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Enhancement To Conquest Idea


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#1 Hyzoran

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Posted 18 December 2012 - 03:23 PM

Although Conquest is a nice improvement over Assault mode, it is still just an improved Assualt mode.

However, Conquest has potential to become a really interesting and addicting gamemode, with a few new implementations. This idea is essentially a mix between the planned Dropship mutator, and the MWLL Area Control gamemode.

1. Rather than reaching 750 credits to win, you simply have to destroy an Enemy Dropship, which is equiped with a few defensive weaponry, and and ALOT of armor. (Around 4000 maybe?)

2. Every team pre-game starts with a certain amount of inbattle credits to 'purchase' one of their owned mech designs, (Can only use ones that you own, credits thrown around in this mode has no effect on the player's actual pocket) Their mechs are priced depending on their equipment and loadout of their design. (eg. XL Engine designs, are somewhat more expensive than designs that use standards, however they are as expesnive relativley was they are doing the actual design of the mech from the player's pocket, as in Assualt.) If a player only has very expensive designs in their mechbay and cannot afford to use them, they can use trial mech, which are free.

3. Bases provide income on a regular basis, some stationary defences are located at each base. After destroyed they are automatically repaired after a certain amount of time. Mechanics for capturing bases are the same as they are now. Credits earned are evenly distributed throughout the team members.

4. When a player dies they will respawn back inside their dropship, but must first purchase one of their mech designs again or use a trial mech.

5. Eventually, once one team has dominated another team economically, they may finally afford to siege and destroy the dropship (Due to the dropship's completely superior armor and firepower, it may even an entire team a few lives to destroy it, thus needing to dominate the bases first)

The timelimit should obviously be raised, perhaps to 40 minutes?
At the end of the match, the player should be awarded C-bills and XP based on the tasks they have performed during a match.

This mode would be much more improved imo because It would make less expensive designs have a purpose, be more flexible than the standard conquest design, and allow respawn for longer matches, while still giving the player a good reason to not die.

Edited by Hyzoran, 18 December 2012 - 03:24 PM.


#2 Ceribus

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Posted 18 December 2012 - 04:24 PM

If they did go with this, trials should not be free as some of them are decently powerful and even if you are controlling the ecenomy you can't limit or slow down the deployment of your enemies.... The trial mechs would ensure that no matter your mechs builds and costs you would still have access to lights and mediums which are affordable.

#3 Ceric

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Posted 18 December 2012 - 06:50 PM

I will say in any Conquest mode they should consider giving a bonus for defensive kills, kill assists, and Damage because at the moment its almost like Assault mode 2 if you want to earn good money.

#4 Buso Senshi Zelazny

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Posted 18 December 2012 - 08:44 PM

I could see something like this being implemented in Community Warfare. Make it somewhat analogous to raids in MMORPGs.

You get your teams together for a big match that's going to decide who controls the fate of a particular planet. The two sides deploy from their Dropship (on offense) or their Base (on defense). They jockey for control of strategic points in middle of a massive map (what we have right now in conquest, minus the massive part), or possibly in a separate match without the bases and dropships and just the control points. Then the side that wins control in the first round, has then earned the right to attack the Dropship (If they are defending the planet) or the Base (If they are attacking the planet).

If the offensive team in the final round is victorious, then they should get a large monetary bonus to the entire team as a reward for taking down a heavily fortified and valuable target. If the Defensive team in the final round is victorious, then they get to keep their planet and send the losers packing (or completely annihilate them if they lose their drop ship).

If the two sides each win a stage of the battle, then planet control will remain with the original owner, but it could be contested again a short time later (1 hour to 24 hours for example). If the planet defenders win the initial round, and then win the second round by destroying/capturing the attackers dropship, then the planets ownership would be secured for an extended amount of time (18-48 hours for example). I am just guessing at the duration of locking a planets ownership since I have no experience with a fluid world under player control like EvE or WOT but I hope you get the idea.

#5 Disco Carl

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Posted 18 December 2012 - 08:53 PM

If they just added respawns it would make the resources more important. I know that there are strong opinions on this, but respawns would add drama with come from behind wins, etc. Your death would still cost your team, because in all respawnable games there is a timer, plus travel time to the melee etc. The current conquest game feels like the other game mode only with five bars on top of your screen.

#6 Alfred VonGunn

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Posted 19 December 2012 - 12:34 AM

Look up Drop Ship Moide in teh Dev Blogs and stuff from months ago

Edited by Alfred VonGunn, 19 December 2012 - 12:35 AM.






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