If You Don't Want Cap Games What Do You Want?
#61
Posted 20 December 2012 - 08:40 PM
One side defends a supply depo (area full of cargo containers).
The other side tries to break through, steal supplies and then get off the map or to a dropship extraction point with them.
The raiders could only carry cargo if they had a mech with two functioning hand actuators and if they used any arm mounted weapons they dropped the cargo.
#62
Posted 20 December 2012 - 08:42 PM
Facility Scan
Both teams start an equal distance from a large facility of interest (make up your own reason why the facility is important). Both teams must run up and one unit in their rank must begin a scan/hack which renders that unit unable to move or fire (or rather, if they move or fire their scan/hack stops and has to be started from the beginning). The teams then must defend their scanner while trying to interfere with the other teams attempt to scan. Could even allow multiple scanners on a single team so one can act as a decoy for another.
I'm also open to a type of deathmatch, because it could fit into community warfare. Securing an area is a deathmatch, your goal is to either utterly destroy the enemy or outnumber them at the end of a battle (equivalent of them retreating). No respawning or mid-battle repairs though, this isn't one of those endless waves of meat games (you know the ones where you can simultaneously have more kills and more deaths than anyone else in the match) or one of those games that reward running around a preplanned circuit from repair package/terminal to repair package/terminal. You get one shot at contributing to securing that battlefield, use it wisely or spend the rest of the battle thinking about what you should have done while you watch your team mates play.
#63
Posted 20 December 2012 - 08:43 PM
Also I second the support of a dedicated attack/defend the base mode.
#64
Posted 20 December 2012 - 08:46 PM
#65
Posted 20 December 2012 - 08:54 PM
Kraven Kor, on 20 December 2012 - 09:21 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.
limited respawn with a team pool of tons to use, is the way to go imo. eg. your team has 500 respawn tons, once your team uses it all then thats it.
#66
Posted 20 December 2012 - 08:55 PM
What I mean is this: An on going war/battle for a continent or an area. Its difficult to describe...if you've ever played WWIIOL then you might understand. Its a giant ongoing, nonstop war. Each area won or lost will allow resources to be gained or lost. Its a constant battle for an area.
While the idea for conquest is fun and 4v4, 8v8, is fun, but there's NO depth. You grind the same maps, and take the same routes over and over again and while it's fun for a good while, it eventually loses interest. Look at the games that are huge and continually do well: Eve for example. The world is huge. This game needs depth.
It also needs the ability to TRAIN. If you want to set up a small match between a group of 4 or 6 or 8...then we should be able to without the worry of another group raining on your parade.
It also needs the ability to set up competition matches against another group of people. There's a huge interest in competition yet no way to follow that idea because it's a random, get placed in whatever, style of dropping.
#67
Posted 20 December 2012 - 08:57 PM
#68
Posted 20 December 2012 - 08:57 PM
Basically a long involved Mechwarrior matches in a dynamic setting
#69
Posted 20 December 2012 - 09:12 PM
Spheroid, on 20 December 2012 - 08:43 PM, said:
Also I second the support of a dedicated attack/defend the base mode.
This is another great idea! The very last waves could be stars of surprise Clanner Mechs!
#70
Posted 21 December 2012 - 03:43 AM
10 random players - any tonnage goes.
6 or 8? random players - by Light, Medium, Heavy, Assault weight catagories. (a lower amount of players would help with the queue 6 players might be the sweetspot).
They could even do a ranking system to find out the best pilot in each category of Mech Tonnage class.
I feel the game needs this.
I relalise some see this as a team game(Lance's etc.) but the game needs a deathmatch option imo. Calling it an 'Arena' would circumvent any 'breaking lore' stuff.
#71
Posted 21 December 2012 - 06:48 AM
A coop campaign through the clan invasion would be really cool, too.
#72
Posted 21 December 2012 - 06:53 AM
http://mwomercs.com/...l-assault-mode/
#73
Posted 21 December 2012 - 07:17 AM
#74
Posted 21 December 2012 - 07:23 AM
Maybe a game mode with a long respawn, like 60/90 seconds.
#75
Posted 21 December 2012 - 07:33 AM
Destroy/Defend the Convoys on a very large map, wouldn't work well on the ones we have.
Large maps where one side invades and the other defends a city, building, area whatever in the center
Large City maps like downtown NYC or such, big buildings lots of hit and run death match
Find The Parking Space at Macy's, first one to park wins.
SOLARIS FFS, free for all brawl with 4 or more players total in a match with a CBill prize. or options for a 1 on 1 with no or low rewards for people who want to fight each other. Seriously if I were making this game A Solaris arena would be top priority above the clans and other modes. I think it would be utilized quite a bit despite being just death match.
Who here wouldn't like to make a team of 2 with you and one other person, friend, enemy, challenger and drop together in a 1vs1 arena where you get to fight each other even if there were little to no CBills awarded for it to avoid exploiting it....or hell even have to pay 25-50k CBills to do it?
Needed the most: Huge maps, 12vs12 or more, Solaris
Edited by Clubs, 21 December 2012 - 07:48 AM.
#76
Posted 21 December 2012 - 08:14 AM
Edited by Kill Dozer, 21 December 2012 - 08:15 AM.
#77
Posted 21 December 2012 - 08:40 AM
Marj, on 19 December 2012 - 03:00 AM, said:
Need a way to end matches when the last light mech runs away? Have one cap in a completely open area that takes 2 min to cap regardless of the number of mechs on it and can be completely reset by shooting any mech standing on it.
This is something I would like to see. TF2 has an elegant system to prevent stalling in arena (no respawn) mode. There is a capture point in the middle that works normally (essentially the same as the points in conquest mode), but it's not active until part way through the match. For MWO, you fight throughout the map, and after 10 minutes (or whatever is balanced) the point is activated. Capture can be blocked by an enemy nearby, but if the last person is hiding, then they can't stop it.
With the reset idea I'm imagining an ECM cicada with an AC2 that could keep resetting the clock and running away.
#78
Posted 21 December 2012 - 08:45 AM
#79
Posted 21 December 2012 - 11:29 PM
#80
Posted 21 December 2012 - 11:43 PM
These maps are not big enough for that and it makes no sense from a MW/BT perspective. The last thing I want to see is base camping or constantly getting shot in the back because someone just spawned behind me.
The current Assault gametype is perfectly fine as far as I'm concerned, and is all we need. Don't worry about more game types, worry about getting faction support and planetary capture into the game. That's what we want.
Edited by The Legendary Samurai, 21 December 2012 - 11:46 PM.
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