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Complex Game Mode/scenario


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#1 Nomorga

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Posted 13 February 2013 - 08:50 AM

Dear MWO players and devs

hereby a couple ideas to give a bit of spice to the mech clash.

some elements will add to total xp/cbills, but they ll also require time so making the battle longer and less rushing style.

The general idea is to scatter some importants objective in the maps, hopefully without much work on programming. The elements are:

1) The Missile Silo: A missile silo is overheated and is about to explode (10 min counters, 300mt radius blast that damages mechs). You need to reach the silo, fire the doors (hard, about 120 armor), fire the CONTROLS on the inner side (30 armor), in the tube, WITHOUT hitting the MISSILE (30 armor, tends to explode). This means that
a) task is balanced: scout mechs can reach it faster but have less firepower. Aim is a must. You can tag and direct lrms...but can be a risk. or you can simply blow a silo near to enemy base or group, up to any tactical use you can figure out. A great way to sacrifice yourself and bring some surrounding enemies with you.
:P can be both defensively and offensively used

why shall i comply to that? i just run away!
Yes but near the silos sometimes are:

2) The MechBay: A mechbay to be captured like a base, then escorting a transport to a map border (optional). The mech are damaged and are automatically added to your mechbay (yes, you can sell more (MOAR!) mechbays). The mech is almost ripped of weapons and engines, sell value around 100/300k cbills. and yes you can keep it and rearm. Or destroy the barracks if you are the last survivor so the enemy can't have it and earn lot of cbills (50K?) and xp (50?) for that. They will hate you, for sure.

3) Minefield - scrapped off some armor to fit that new gauss? and you thought leg armor is useless? now is your problem. Let's make BAP useful and able to detect mines..... Mines are shootable. And yes, minefields normally surrounds MechBays.....

4) Fireworks deposit: imagine a dark, cold night, only your ThermalVisor can help you find the way and then.... a fireworks show all around the city, great for hiding and sneaking. Ah and yes, it's HOT!. (30 armor, can explode if you stomp in).

5) Turret Control. Not a new idea, i know, but reactivating/killing control towers can be fun, give xp and help come out of a bad situtation, especially if you are outnumbered and on the defensive.

6) The Gate! - major redesign prob. A big wall separates the two teams. Jumpers can pass over, but hey, you just walked in the lion's cage, maybe alone.... The first team that opens the gate get lots of XP/CBills , and does that by firing on controls (150 amror, hidden behind a wall, you must be close).

7) Ammo deposit: easy, get close and powerdown, 10 secs and u be filled up. FIre on it and they'll get you recognized by the teeth. (150mt blast area, 50 dmg to any location) . Is a great place to hold, but be careful not to go there alone, when that raven is looking at you, waiting for you to powerdown....

8) Decoy mechs: Abandoned crippled mechs: get close and conquer (fast one, not as long as resources). The mech now is powered up, doesn't move or fire, but looks to enemy as on of your team. Great fun telling apart fake targets. Maybe 3-6 x map. Ah, by the way, they were abandoned due to a core overheat problem, and will explode in 40 to 120 secs, 50mt blast. (i love blasts do i?)

9) City lights reactor. Conquer it and light up the city: and of course then blast it!


well, just some ideas, i'm sure you already have plenty but maybe some of these can also work. Now is up to my fellow testers to give their own ideas. And yes, more work for the devs, sorry guys.





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