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Proposal: Siege Mode (Conquest Proper)


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#1 DogmeatX

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Posted 27 December 2012 - 02:10 PM

Conquest as it currently stands is basically Capture and Hold, which is all well and good but often it seems to just end up team deathmatch again at least in my experience.

What I propose is another game mode: Siege mode.


In a nutshell:

There is a main objective. It could be a Dropship, a power generator or H.Q. basically something that is the ultimate target. For this example the main target will be a Dropship.

One side defends. The other side attacks. The attacking side has one purpose: to destroy the dropship. The defending side has to stop this from happening. After the rounds ends they switch sides - attacker becomes defender, defender becomes attacker.

That's the most basic version.

To make it more interesting and tactical you could have several points (nodes) on the map which need attacking/defending in sequence. Maybe they could be shield generators or other installations (again just for example).

So the attack sequence for example could be

Laser defence installation -> Radar installation -> Shield installation -> Dropship

(The next installation only becomes vulnerable when the one before it is blown up)


So just to reiterate the idea is that one side defends the other side attacks. As each node is destroyed the defending side is "pushed back"

I think this could be an exciting and interesting game mode with depth of tactics and strategy. Example scenarios:

- Both sides are strongly encouraged to attack/defend in a group. Ramboing won't get you very far
- Strategic decisions can come into play. Should the defending side regroup at the next node and let the attackers get strung out as they move forward?
- Should the attackers risk splitting up and move forwards while the defenders are engaged at current node?

You could perhaps mix it up by having other aspects e.g. turrets at the nodes or other bonuses for keeping them defended.

Anyway hope this gives a good description!


Update: taking out respawn reference for now, some good points against it. Maybe some other mechanics or means so it doesn't end up totally onesided? What ideas can you guys come up with?

Edited by DogmeatX, 27 December 2012 - 02:33 PM.


#2 Zylo

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Posted 27 December 2012 - 02:22 PM

This sounded good at first until you mentioned "Respawn".

#3 DogmeatX

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Posted 27 December 2012 - 02:25 PM

Well you could always change things to suit. The basic idea is attackers vs defenders, cowboys vs indians even if you like i.e. defend the fort.

I'm sure the devs and players could come up with improvements. If respawning doesn't work then maybe some other mechanic (dropship) or whatever.

The reason I suggested respawn is because this game mode exists in a few other games and those seem to work fine with a respawn (and timer)

Perhaps explain why you think the respawn aspect would be a bad one? What would you replace that with?


But the basic attackers vs defenders idea I really think would suit Mechwarrior better and be more of a better fit for Community Warfare for example, which presumably would be about taking over planets etc. i.e. attackers vs defenders.

Edited by DogmeatX, 27 December 2012 - 02:27 PM.


#4 CDLord HHGD

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Posted 27 December 2012 - 02:27 PM

What would stop spam LRMs onto the stationary targets? Don't need a lock on a stationary target, just dumb-fire them......

#5 Majorfatboy

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Posted 27 December 2012 - 02:28 PM

I'm with Zylo on this one. Please no respawn. As soon as you bring in respawning, all thought and tactics go right out the window, and every round turns into either:

A: Spawn, fire like mad, die, repeat.

B: LOL! I camped in the enemy spawn point for 5 minutes killing the other guys as soon as they spawned, lol.

No respawn, please, please, PLEASE no respawn.

#6 DogmeatX

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Posted 27 December 2012 - 02:30 PM

View Postcdlord, on 27 December 2012 - 02:27 PM, said:

What would stop spam LRMs onto the stationary targets? Don't need a lock on a stationary target, just dumb-fire them......


Good point. Hmm shields maybe? A jammer building/vehicle or something? Expanded ECM which covers the target? Once it goes the "air cover" is gone...

#7 Ryokens leap

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Posted 27 December 2012 - 02:33 PM

If you need respawn soooooooo badly then give Mechassault on X-box a try. I'm positive you will love it.

#8 DogmeatX

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Posted 27 December 2012 - 02:37 PM

View PostRyokens leap, on 27 December 2012 - 02:33 PM, said:

If you need respawn soooooooo badly then give Mechassault on X-box a try. I'm positive you will love it.


Sigh. Please go back and re-read.I decided to remove respawn reference for now, the basic idea please remember is just attack vs defend i.e. some kind of siege. Maybe it can work with respawn maybe it can't that is not the main focus of the idea. The fundamental idea is some kind of defend the fort mode, which I think would suit MWO better.

#9 Zylo

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Posted 27 December 2012 - 02:37 PM

View PostDogmeatX, on 27 December 2012 - 02:25 PM, said:

Well you could always change things to suit. The basic idea is attackers vs defenders, cowboys vs indians even if you like i.e. defend the fort.

I'm sure the devs and players could come up with improvements. If respawning doesn't work then maybe some other mechanic (dropship) or whatever.

The reason I suggested respawn is because this game mode exists in a few other games and those seem to work fine with a respawn (and timer)

Perhaps explain why you think the respawn aspect would be a bad one? What would you replace that with?


But the basic attackers vs defenders idea I really think would suit Mechwarrior better and be more of a better fit for Community Warfare for example, which presumably would be about taking over planets etc. i.e. attackers vs defenders.

View PostMajorfatboy, on 27 December 2012 - 02:28 PM, said:

I'm with Zylo on this one. Please no respawn. As soon as you bring in respawning, all thought and tactics go right out the window, and every round turns into either:

A: Spawn, fire like mad, die, repeat.

B: LOL! I camped in the enemy spawn point for 5 minutes killing the other guys as soon as they spawned, lol.

No respawn, please, please, PLEASE no respawn.

Majorfatboy said it better than I could have. If I wanted to play a game with respawn I would be playing 1 of those games.

Attacking vs defending would lead to many 1-sided battles I think. If the defenders set up with snipers + a few ECM mechs and the attackers went LRM boats with a few short range brawlers that match would be very 1-sided unless the defending team was made up of terrible players. I think Attack/Defend maps would lead to disconnects much like 6x streak A1 cats do today when they run into a mech that is running ECM and can't shoot at anything except it would be players realizing they had no chance to make an attack work based on the mech types being used on their team vs the mech types on the defending team.

I'm pretty much against any AI in the game due to the issues with terrible players using the AI to make up for their lack of skill such as running back to AI base defenses when they are losing a fight.

#10 Kraven Kor

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Posted 27 December 2012 - 02:40 PM

In the entirety of the Battletech Universe, there is not one single instance of a "shield."

I like the idea in general; just needs to have only the "Dropship Mutator" 4-mechs with some other limitations like only at set times or in certain events (for instance, in this proposed game mode "respawn" only occurs when one of the checkpoints has fallen.) Respawn as it exists in most other games really has no place here.

Please don't turn this into mindless respawn shooter robots. Please keep this game different from other shooters in that regard. Please.

Edited by Kraven Kor, 27 December 2012 - 02:42 PM.


#11 CDLord HHGD

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Posted 27 December 2012 - 02:45 PM

There have been stories in the books where both sides wanted to get off world, but there was only one resource to do so. Perhaps put an indestructible dropship (yeah I know, "indestructible") in the center of a map. Large enough to provide significant cover. Winning would require getting all mechs into it for dust-off or destroy the enemy team, needs some thought on that. Not so different from what we have now, just a little variety. Plus I love the artwork for the Leopard dropship. I'd like to see their take in a Union or Overlord ;).

#12 PropagandaWar

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Posted 27 December 2012 - 02:47 PM

View Postcdlord, on 27 December 2012 - 02:27 PM, said:

What would stop spam LRMs onto the stationary targets? Don't need a lock on a stationary target, just dumb-fire them......

AMS and base defenses

#13 CDLord HHGD

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Posted 27 December 2012 - 03:04 PM

View PostPropagandaWar, on 27 December 2012 - 02:47 PM, said:

AMS and base defenses

I just watched a video on youtube with awesomes spamming LRMs. There isn't an AMS out there that can defend against that insanity......


#14 PropagandaWar

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Posted 27 December 2012 - 03:10 PM

View Postcdlord, on 27 December 2012 - 03:04 PM, said:

I just watched a video on youtube with awesomes spamming LRMs. There isn't an AMS out there that can defend against that insanity......

Thats what the mechs are for to help defend, and building dropships can have more than 1 AMS theres also a matter of static defenses.

#15 Kaspirikay

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Posted 27 December 2012 - 03:13 PM

Hey guys,what if mwo's respawn is like warthunder's where you respawn with your other mechs. You only get 1 respawn or something.

#16 PropagandaWar

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Posted 27 December 2012 - 03:28 PM

View Postcdlord, on 27 December 2012 - 03:04 PM, said:

I just watched a video on youtube with awesomes spamming LRMs. There isn't an AMS out there that can defend against that insanity......


Also you dont run into 7 awsome toting lrms builds everyday. There are a lot of ways to counter ECM for instance. They would have to tag or have lights to break target and 750 meters is an easy gap to close with mechs.

#17 Jetfire

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Posted 27 December 2012 - 03:39 PM

Dropship mode, sure, respawning... just isn't going to fit into this game. It simply runs counter to the entire concept of loading up a Mech and bringing it into battle then hauling your carcass home and rebuilding. Even if RnR is free now, it doesn't mean it isn't still conceptually part of the game and certainly does not mean it is gone forever.

Edited by Jetfire, 27 December 2012 - 03:40 PM.


#18 Johnny Morgan

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Posted 27 December 2012 - 03:46 PM

Sooooo you would like an Assault Game mode?

You basically described Assault with better bases..... I could get behind that ;)

Personally for any type of respawn there has to be a cost to the game.

In conquest, spending the resources collected would be a decent middle ground to respawn mechs, the heavier they are the more expensive to 'call in reinforcements' will be.

#19 Oppresor

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Posted 27 December 2012 - 03:49 PM

The Siege concept is great!, I liked the idea of having a number of sequential objectives as well.

Siege would give the impetus needed to further develop the base; for the first time Static repair / ReAm / Coolent installations, Radar installations, EMP and Laser Turrets all become viable. The defenders would need to integrate their defensive strategy with the AI systems to supplement firing arcs. However sheild generators may be pushing it a little too far; one of the great things about MechWarrior is that we don't have shields.

#20 DogmeatX

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Posted 27 December 2012 - 04:03 PM

Upgradeable bases sounds like a nice addition, if not respawn then. Dropship mode too come to think of it. The existing modes really don't have much in the way of depth or real tactics...

Since I guess the ultimate aim is to do things like take over planets then surely it would involve some kind of attacker vs defender mechanics?





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