If You Don't Want Cap Games What Do You Want?
#21
Posted 19 December 2012 - 04:18 AM
There are just so many ways objective based pvp can be done well. The list just goes on and on with possible ways it could be implemented. Radar stations that when owned supply info or negate ECM for another example.
Right now we merely have objectives for the sake of being objectives with a simple stand in red box mechanism. Its not so strange that people are looking at it and thinking "lets just have TDM".
#22
Posted 19 December 2012 - 04:33 AM
#23
Posted 19 December 2012 - 04:34 AM
#24
Posted 19 December 2012 - 04:36 AM
#25
Posted 19 December 2012 - 04:38 AM
Immelmann, on 19 December 2012 - 04:36 AM, said:
You know how long it would take to create a campaign of any decent quality? Further paying for it goes against PGIs idea of of not selling gamemodes and so forth. The best you can hope for is a bot mode sometime down the line, very far down the line.
#26
Posted 19 December 2012 - 04:43 AM
#27
Posted 19 December 2012 - 05:13 AM
I would like to see Convoy Escort / Convoy Intercept (Suggest that object to escort be random player).
Also King of the Hill or similar would be nice, yes I know it has been done before but would add some variety in game.
#28
Posted 19 December 2012 - 05:26 AM
Also perhaps a 1 v 1 (grudge match) mode that works on a similar principle but instead of cbills you get the loosers mech inc customisations paint job, endo, DHS, weapons etc.
Also, I want Solaris, with George Ledoux (Duncan Fisher) commentating it and custom skins for Solaris winners.
Multi sided maps with 3 or even 4 teams on it.
Massive planetary sized maps with everyone playing on the same map blasting hell out of each other as the clans invade the IS.
Imbalanced drop sizes (5 V 8) for when the clans arrive, or if you think you are just that bad 4ss your band of 5 can take 8 opponents.
Defend / attack maps with just 1 objective point and built in defense positions (missile / laser / ballistic turrets) call it a "defend the dropship" map with a defending team + a fully armed dropship (not an overlord they are ridiculously powerful) the attacking team get 15 mins to bring down the dropship.
I could go on but not many people will have read this far.
Edited by Triggerhippy, 19 December 2012 - 05:40 AM.
#29
Posted 19 December 2012 - 05:38 AM
#30
Posted 19 December 2012 - 06:55 AM
No time limit,unlimited respawns,no points or rewards. Just the endless blowing up of mechs,that should keep a few people here happy.
#31
Posted 19 December 2012 - 07:04 AM
SmoothCriminal, on 19 December 2012 - 04:08 AM, said:
so last light can snipe at mechs in the central camp zone, thus causing the clock to reset and the game to last FOREVER?
As above, I wouldnt mind some (very) moderately powered NPC turrets/vehicles to make base capturing interesting.
...or you could hunt the last mech down. I don't know where people get the idea this would be a big problem. I played Mech 4 TDM for years and never had an issue.
#32
Posted 19 December 2012 - 07:11 AM
1. Straight up Team Death Match
2. Seige Mode. 1 attacker, 1 defender. 1 base.
#33
Posted 19 December 2012 - 09:14 AM
10 min time limit.
4 teams, lances of 4 players each. (with their own starting location per map)
Green/Teal= own team, Red, Orange, Yellow = enemy teams. (A-L ID tags)
Centralized goal pad (more on this later) that counts up 4 pts (5 with cap accelerator) per mech (1-4x) regardless of enemy presence. A glowing 'sweet spot' will offer double the gain, but be much smaller and more difficult to stand in freely.
The only way to stop enemies from gaining points is to chase them off the pad or kill them.
The areas would be roughly 1.5x bigger than the current cap locations and NOT have the central oilrig obstacle.
Per map, here are the layouts:
River City- Main pad = NE1/4 F5 & NW1/4 F6 with the sweet spot being on the middle 10m of the central bridge.
Spawn points: (adjusted to give equal travel time to center)
Docks, near where current cap is (SW corner of G4)
Spaceport, back section near the hill (mid D7)
Lower city, near the far corner (mid G8)
Upper city, near the far corner (mid D4)
Caustic Valley- Main pad = SE1/4 E5 & NE1/4 F5(inside cauldera), with the sweet spot being on a center heat vent 10x10m area
Spawn points:
Foundry hillside/woods (SW corner of C4)
3line backhill (NE corner of H3)
back of cool lake (SE corner of G7)
back of hot lake (mid D8)
Frozen City- E5 around dropship, with the sweet spot being the top of the dropship above the cutout.
Spawn points:
Back tunnel (SW corner of D3)
Ravine (N part of C6)
Jenner Highway (mid F7)
City streets (SW G4)
Forest Colony- SE1/4 E5 & SW1/4 E6 (shoreline), with the sweetspot being right in the most open location between the two hills.
Spawn points:
Waterfall/creekside (mid D8)
Radar beach (mid G8)
Upper town (mid C4)
Rockpile (west side E3)
Scoring-
Time spent on the pad equals 4(5 with booster) per second regardless of enemies present.
Last man/team standing bonus points of 3 per mech standing for each remaining second. (rewarded to each living mech)
'Win' given to the team with the most points by the end of 10 mins or all enemy mechs destroyed-whichever happens first.
Win bonus = team points *5.0, 2nd place team points *4.0, 3rd place team points *3.0, 4th place team points *2.0 C-bill bonus.
XP reward for the team placing- 1st 500xp, 2nd 350xp, 3rd 250xp, 4th 200xp.
Personal point bonus = points contrubuted gained*1 for C-bill bonus, and contrubution XP bonus of points/50
Salvage bonus given per kill regardless of win. (shared amongst the killing team only)
Damage delivered*10 = C-bill damage bonus
Double XP rewards for killing a mech while on the pad, Triple XP for killing them while you are on the sweet spot.
Assist rewards granted regardless of if your team got the kill or not.
It will be possible to be the last team standing and NOT get the overall win if not enough time was spent in the box.
Farmer reduction from rewards only being granted up to the point of disconnect. Victory/Loss screen will be when the majority of the rewards are granted... so you could die, be on a team that may get 2nd, and it could be worth sticking around for the final reward instead of disconnecting and not getting any bonuses.
-
Additionally- to prevent all 16 ppl from just having a sit in w/o killing each other to gain max points, the game will check for close proximity foes with no weapons fire and launch bombardment strikes on the pad after 10 seconds of no weapons fire (but not if you are there alone).
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An additional mod to this would be the 4xmech multidrop (each player can send their readied mechs upon death)- Massive salvage
Edited by Wakdjunkaga, 19 December 2012 - 09:58 AM.
#34
Posted 19 December 2012 - 09:28 AM
Boss fight, that could be done without spawns
Edited by Chief 117, 19 December 2012 - 09:30 AM.
#35
Posted 19 December 2012 - 09:38 AM
Blue Shadow, on 19 December 2012 - 01:44 AM, said:
Well i think that would be cool anyway....
Yes please...
#36
Posted 19 December 2012 - 08:02 PM
are you listening PGI? this is what will get you gamers!
Edited by GalaxyBluestar, 19 December 2012 - 08:02 PM.
#37
Posted 20 December 2012 - 02:52 AM
Noth, on 19 December 2012 - 04:38 AM, said:
You know how long it would take to create a campaign of any decent quality? Further paying for it goes against PGIs idea of of not selling gamemodes and so forth. The best you can hope for is a bot mode sometime down the line, very far down the line.
do you just go around trolling in every thread i have visited? this is like the third one you have trolled in reference to me. you are the reason i unfollow threads, like this one. go ahead and troll some more, i am turning off notifications and will never see your incoherent mumblings.
#38
Posted 20 December 2012 - 03:27 AM
#39
Posted 20 December 2012 - 03:37 AM
Ryolacap, on 19 December 2012 - 01:46 AM, said:
Protect the leader/Kill the leader
Race to dropship/Stop the Escape
Defend the base/Assault the Base
Retrieve the flag bring it back to base
Or if you are going for a war style game with fights for territory have many different types of assault/defend maps
all of this requires re-spawn or "dropship" whatever you want to call it. i would love these modes but at the end of the day, if it remains with one life it will always lean towards death match because it is the fastest way to win and not to mention with the new economy, make money.
#40
Posted 20 December 2012 - 09:21 AM
Raidyr, on 20 December 2012 - 03:27 AM, said:
Please, no "respawns" as we typically define them.
The mentality that results from knowing that death is merely a momentary inconvenience, the changes it would make to mech builds (likely max damage, low armor, low ammo builds would dominate) - it would fundamentally change the nature of gameplay.
I want this to be "Battletech" as my mind defines it - and "respawn" has no place within that. The "Dropship Mutator" where you have extremely limited respawns I'd be more than happy to see.
Just no "die, respawn, die" gameplay. Please.
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