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Conquest Mode Details Announced


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#101 Pygar

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Posted 13 December 2012 - 11:41 PM

View PostN0MAD, on 13 December 2012 - 11:23 PM, said:

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.


I can explain their obsession with small mechs. Small mechs in other MW games were crap... and people used to complain about them being crap on the forums all the time. Seriously, even all the way back in CBT...there was no real reason to bring them unless you were forced to.

Speaking of CBT-Did you know that by original game lore, Assault mechs are supposed to be rare... usually flown by higher officers, and that most of the rank and file pilots are supposed to be running in Lights and Mediums?

The strategic capture value of scouts is actually something they talked about frequently in original lore, but it rarely worked that way for Lights in the games. So, the obsession with lights capturing bases actually has a lot to do with original MW/BT lore.

They need to go further with the game lore spirit and start putting tonnage caps on the matches...around 500 tons for an 8 man team sounds about perfect.

Edited by Pygar, 13 December 2012 - 11:53 PM.


#102 General Taskeen

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Posted 13 December 2012 - 11:43 PM

They really ought to rename it then, to Conquest Assault. They did say Conquest would be introduced more as a "mutator" to the current Assault mode, which is pretty much what the initial rollout of that 'type' of game mode sounds like.

Typically, Conquest mode in MP games use the control node capture points tied to a ticket system, representing number of respawns available and the 'bleed' of respawns determined by who controls the most bases or which team is getting the most kills. I'm hoping a real Conquest mode will roll-out with larger maps, with actual defend-able bases, and 12vs12. From the PC Gamer magazine interview, a type of base building/control was talked about for whenever Community Warfare is introduced, which sounded more like the Terrain Control from Mech Warrior: Living Legend's gigantic maps.

I don't know that respawns would work so well with Assault 'Conquest' mutator, since there are no automated defenses to deter spawn killers and the maps likewise are far too small. Hopefully there are more ambitious plans for a full Conquest with large maps, mech repair hangers, automated base defense, etc. That type of game mode would lend itself to the invasion/planet control/defense the devs have envisioned for later on.

Edited by General Taskeen, 13 December 2012 - 11:45 PM.


#103 Xelrah

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Posted 13 December 2012 - 11:48 PM

8 man light/cicadas premades winning easily inbound.

#104 MustrumRidcully

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Posted 13 December 2012 - 11:58 PM

Exploit Possbility requires 16 willing participants, but... What about each side capping 2 control points and waiting for the bar to fill up? No repair cost, maximized Germanium rewards. But no salvage. And no fun.

And I am afraid this will be chaos when PUGging. At least now there was one clear direction to go to...

#105 Dodger79

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Posted 14 December 2012 - 12:07 AM

I know, this game and universe is not about sense or plausability, but why risk two lances of Mechs worth between 8 to 80 millions just to capture a ressource worth less then 20k? Salvage in a deathmatch gets you more money... And i too think that this kind of game mode comes at a wrong time when the fast Mechs needed for it still have their lagshield and can easily counter their only threat SSRM by just bringing an ECM.

#106 Hammerhai

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Posted 14 December 2012 - 12:39 AM

Speaking about tonnage limits: I wonder if the clans will be forced to go through a formal batchall bidding to ensure maximum efficiency to make up for their superior tech. It is a fun idea, but otoh I don't figure how to make something like that work as an fun game element.

Some kind of batchall I would like to see though. Essentially you would have to reward the team going under tonnage limit. The devil though is always in the detail.

#107 MustrumRidcully

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Posted 14 December 2012 - 12:48 AM

View PostDodger79, on 14 December 2012 - 12:07 AM, said:

I know, this game and universe is not about sense or plausability, but why risk two lances of Mechs worth between 8 to 80 millions just to capture a ressource worth less then 20k? Salvage in a deathmatch gets you more money... And i too think that this kind of game mode comes at a wrong time when the fast Mechs needed for it still have their lagshield and can easily counter their only threat SSRM by just bringing an ECM.

Well, actually,it's about 320K, since every team mate gets a share of 20K, and there are 16 players... Still. Yeah. But that's a general problem in MW:O - why risk several Million $ Mech in a scenario where 50+ % losses are common?

#108 Ilwrath

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Posted 14 December 2012 - 12:54 AM

They should let you use several of your mechs for this mode, maybe 4 or something like that, and if you don't have that many mechs you should be able to use trials. Would force people to get engine and equipment for all mechs instead of moving it around between matches.

Would also push people to get the number of mechs needed or suffer heat-hell in the wonderful trials :-p

#109 Armorpiercer M82

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Posted 14 December 2012 - 01:30 AM

so its basicly what we have now + 3 new basis -STATIC. lol this is new mode ? cant be true.

- where are information about xx vs xx players ?
- will there be respawns ? any / each class x1 ?

give us complete info, what you wrote is NOTHING NEW.

#110 Ilwrath

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Posted 14 December 2012 - 02:34 AM

View PostMechwarrior Buddah, on 13 December 2012 - 10:35 PM, said:


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


Not Geraniums, Germanium. So after all the enemy mechs are destroyed you will get a bunch of nationalsozialismus German mechs spawning to prevent you from taking their Germanium. If you defeat them = victory.

I think this is what really make the new game mode interesting. It was about time they got some pve into this game.
I did not expect ze Germans though. They are kinda overdone in gaming.

Edited by Ilwrath, 14 December 2012 - 02:36 AM.


#111 MustrumRidcully

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Posted 14 December 2012 - 02:40 AM

View PostIlwrath, on 14 December 2012 - 02:34 AM, said:


Not Geraniums, Germanium. So after all the enemy mechs are destroyed you will get a bunch of nationalsozialismus German mechs spawning to prevent you from taking their Germanium. If you defeat them = victory.

I think this is what really make the new game mode interesting. It was about time they got some pve into this game.
I did not expect ze Germans though. They are kinda overdone in gaming.

Zee are a funny mann, Ilwrath. Ich mag Sie. I will kill you last*.


*) not a death threat, just a movie reference.

Edited by MustrumRidcully, 14 December 2012 - 02:41 AM.


#112 Slanski

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Posted 14 December 2012 - 02:53 AM

View PostGreyfyl, on 13 December 2012 - 06:11 PM, said:

If only I hadn't played Arathi Basin 8 million times in the past 5 years or so.


It still was the very best Battleground map and game mode if fought between two premades. No respawn makes the dynamic completely different, because you need scouting before committing. So yes, I support this game mode, but would wish they keep it more abstract. Then, implement a 12vs12 on a larger map on the same premises.

#113 Ilwrath

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Posted 14 December 2012 - 02:58 AM

View PostSlanski, on 14 December 2012 - 02:53 AM, said:


It still was the very best Battleground map and game mode if fought between two premades. No respawn makes the dynamic completely different, because you need scouting before committing. So yes, I support this game mode, but would wish they keep it more abstract. Then, implement a 12vs12 on a larger map on the same premises.


Or they could just forget about this entire idea and give us a king of the hill setup with one base in the middle, or a attack/defend setup with one base and a timer to hold it for the defenders for win.

If they are going with no-respawn conquest I think ANY other mode will be better.

#114 Billygoat

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Posted 14 December 2012 - 03:23 AM

If this mode is going to be bolted onto the current maps....are the maps we have (barring Caustic Vallery perhaps) even actually big enough to sustain 5 or more capture points? Forest Colony is going to be pretty crowded.

#115 Slanski

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Posted 14 December 2012 - 03:28 AM

I would like a straight forward: Secure the Spaceport! Secure the Refinery! Secure the Communications Hub!

Three maps, one objective to be captured each. A quick intensive clash.

Also the current assault mode would probably be better, if the maps were larger and teams not starting on their objectives, but both obectives were on one side of the map and the teams started crossed on the other side of the map, so their paths to their objectives cross in the middle.

Encourage dynamic assault.

#116 ferranis

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Posted 14 December 2012 - 03:29 AM

I will totally come and collect 18k cbills in my 15 mill, 50k repair cost mech.
What the hell, WITHOUT respawn? It will be the same as now except more lights running around capturing even more bases.

#117 Xeven

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Posted 14 December 2012 - 03:29 AM

Sad...just sad. This might have been a marginal game mode with maps 6 times larger but as is it will result in just fighting the other team just like assault mode. No mission just gimmicks sad...I hope they at least make them destroyable though very hardened.

#118 CocoaJin

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Posted 14 December 2012 - 03:37 AM

the low pay out for the ore is likley in addition to the pay outs we see in "Assault mode". When you considered that, the ore bonus is very, very significant.

#119 Taizan

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Posted 14 December 2012 - 03:47 AM

It meets my expectations of conquest mode, just like most "conquest modes" in various other games. The only thing I am not so happy with is throwing it into the same (rather smallish) maps, maps should be 2/3 larger in general. Wasn't this hinted at that conquest maps are supposedly larger versions of the existing maps? Can't find the reference due to the forum search being useless for me.

#120 Vassago Rain

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Posted 14 December 2012 - 03:59 AM

Still faster to run a trialmech on a sucide quest...





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