If You Don't Want Cap Games What Do You Want?
#1
Posted 19 December 2012 - 01:22 AM
some like the new conquest mode, myself included. then some are tiring of team deathmatch/cap racer mode. so what game mode should we have next?
#2
Posted 19 December 2012 - 01:42 AM
They should stop trying to pretty up the deathmatching and just add a deathmatch mode.
Conquest would make sense with respawns so you can actually hold points until the resources hit 750 instead of just killing eachother anyways.
This game has also been compared to CS (Besides taking 1000x more damage I guess so.)
So why not a bomb plant/defuse gamemode.
Or how about a FFA arena that is only one mech type (light, medium, etc) like The Factory or The Coliseum from MW4
#3
Posted 19 December 2012 - 01:44 AM
Well i think that would be cool anyway....
#4
Posted 19 December 2012 - 01:45 AM
#5
Posted 19 December 2012 - 01:46 AM
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
Edited by Ryolacap, 19 December 2012 - 01:49 AM.
#6
Posted 19 December 2012 - 01:49 AM
Anyway, there's lots of gamemodes. I love the idea of an arena mode, but CTF (with a big frikken shield down the middle or something, I dunno) is good too. I think they could mix it up with a 3-point Conquest along with the five they have now. A tournament style gamemode might even be entertaining. Actually, that would be very entertaining. Perhaps a destroy the objective mode. Lots of good ideas out there.
#7
Posted 19 December 2012 - 01:54 AM
Blue Shadow, on 19 December 2012 - 01:44 AM, said:
Well i think that would be cool anyway....
Would be cool...I am wondering if there will be ultimate choices to make, for leaders or what not, to spend a certain amount of resources attacking and defending planets.....might actually make mediums and heavies viable canidates
#8
Posted 19 December 2012 - 02:04 AM
The problem is you run the risk of splitting up the userbase across too many game modes, increasing the currently enviable wait times for getting into games.
The solution is to have a rotation of 2-3 game modes per day that give you extra bonus for playing them.
Additionally, game modes should include on map props that you use, defend or exploit to help win the match.
e.g. a physical headquarter that needs to be defended against an attacking company. Turrets that surround the headquarters that help defend it, but can also be blown up (giving cbills and xp).
Repair and reload stations; have a CTF style map; players will have to manage the brawl in the middle where the flag spawns as well as spending time legging it back to the base to get repairs/respawns. It'll bring considerations of engagement time and how far you're willing to push your mech. The more you push it, the more likely you can kill off an enemy mech, meaning you don't have to deal with him as he repairs and rearms on the field.
#9
Posted 19 December 2012 - 02:08 AM
... I'd like to see bases with gates/towers + controll facilities you can capture... thinking mech commander
#10
Posted 19 December 2012 - 02:11 AM
Ryolacap, on 19 December 2012 - 01:54 AM, said:
Would be cool...I am wondering if there will be ultimate choices to make, for leaders or what not, to spend a certain amount of resources attacking and defending planets.....might actually make mediums and heavies viable canidates
Thanks.
Well the higher ranking players in a faction will be able to vote or something to determine what planet is attacked - that's something like what i remember reading some time ago, but your idea about using resources would be cool adds some extra strategic depth..... you could spend resources to fund extra defenses when attempting to hold or capture a planet, or not if the planet was of little value.
#11
Posted 19 December 2012 - 02:20 AM
One side has to defend a base from the other side.
Variation Options:
- Uneven time size - 4-6 attackers vs 8-12 defenders, but there are two bases to defend.
- Even teams, two teams, but the bases may have their own turret defenses
Convoy Escort / Convoy Intercept
Protect a group of NPC vehicles. Attacker tries to destroy as many as possible, while the Defender tries to secure them.
Variation Options:
- Only one target vehicle must be destroyed - but it requires short range sensor scan to identify without doubt. (ONly alternative is to destroy all vehicles, but due to size of convoy and enemy team this may not be possible).
- Vehicles must be captured, but the convoy is split in some manner
Both scenarios would not necessarily split in neat win/loss scenarios, but also in partial results.
Scenario Sequence
Multiple missions performed after each other, with limited repair and rearm options in between, possible in combination with the dropship mutator, so that you may choose to repair your current mech for 2 matches and use your alternative mechs (and you may be able to deal with a total loss). These missions need the option for the team to choose to forfeit/retreat.
3+ Teams / Free for All
More than 2 teams or all single players are fighting over territory or for a specific object. Could be combined with other game modes (for example, t here may be a small team of defenders and several teams of attackers.)
Edited by MustrumRidcully, 19 December 2012 - 02:25 AM.
#12
Posted 19 December 2012 - 02:42 AM
On the current conquest mode just add another team.
3 Teams will make Conquest very challenging.
Will you split your forces? will you push for another cap and risk been in between two teams?
Will you try to take out the weakest team, but with the losses risk becoming the weak one?
//EDIT
Game Modes Thread Here
Edited by arkani, 19 December 2012 - 09:36 AM.
#13
Posted 19 December 2012 - 02:49 AM
#14
Posted 19 December 2012 - 03:00 AM
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.
#15
Posted 19 December 2012 - 03:02 AM
#16
Posted 19 December 2012 - 03:03 AM
Apoc1138, on 19 December 2012 - 02:49 AM, said:
"At last stand hero" - 4 teams, 4 mech in each - win only one team and only one pilot get hero bonus
(at current stage only 2 new respawn needed)
#17
Posted 19 December 2012 - 03:42 AM
#18
Posted 19 December 2012 - 04:08 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.
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.
#19
Posted 19 December 2012 - 04:11 AM
#20
Posted 19 December 2012 - 04:14 AM
You could do all sorts of other things as others have posted. Heck, I saw somebody mention multi-part mission campaigns. Those would be epic and it would also be a game mode where RnR made sense. I'm avoiding big suggestions like that because right now PGI still needs to get the basics in. Yeah, nothing special about a TD mode or a FFA mode, but it would be nice options to have and it just really doesn't seem like it should be all too troublesome for them to add in because all the bones are already there.
Edited by CypherHalo, 19 December 2012 - 04:15 AM.
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