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Game Mode: Siege


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#1 Karl Split

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Posted 02 January 2013 - 01:26 AM

Basically i was thinking it would be fun to have a mode where one side has to defend a large mech base while the other side has to conquer it.

The base would be setup with fixed point defences that could be destroyed together with a destructable field base for repairs. Im thinking maybe a large underground hangar/mechfactory type affair with a defended entryway.

The assaulting force would be reinforced with dropship reinforcements whereas the defenders would just have the number of mechs they started with and would have to use the terrain, fixed point defences and repair facilities to level the battlefield.

So imagine the mode is 8vs8 but the attacking side has a reinforcement of an extra lance of mechs once enough of them have been blown to hell and the defenders have the bonuses of fixed point defences and repair facilities.

Any takers?

#2 WiCkEd

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Posted 02 January 2013 - 01:30 AM

For it to be fair the Assaulting element would need a significant tonnage advantage if the base is actually defensible at all. It doesn't work in a straight up 8v8. Read Sun Tzu's The Art of War. He has an entire chapter devoted to the difficulty involved in the dislodging of a "dug in" enemy.

#3 Karl Split

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Posted 02 January 2013 - 01:34 AM

Well that was how i suggested it If the defenders have 8 mechs and the attackers have 8 mechs and a reinforcement lance that is 12 mechs for the attackers total.

Obviously that number could be tweaked.

Edited by Karl Split, 02 January 2013 - 01:35 AM.


#4 WiCkEd

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Posted 02 January 2013 - 01:35 AM

It's a great idea. I hope it's implemented.

#5 Xandralkus

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Posted 02 January 2013 - 06:01 AM

Not a fan of 8 vs 8; too many mechs and too much weapon spam. I like the fights where you don't have your teammates backing you up, and you don't have multiple enemy targets firing at you simultaneously.

Aside from that, supported!

(Give us some 2 vs 2 or 3 vs 3!)

#6 Kernel

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Posted 02 January 2013 - 06:58 AM

View PostWiCkEd, on 02 January 2013 - 01:30 AM, said:

For it to be fair the Assaulting element would need a significant tonnage advantage if the base is actually defensible at all. It doesn't work in a straight up 8v8. Read Sun Tzu's The Art of War. He has an entire chapter devoted to the difficulty involved in the dislodging of a "dug in" enemy.

I def see your PoV on Sun Tzu. I would still like to see this scenario happen. It will always be a TDM but having an objective to destroy would be interesting. Def has to be something that can't just be tag'd and LRM'd. Perhaps and internal base that has a few sets of defenses that need to go down then a final internal battle in some huge underground base. Sound interesting enough to me. What do you guys think?

#7 Karl Split

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Posted 02 January 2013 - 07:46 AM

I imagine if the final objective of the siege was an internal structure that needs to be capped/destroyed inside the base it would stop it being lrm'd to death.

In MW3 there were a few lvl's where you fought inside a mech factory and it was those that spawned this idea.

I was also reading the dropship stats and wondering if an assault would be fun on a dropship itself, but their defences are too big for that tbh.

#8 Volume

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Posted 02 January 2013 - 07:49 AM

View PostKarl Split, on 02 January 2013 - 07:46 AM, said:

I imagine if the final objective of the siege was an internal structure that needs to be capped/destroyed inside the base it would stop it being lrm'd to death.

In MW3 there were a few lvl's where you fought inside a mech factory and it was those that spawned this idea.

I was also reading the dropship stats and wondering if an assault would be fun on a dropship itself, but their defences are too big for that tbh.


2 lances vs 1 lance and a dropship might work. just rough idea.

#9 Oppresor

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Posted 02 January 2013 - 02:42 PM

We have discussed the idea of having major structures like a static repair facility within a base that would also have a turreted defence system as part of the http://mwomercs.com/...n-field-repair/ thread. It was originally set up to poll the concept of introducing repair, possibly like MW3, however it explores other areas that may interest you.

#10 Firewuff

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Posted 03 January 2013 - 05:26 PM

overly complicated. I do like the idea of a siege, it just needs a good map and balanced teams. Repair is not going to happen, neither is drop ship re-inforcements. Both are like asking for pilots being able to eject and run back to base to get in a new mech.

#11 Karl Split

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Posted 04 January 2013 - 03:37 PM

Team balance is one of the reasons i suggested reinforcement. If a team is dug into a defensible position with fixed point armaments you need more attackers than defenders to take it all things being equal. You have two choices there more players on one side than the other at start or reinforcements on one side to even it out. Reinforcements adds some much needed flavour to the mission and they get help stop it just being another zerg rush.

Repair has been in the last two mechwarrior games and worked reasonably well as i recall. Having to herd around your mobile field bases in 3 was actually pretty cool.

#12 PaintedWolf

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Posted 04 January 2013 - 04:02 PM

It really does depend. A lot of times we assume offense is harder then defense, but anyone who has ever played an "Escort" mission knows that if you are defending a mobile soft target even 1 unanticipated enemy unit can ruin your entire day.

So it depends on how soft the target is. How much back-up your team has. How spread out the areas to be defended are.

Personally what I want is a mode like this but with some NPC things for our Mechs to blow up. I mean that is what makes you feel like you are in a Mech- blowing up smaller, non-Mech units like Turrets, or Infantry or tanks/choppers.

If they do Siege mode it should be with one side having tanks/choppers/assault vehicles including artillery and the defenders having turrets and dug-in forces. Could make it a base or a drop-ship at the end.

If attackers need an advantage they can utilize that "4-Mech from the Dropship" element vs. 12 set defenders, or just balance it out and have 4 from base for defenders or 4 from dropship for attackers. That way defenders can counter-attack by Assaulting the enemy Dropship until it is forced to retreat- making it more dynamic and immersive then the standard "we get to attack your base and there is nothing you can" type siege systems.

Really in the Battletech universe there is room for so much- Infantry, Turrets, bases, Battle Armor, eventually Proto-Mechs, Vehicles, Aerospace Fighters, the works. The BT universe is so rich that the Devs will never run out of already tested/balanced/story-crafted elements to work with. All they have to do is run with it.

Edited by PaintedWolf, 04 January 2013 - 04:04 PM.


#13 PaintedWolf

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Posted 04 January 2013 - 04:06 PM

In other words it would be pretty hard to mess up. Like I said when I watched Aliens vs. Predator all they had to do was get the Aliens to fight the Predators a lot and that was it. Somehow the director messed that up, by having most of the movie NOT about the Aliens fighting the predators. Messing that up took extra effort.

#14 Dirk Le Daring

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Posted 04 January 2013 - 04:12 PM

Here's a thought. A defending player who has their mech destroyed could then use a base turret. But only one at a time.

#15 Karl Split

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Posted 04 January 2013 - 04:17 PM

Hmm i like your thoughts a lot.

The escort missions in FPS shooters were always a lot of fun and could be quite tachtical as well so +1 for that.

Perhaps the escort could be escort the Industry mechs out of the combat zone. They could be player controlled to reduce time in coding. In battletech industrial mechs were pretty rare so escorting them could make sense. http://www.sarna.net...ndustrial_Mechs They could probably have been retrofitted with something crap like a small laser and a couple of tonnes of armor as well just so the guy driving it doesnt get bored out of his mind.

#16 WiCkEd

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Posted 08 January 2013 - 04:10 AM

View PostKernel, on 02 January 2013 - 06:58 AM, said:

I def see your PoV on Sun Tzu. I would still like to see this scenario happen. It will always be a TDM but having an objective to destroy would be interesting. Def has to be something that can't just be tag'd and LRM'd. Perhaps and internal base that has a few sets of defenses that need to go down then a final internal battle in some huge underground base. Sound interesting enough to me. What do you guys think?


Perhaps fixed AMS towers that shoot-down incoming missiles as long as the tower stands.

#17 Eddrick

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Posted 27 January 2013 - 09:40 PM

I was going to make a new topic for this type of thing. Then I found this.

This would be a great candidate for Community Warfare.

This would also be a great candidate for Artilery weapons. As they can have a multiplyer for attacking structures. Also, can be a time to try out other types of units.

Bigger maps are deffinetly needed.

View PostKernel, on 02 January 2013 - 06:58 AM, said:

I def see your PoV on Sun Tzu. I would still like to see this scenario happen. It will always be a TDM but having an objective to destroy would be interesting. Def has to be something that can't just be tag'd and LRM'd. Perhaps and internal base that has a few sets of defenses that need to go down then a final internal battle in some huge underground base. Sound interesting enough to me. What do you guys think?

This was one of the things I had in mind for my version.

View PostPaintedWolf, on 04 January 2013 - 04:02 PM, said:

It really does depend. A lot of times we assume offense is harder then defense, but anyone who has ever played an "Escort" mission knows that if you are defending a mobile soft target even 1 unanticipated enemy unit can ruin your entire day.


Another good idea for a game mode. Defense is much harder then Offense.

Edited by Eddrick, 27 January 2013 - 10:08 PM.


#18 Kyryos

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Posted 27 January 2013 - 10:59 PM

Good idea.





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