Jump to content

"meatgrinder Mode"


8 replies to this topic

#1 Mechwarrior Buddah

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 13,459 posts
  • LocationUSA

Posted 25 January 2013 - 11:55 AM

well theyd come up with a more tactical name for it, reinforcement mode or something but its like this:

a game is made, and a que of people (limited in size otherwise theyd be too long) are set up to join the game when someone is killed (possibly then seeded in on a random location on the map so you dont get a lance of spawn campers - prolly wouldnt work as well with the ctf maps but it should work on conquest). That way you can simulate reinforcements in large battles and we could take part in something like Tukayyid - it could last days lol

#2 Wraithfox

    Member

  • PipPip
  • 35 posts
  • LocationSleeping in my raven

Posted 25 January 2013 - 11:58 AM

I believe this would make for a very unstable game. Not to mention it would also lead to the basis on camp spawning with the killing of a freshly arrived mech before it even powered up.

#3 Mechwarrior Buddah

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 13,459 posts
  • LocationUSA

Posted 25 January 2013 - 11:59 AM

View PostWraithfox, on 25 January 2013 - 11:58 AM, said:

I believe this would make for a very unstable game. Not to mention it would also lead to the basis on camp spawning with the killing of a freshly arrived mech before it even powered up.


You can camp randomly spawned in mechs?

Quote

(possibly then seeded in on a random location on the map so you dont get a lance of spawn campers - prolly wouldnt work as well with the ctf maps but it should work on conquest).


Hell you could do it on a lance by lance basis then. Itd be harder to camp 4 mechs (or 8 or 12 in a catastrophic failure) than one

Edited by Mechwarrior Buddah, 25 January 2013 - 12:00 PM.


#4 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 25 January 2013 - 12:19 PM

View PostMechwarrior Buddah, on 25 January 2013 - 11:55 AM, said:

well theyd come up with a more tactical name for it, reinforcement mode or something but its like this:

a game is made, and a que of people (limited in size otherwise theyd be too long) are set up to join the game when someone is killed (possibly then seeded in on a random location on the map so you dont get a lance of spawn campers - prolly wouldnt work as well with the ctf maps but it should work on conquest). That way you can simulate reinforcements in large battles and we could take part in something like Tukayyid - it could last days lol
This would be awesome. the dead stay dead, and reinforcements can be had. It could use a better spectator mode though, No coms for the <dead> and possibly (gasp) 3rd person for the on lookers?

#5 zraven7

    Member

  • PipPipPipPipPipPipPipPip
  • 1,207 posts
  • LocationDuluth, Georgia

Posted 25 January 2013 - 12:33 PM

Ok, so make a the map similar to conquest, with nodes. These nodes are not resource nodes, but communication nodes. You hold a communication node until you can get out a signal, at which point, a reinforcement shipment is dropped in. Reinforcement drops would be 2-4 mechs, to be decided after testing determines appropriate balance. multiple nodes could be captured simultaneously, but only one could receive a drop at a time per team, with a 30 second delay between, for the drop ship to reposition. Each node could only deliver 1 reinforcement drop per team, per match. Upon hitting, the newly dropped mechs must wait the 10 seconds for their start-up sequence to complete before they can fight. They can be shot at during this time. This would prevent light mechs from speed-capping all the communication nodes without first ensuring their own safety, and then the safety of the mechs dropping in who will be completely vulnerable for 10 seconds. This would also discourage the group staying bundled while they take 1 node at a time, as the enemy team could be taking multiple. Strategies would evolve involving high-risk high-reward mass node capturing, slow capturing of one or two nodes at a time, denying captures, and so on.

#6 Pachar

    Member

  • PipPipPip
  • 63 posts

Posted 25 January 2013 - 12:40 PM

Although I have no idea about the details, I like the idea in general. It's a fun concept to deal with large amounts of mechs, posibly turn around a slaughter, or a slug fest that's going back and forth continuing.... could be a lot of fun.

#7 Mechwarrior Buddah

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 13,459 posts
  • LocationUSA

Posted 25 January 2013 - 01:18 PM

View Postzraven7, on 25 January 2013 - 12:33 PM, said:

Ok, so make a the map similar to conquest, with nodes. These nodes are not resource nodes, but communication nodes. You hold a communication node until you can get out a signal, at which point, a reinforcement shipment is dropped in. Reinforcement drops would be 2-4 mechs, to be decided after testing determines appropriate balance. multiple nodes could be captured simultaneously, but only one could receive a drop at a time per team, with a 30 second delay between, for the drop ship to reposition. Each node could only deliver 1 reinforcement drop per team, per match. Upon hitting, the newly dropped mechs must wait the 10 seconds for their start-up sequence to complete before they can fight. They can be shot at during this time. This would prevent light mechs from speed-capping all the communication nodes without first ensuring their own safety, and then the safety of the mechs dropping in who will be completely vulnerable for 10 seconds. This would also discourage the group staying bundled while they take 1 node at a time, as the enemy team could be taking multiple. Strategies would evolve involving high-risk high-reward mass node capturing, slow capturing of one or two nodes at a time, denying captures, and so on.


I like that idea a lot!

View PostPachar, on 25 January 2013 - 12:40 PM, said:

Although I have no idea about the details, I like the idea in general. It's a fun concept to deal with large amounts of mechs, posibly turn around a slaughter, or a slug fest that's going back and forth continuing.... could be a lot of fun.


and would provide us a way to fingt IN the large storyline fights that as the devs have noted we WONT be allowed to participate in as is.

#8 van Uber

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 284 posts
  • LocationStockholm, Sweden

Posted 26 January 2013 - 05:08 AM

I like the idea, but what about the queue? I can totally see this in the context of community warfare, but regardless of that people do not want to wait for a game too long. Am I as third wave reinforcement forced to spectate the better part of 25 minutes before I enter action. Or should the participants be subject to the whims of the queue (sorry, no more reinforcements for team A, not enough people in the queue)?

I'm not against the proposal, just saying that these issues need to be taken into consideration.

#9 Stingz

    Member

  • PipPipPipPipPipPipPipPip
  • 1,159 posts
  • Location*SIGNAL LOST*

Posted 26 January 2013 - 05:48 AM

View Postzraven7, on 25 January 2013 - 12:33 PM, said:

Upon hitting, the newly dropped mechs must wait the 10 seconds for their start-up sequence to complete before they can fight. They can be shot at during this time.


Good thing elite mech skills include faster startup time.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users