make money, looks more bad release than beta at this point really


And where does it state that a beta cannot have a cash shop? That a beta needs to have resets?

#189 Denninos

    Member

  • PipPip
  • Knight Errant
  • 26 posts
  • LocationGermany

Posted 14 December 2012 - 02:37 PM

Maybe repair bays would be cool dont know. If you are badly damaged you still have a chance to retreat and repair. Your team would be -1 one for that time but only for armor and ammo refill, destroyed componets are gone. With fast mechs this could maybe be a problem because they can maybe get there more often but i would make it that max 2 ppl or 1 can go back for repair and it takes about 1 to 2 minutes and it can be used a few times only. So you have to choose if you risk that your mech gets destroyed or retreat and risk that your team gets outnumbered. Atleast that would give you a few more tactical choices. And maybe there would be a bit more risky plays like theres someone nearly critical and you have to decide if you leave him and maybe risk that he goes for repair or take him out and get ambushed. Just a little idea i know this is maybe not balanced but well thats why its just an idea^^

#190 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 14 December 2012 - 03:11 PM

Repair Bays would be a good compromise between respawn and no-respawn.

Although the repair bay would have to cost cost resources to use, so it would set back your team from its 750 objective. That way you can't just repair whenever you want without consequence.

Edited by Khobai, 14 December 2012 - 03:20 PM.


#191 Sifright

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,218 posts
  • LocationUnited Kingdom, High Wycombe

Posted 14 December 2012 - 03:20 PM

View PostThorn Hallis, on 14 December 2012 - 02:01 PM, said:


And where does it state that a beta cannot have a cash shop? That a beta needs to have resets?



what is the functional difference between a 'beta' in your world and 'live'

Given that bugs and stability issues will exist regardless of the title the game is given do please explain how there will be any difference.

#192 Thorn Hallis

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 5,902 posts
  • LocationUnited States of Paranoia

Posted 14 December 2012 - 03:28 PM

View PostSifright, on 14 December 2012 - 03:20 PM, said:

what is the functional difference between a 'beta' in your world and 'live'

Given that bugs and stability issues will exist regardless of the title the game is given do please explain how there will be any difference.


Beta = core product not finished
Live = core product finished

#193 Pugastrius

    Member

  • PipPipPipPipPip
  • Bad Company
  • 196 posts
  • LocationOn Top of Your Dead Mech

Posted 14 December 2012 - 03:31 PM

Quote

Beta = core product not finished
Live = core product finished

"Core Product" is really hard to define this day in age when most games provide patches that add content...
I would argue that the "core product" for MWO is the ability to group with and fight other mechs...

What do you see as the "Core product" for MWO?

Edited by Pugastrius, 14 December 2012 - 03:32 PM.


#194 IIIuminaughty

    Member

  • PipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 1,445 posts
  • LocationVirginia

Posted 14 December 2012 - 03:31 PM

I don't think 1 life will be very fitting in this game. But ECM going to own and going to be a lot of light mechs running around

#195 Sifright

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,218 posts
  • LocationUnited Kingdom, High Wycombe

Posted 14 December 2012 - 03:32 PM

View PostThorn Hallis, on 14 December 2012 - 03:28 PM, said:


Beta = core product not finished
Live = core product finished


core product is finished. This live by your definition.

Community warfare is going to be a meta game on top of the core that already exists. Look at how world of tanks does it, They will copy that almost verbatim and put a 'planetary' spin on it.

If you are expecting territory control with the same kind of complexity eve online has for game that isn't persistant well I don't know what to say to you to be honest.

What is in the game is mostly how it's going to be for the next X years. With minor changes as they add 'new game modes' like conquest or team death match/deathmatch (solaris)

#196 Alfred VonGunn

    Member

  • PipPipPipPipPipPipPipPip
  • 1,772 posts
  • LocationPhoenix,AZ

Posted 14 December 2012 - 03:33 PM

View PostLionZoo, on 13 December 2012 - 06:06 PM, said:


2) The payout seems awfully low. 18,750 for a win? I hope that's on top of what is paid for winning/losing a match and not as a way to replace the payout.


I believe that is IN ADDITION to the normal win loss, salvage ect..

#197 QContinuum

    Member

  • PipPip
  • The Defiant
  • The Defiant
  • 47 posts
  • LocationVancouver Canada

Posted 14 December 2012 - 04:04 PM

View Post2NoOB4YoU, on 14 December 2012 - 02:37 PM, said:

Maybe repair bays would be cool dont know. If you are badly damaged you still have a chance to retreat and repair. Your team would be -1 one for that time but only for armor and ammo refill, destroyed componets are gone. With fast mechs this could maybe be a problem because they can maybe get there more often but i would make it that max 2 ppl or 1 can go back for repair and it takes about 1 to 2 minutes and it can be used a few times only. So you have to choose if you risk that your mech gets destroyed or retreat and risk that your team gets outnumbered. Atleast that would give you a few more tactical choices. And maybe there would be a bit more risky plays like theres someone nearly critical and you have to decide if you leave him and maybe risk that he goes for repair or take him out and get ambushed. Just a little idea i know this is maybe not balanced but well thats why its just an idea^^

I have hoped for a mech repair bay myself. They make sense especially in a city setting. I am hoping for some other alternative game types then just the Destruction/Capture we have now. I don't see the resource value for this new type creating enough incentive though. Will be quicker in the end to just hunt down the other team. I would like to see bigger teams but there are other balancing issues that are in need or working out.

#198 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 14 December 2012 - 04:07 PM

Quote

I have hoped for a mech repair bay myself. They make sense especially in a city setting.


Sort of. It takes longer than a few seconds to repair a mech. Some type of field repair might be feasible though... but a full repair wouldnt make much sense. A field repair would be like, Internal structure isnt repaired and armor and ammo are only repaired/refitted upto 50% of max.

Edited by Khobai, 14 December 2012 - 04:10 PM.


#199 Pugastrius

    Member

  • PipPipPipPipPip
  • Bad Company
  • 196 posts
  • LocationOn Top of Your Dead Mech

Posted 14 December 2012 - 04:15 PM

Quote

A field repair would be like, Internal structure isnt repaired and armor and ammo are only repaired/refitted upto 50% of max

This shouldn't ever be implemented for one primary reason: It would encourage players to "repair up" before finishing off the last mech or capping a base. This massively delays the time between matches for people to do things that "just aren't fun" but are beneficial in terms of C-bills per hour.

#200 TruePoindexter

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,605 posts
  • Facebook: Link
  • Location127.0.0.1

Posted 14 December 2012 - 04:18 PM

View PostPugastrius, on 14 December 2012 - 04:15 PM, said:

This shouldn't ever be implemented for one primary reason: It would encourage players to "repair up" before finishing off the last mech or capping a base. This massively delays the time between matches for people to do things that "just aren't fun" but are beneficial in terms of C-bills per hour.


I'm not keen on the idea either but what if you paid for repairs received in the field at a higher price?





8 user(s) are reading this topic

0 members, 8 guests, 0 anonymous users