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Conquest Mode Details Announced


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#201 Pugastrius

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Posted 14 December 2012 - 04:21 PM

Quote

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

Not a good idea to leave a live connection to C-Bills during game-play. It would be ripe for hacking, this is why it isn't calculated and stored on your account until the game ends.

#202 Grisnir

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Posted 14 December 2012 - 04:23 PM

1.) kill 7 of 8
2.) zombie the last mech
3.) cap
4.)??????
5.) Profit

#203 Thejusttired

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Posted 14 December 2012 - 04:57 PM

Really, this is the "great" new game mode?? what is this?? PGI´s online Wonderland.
Ridiculous... that´s not a proper task of mech fighting... the common capping is already annoying as hell.. and get us the real Maps finally...
those rat boxes are causing me and my clanmates claustrophobia..

#204 Khobai

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Posted 14 December 2012 - 06:05 PM

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Ridiculous... that´s not a proper task of mech fighting... the common capping is already annoying as hell.. and get us the real Maps finally...


Yep it makes no sense. Its like were playing Constructicons and filling buckets on the back of our mechs with iron ore. The whole resource node gamemode has absolutely nothing to do with the battletech universe.

Why arnt the objectives more setting oriented? Like hyperpulse generators, lostech caches, repair bays, orbital guns, sensor towers, etc...

PGI was on the right track with have 5 capturable objectives spread across the map. But instead of being a resource node gamemode it shouldve had respawn, reinforcement tickets, ticket bleed, and global team-wide advantages for capturing specific buildings (in addition to the buildings slowing your ticket bleed).

Theres plenty of ways to implement respawn and have it work with the current repair/rearm system. Like for example, when your first mech dies, you respawn in a trial mech version of the mech you originally started in. Then you only have to pay repair/rearm on the first mech which was your own.

Edited by Khobai, 14 December 2012 - 06:10 PM.


#205 Mechwarrior Buddah

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Posted 14 December 2012 - 06:12 PM

View PostKhobai, on 14 December 2012 - 06:05 PM, said:


Yep it makes no sense. Its like were playing Constructicons and filling buckets on the back of our mechs with iron ore. The whole resource node gamemode has absolutely nothing to do with the battletech universe.

Why arnt the objectives more setting oriented? Like hyperpulse generators, lostech caches, repair bays, orbital guns, sensor towers, etc...

PGI was on the right track with have 5 capturable objectives spread across the map. But instead of being a resource node gamemode it shouldve had respawn, reinforcement tickets, ticket bleed, and global team-wide advantages for capturing specific buildings (in addition to the buildings slowing your ticket bleed).

Theres plenty of ways to implement respawn and have it work with the current repair/rearm system. Like for example, when your first mech dies, you respawn in a trial mech version of the mech you originally started in. Then you only have to pay repair/rearm on the first mech which was your own.


"well arathi basin is popular so we should get some of that"
its like they picked a random name of a resource in the MW universe and went "theyre mining that"

Edited by Mechwarrior Buddah, 14 December 2012 - 06:12 PM.


#206 TruePoindexter

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Posted 14 December 2012 - 06:14 PM

View PostMechwarrior Buddah, on 14 December 2012 - 06:12 PM, said:


"well arathi basin is popular so we should get some of that"
its like they picked a random name of a resource in the MW universe and went "theyre mining that"


Domination was around before WoW. It's funny that most of the major gaming modes out there stem from 90's shooters.

#207 Khobai

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Posted 14 December 2012 - 06:15 PM

Yeah its not even arathi basin though because theres no respawns... and respawns are a crucial part of capture-and-hold type games because it takes the focus off killing the other team and puts it on capturing the nodes.

#208 TruePoindexter

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Posted 15 December 2012 - 02:28 AM

View PostPugastrius, on 14 December 2012 - 04:21 PM, said:

Not a good idea to leave a live connection to C-Bills during game-play. It would be ripe for hacking, this is why it isn't calculated and stored on your account until the game ends.

The summation would only need to be applied after the game is finished. I suspect though that this is more trouble than it's worth. I myself really want the "dropship" mode where after you mech is destroyed you "respawn" but in a different mech.

#209 Brilig

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Posted 15 December 2012 - 02:41 AM

It will add something new and fresh to the game. The reason for holding points could be changed to something that is more realistic from a lore standpoint.

Personally I say bring it on. The more game modes the better. Lets get them tested and balanced so we can get on to the next thing.

#210 MustrumRidcully

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Posted 15 December 2012 - 04:55 AM

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


Beta = core product not finished
Live = core product finished


Bad game: product unfinished but released to the general public
Good Game: product finished and released to the general public

it's all semantics. The fundamental thing is - once you make a game available to the general public, with or without a Beta tag, it will be judged, and the Beta sticker will not necessarily help you. You can wish it wasn't so, you can argue it shouldn't be so, but it is what will happen, and all your attempts to argue or wish otherwise will not increase the game's profitability.

#211 Secundus

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Posted 15 December 2012 - 09:24 AM

I was really looking forward to a new game mode, but reading how this one is planned I'm rather disappointed. Without respawns, 5 resource points seems too much of a spread for an 8 v 8 game. My gripe with Assault is the fact that the two bases being on opposite sides of the maps separates players too much. With 5 bases I don't really see a big difference, since you'll still have this large spread. 3 bases to me would make more sense and keep the action a little closer.

Why aren't there attack and defend maps? Where's a king of hill map? Are these types of game modes going to take another 6 months to make each or do they have a team dedicated to this?

I'm also predicting longer queues and empty teams as the small community splits up even more. I'd much prefer persistent game lobbies that go can rotate from map to map and game mode to game mode, and people can come and go between rounds if they need to make changes.

I also think PGI should have been wise enough to release all game modes early on so that all new maps being made can be balanced against them, but now we're going to see weird delays as they try to fit and balance game modes to existing maps, and they're making new maps with the lack of foresight of common issues with these game modes.

#212 Khobai

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Posted 15 December 2012 - 09:42 AM

Im fine with them adding this game mode and it will be refreshing to not have to do base assault.

But its not the game mode we all wanted.

#213 Corbon Zackery

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Posted 15 December 2012 - 09:58 AM

ITs not a very good game mode anymore invented by Star Wars Battlefront the point system became a very popular game system. Now its really a old broken system because people will quickly capture points then throw up a blocking force at your base until they have enough points to win.

A flag based obj. game is much better as game play continues until one side has all five flags or a 30 to hour timer runs out. What will happen in this mode is once a team has 3 to 5 mines they put up a blocking force at the respawn point. The other way to win is to all form up at the center objectice and once a marker starts to be captured they all move out destroy the attacking force and move to the center objective.

Then you have Twicking of a objective were a light mech changes a marker to neutral and moves on.

Capture time will be key number of mechs a cap point how big the map is. How long to respawn is it 15, 30 sec.

Its just not a good mode anymore.

#214 Khobai

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Posted 15 December 2012 - 10:01 AM

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What will happen in this mode is once a team has 3 to 5 mines they put up a blocking force at the respawn point.


There is no respawn. So what will happen is teams will just ignore the objectives and kill the other team. And the objectives will just be a secondary way to win.

#215 Secundus

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Posted 15 December 2012 - 10:16 AM

View PostCorbon Zackery, on 15 December 2012 - 09:58 AM, said:

ITs not a very good game mode anymore invented by Star Wars Battlefront the point system became a very popular game system. Now its really a old broken system because people will quickly capture points then throw up a blocking force at your base until they have enough points to win.

A flag based obj. game is much better as game play continues until one side has all five flags or a 30 to hour timer runs out. What will happen in this mode is once a team has 3 to 5 mines they put up a blocking force at the respawn point. The other way to win is to all form up at the center objectice and once a marker starts to be captured they all move out destroy the attacking force and move to the center objective.

Then you have Twicking of a objective were a light mech changes a marker to neutral and moves on.

Capture time will be key number of mechs a cap point how big the map is. How long to respawn is it 15, 30 sec.

Its just not a good mode anymore.


I just want to say that Star Wars Battlefront didn't invent squat. These game modes have been around a lot longer than that game. Heck, the Star Wars mod for BF1942 even did the same with Star Wars units and was a much better game overall than any Battlefront game.

#216 Khobai

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Posted 15 December 2012 - 10:19 AM

battlefront was the worst game ever. why are we even talking about that game, geez.

#217 UXB

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Posted 15 December 2012 - 10:28 AM

Color me disappointed. PGI seems to think of this as an FPS with a 'Mech wrapper. BOO! We want REAL mission-based objectives! Hpow about a single capture point both reams are trying to get (with rewards based on what it is thatg was captured).

The 'Mech's look great. But the game design side seems to be suffering.

#218 Attackmack

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Posted 15 December 2012 - 05:36 PM

There was a mod for the original Operation Flashpoint called CTI (conquer the island) and later incorporated in the Arma games.
Both teams had a commander, who established, build and managed a base somewhere on the island of his choice. The rest of the players (the commander aswell, if he could find the time for it) battled the other team for control over villages that would generate income to their team. This income was used to hire soldiers for their fireteams, equip then, buy vehicles and so on. The income was also needed for the commander to build defenses and factories giving the players access to more equipment.
The villages was defended by AI resistance that did not respawn, but it served togive the early stages of a game some interest.

Players who died did respawn, but considering the vast distances onthe huge map, whatever you where doing at the time was lost since you would face a long time before equipping yourself, setting up your team with transportation and getting back over there.


The overall goal was to find and destroy the enemy base (or bases if the game lasted long enough) and would usuly go on for at least 2 hours. I recognize most people dont have this ammount of time but things could be tweaked in many ways to hasten a game.


It was and still is one of the most realistic and grand experiences ive had in gaming and something similar would be absolutely wonderful in mwo.

#219 jajsamurai

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Posted 19 December 2012 - 07:56 PM

Lets open this up for some fresh ideas, instead of just criticizing the one we have.

Here is my suggestion.
Training Mode:
Lets you form a small group and run practice scenarios 1v1, 2v2, 4v4 or others, like 1v2
You can use any map, and use the practice to get familiar with the terrain.
Use training dummy rounds, so no repair costs.

Using training grounds to go 1 on 1 against a friend can help newbies rapidly gain the skills to be effective.
You can learn things like shooting cockpits, and focusing fire on legs or center torso.
fewer allies that don't know how to hit anything will make the games more competitive and more fun for everyone.

Piranha could charge to unlock the training mode, either with MC or c-bills if they feel they need to for some reason.
This should be easy and quick to implement using existing maps. just let people form a group and drop in the map and fight each other.

now before the flame wars start, the point of this post is to start the creative juices flowing. I don't care that much about this idea, but I would like to see what modes other people have in mind.

Don't bother saying my idea sucks, I already know. Tell me your idea. :wub:





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