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Conquest Mode Details Announced


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#81 PANZERBUNNY

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Posted 13 December 2012 - 09:19 PM

The amount of play testing and balancing of such maps or game mode obviously isn't as cool as new tech like ECM that makes the game a more wonderful place.

#82 Rina Fujimoto

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Posted 13 December 2012 - 09:35 PM

Well.

There goes the last bit of hope I had for this game.

#83 Vassago Rain

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Posted 13 December 2012 - 09:39 PM

I predict 8 man teams of lagshielded lights.

#84 PropagandaWar

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Posted 13 December 2012 - 09:44 PM

View Postpesco, on 13 December 2012 - 06:07 PM, said:

My remarks:
  • First of all, this sounds like a nice sound game mode; because it is basically a straight-up copy of the Terrain Control mode of Mechwarrior: Living Legends. IMHO this should have been in the game since day one, possibly to the exclusion of "Assault".
  • "In Conquest, players will vie over Germanium resource collectors. These mobile mining units refine Germanium for the team that controls them. The more units under a team’s control, the faster that team will be gathering resources."

    This is really cheesy. I would have highly prefered a purely abstract form of "strategic point". That would have been much more believable than magic oil rigs. Really, they suck the Germanium right out of the earth or what? Uninspired and silly. m(
  • "Conquest", eh? The naming is as inappropriate as "Assault". If you were going to literally copy MWLL's game mode, you might as well have taken the name with it.
  • Once again, reward payouts are not believable. Trashed two lances of multi-million C-Bill Mechs for 18,750CB worth of magic ore? Good job!


Really a copy from MWLL. Not the thousands of other FPS that have a conquest mode. LMAO. You really need to get out and play more games.

#85 Khanahar

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Posted 13 December 2012 - 09:47 PM

Wouldn't more or less all the obvious problems with this mode be solved with the addition of turret defenses capable of defeating two light 'mechs? Suddenly, you would need larger 'mechs. A few LRM and MPL turrets (either separate like MC1 or combined like MW4) would compel teams to move in force, rather than simply stack Cicadas.

#86 PropagandaWar

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Posted 13 December 2012 - 09:48 PM

View PostKhanahar, on 13 December 2012 - 09:47 PM, said:

Wouldn't more or less all the obvious problems with this mode be solved with the addition of turret defenses capable of defeating two light 'mechs? Suddenly, you would need larger 'mechs. A few LRM and MPL turrets (either separate like MC1 or combined like MW4) would compel teams to move in force, rather than simply stack Cicadas.

I honestly thought it was four drops and turret defences were applicable. Guess I was wrong.

#87 B4DKARM4

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Posted 13 December 2012 - 09:55 PM

Uninstalled a few weeks ago already. Not regretting it one iota.

Really? This is their vaunted conquest mode?

LOL.

This is so uninspired and BORING sounding I imagine most children have more imagination than PGI at this point.

Really, base capture simply multipled? ZZZZZZZZZZZZZZZZZZZZZZZZ.

Here you go, this ones free.

Two spawns in two corners of a map. Flanking each spawn are two points about 1000m away on each side. Spawn 1 flanked by A and B. Spawn 2 flanked by C and D.

Across the map right down the middle are three more points E, F and G cutting between the two spawn points with F dead center middle of the map.

A, B, C and D are capturable bases that convey minor bonuses,A and C = a rig of some sort with two machineguns and a single ac2 that are AI controlled to automatically fire at any enemies within a few hundred meters. Second pair of bases (B and D) are artillery bases that will fire two LRM 15 salvos every 20 seconds ONLY at narc tagged or direct LOS mechs.

Each of these platforms will have a destroyable turret or hell, just a health bar that can be beaten down by the enemy facilitating easy capture. Turrets respawn after a short after being destroyed.

Points E and G are helipads. Point E will spawn AT MAX two AI controlled VTOLs with decent armament. Lets say ac2s and an SRM 6. These wont be super fast, but they will go off and harass enemy mechs. These can be destroyed and will respawn after a set period. Point G will spawn two similar but even more lightly armed VTOLs that serve as recon. Arm them with two MGs and allow whatever they see on the battlefield to show to every player of the team that owns that point. Do you go for offense or more battlefield intel?

Point F right in the middle of the map will be the riskiest point to take and as such will confer only a negligible bonus. Point F is a mobile field repair. Any mech that stands on this point after being captured will SLOWLY regain armor and subsystems. Blown off missile pods, weapons, arms can not be "regrown", but armor can be patched up by this field base. This will be slow enough as to not be something a player can abuse and just stand in the area and simply slug it out with impunity.

I dont know why I even bothered to detail out a game mode that will be more interesting than what you are looking to implement anyway. I was convinced a long time ago you guys at PGI just really are making this up as you go along. This isnt a game mode, this is BS. You just put more capture points across the map and decided to call it a day.

Wooo.

Someone let me know when this game actually starts innovating or oh I dunno, being FUN.

Edited by B4DKARM4, 13 December 2012 - 09:57 PM.


#88 Corvus Antaka

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Posted 13 December 2012 - 10:32 PM

Is this gamemode respawn? If not, why not just wipe out the enemy mechs and then cap all the resources?

cant wait to try this out B)

EDIT: so this is norespawn? very interesting to see how this will play out for sure. I don't see this working well without respawn. Getting so bored of norespawn already as the only gametype.

Edited by Colonel Pada Vinson, 13 December 2012 - 10:36 PM.


#89 Mechwarrior Buddah

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Posted 13 December 2012 - 10:35 PM

View PostBiglead, on 13 December 2012 - 06:02 PM, said:

Invincible lag shield light mechs go!


lol btw what the hell are they fighting over? Geraniums?

#90 Windies

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Posted 13 December 2012 - 10:35 PM

View PostColonel Pada Vinson, on 13 December 2012 - 10:32 PM, said:

Is this gamemode respawn? IF not, why not just wipe out the enemy mechs and then cap all the resources?

cant wait to try this out B)


It has yet to come out, but there has been no mention of any respawn or reinforcement element. I would think if it was implemented it would be worth mentioning.

#91 Vrekgar

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Posted 13 December 2012 - 10:35 PM

View PostColonel Pada Vinson, on 13 December 2012 - 10:32 PM, said:

Is this gamemode respawn? IF not, why not just wipe out the enemy mechs and then cap all the resources?

cant wait to try this out B)


It is explicitly NOT respawn. Kind of a shame really.

Heres my idea to fix the obvious problem with this. http://mwomercs.com/...-repair-becons/

#92 Mechwarrior Buddah

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Posted 13 December 2012 - 10:36 PM

View PostB4DKARM4, on 13 December 2012 - 09:55 PM, said:

Uninstalled a few weeks ago already. Not regretting it one iota.


if you uninstalled and arent looking back....
um.... why are you still here

#93 Vrekgar

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Posted 13 December 2012 - 10:40 PM

Good question buddah.

Less negativity B4d please.

#94 Divine Madcat

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Posted 13 December 2012 - 10:41 PM

Cool.. i always wanted to play BF3 in mechs.... Oh wait.... crap..

#95 Mechwarrior Buddah

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Posted 13 December 2012 - 10:43 PM

View PostVrekgar, on 13 December 2012 - 10:40 PM, said:

Good question buddah.

Less negativity B4d please.


Or just move on as youve already uninstalled after all and you "dont regret it at all"

#96 Vrekgar

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Posted 13 December 2012 - 10:45 PM

View PostMechwarrior Buddah, on 13 December 2012 - 10:43 PM, said:


Or just move on as youve already uninstalled after all and you "dont regret it at all"


Precisely. Why complain about something he no longer has investment in?

I think conquest has potential with a few upgrades to the gameplay. It should also be more fun when we inevitably get more people in each match (12v12 anyone?)

#97 themoob

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Posted 13 December 2012 - 10:48 PM

Yeah, I also say that Conquest will be much more viable once it's 12v12. 8v8 is too few for this kind of game mode.

#98 verybad

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Posted 13 December 2012 - 10:58 PM

Main body captures center mine, send individual mechs (fast) out for 2 more (to ensure 3 total captured), they must retreat at any sign of enemies.

Could be interesting. Fast are certainly useful, but making a stand at a strategic pont with some slower but tougher mechs won't be a bad thing either. If you have 3 mines, they HAVE to come to you... You only need to capture two plus your starter to be the winner so...

#99 N0MAD

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Posted 13 December 2012 - 11:23 PM

Its just going to become a Small mech Zerg pure and Simple, 8 small mechs running from base to base. Balanced groups wont be any good, neither will Heavy groups, splitting your group will be suicide. The netcode favors small mechs as does Ecm and big maps will favor them also. How do you counter the Zerg? easy your own Zerg. Whoever thought of this game mode pls tell me WTF were you thinking about?. Doom and gloom post you say, well its a base cap race already luckily atm you can try defend base, defend more than 1 base from a Zerg? LOL. Tell you right now i will not play this game mode full stop.
I just cant beleive the Devs obsesion with small mechs.

Edited by N0MAD, 13 December 2012 - 11:24 PM.


#100 Redmond Spiderhammer

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Posted 13 December 2012 - 11:29 PM

at least it sounds more dynamic than the baserush mode... would still like to see a plain old slufest mode though

Edited by Redmond Spiderhammer, 13 December 2012 - 11:30 PM.






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