Additional Game Modes
#1
Posted 14 February 2013 - 08:05 AM
Additional game types can be worked on in parallel to the creation of new maps, because additional game types can be implemented on existing maps, which helps add to the variety and longevity of the existing maps in the meantime while we wait for new maps to arrive.
In the interest of increasing the diversity and long-term interest in MWO, here are other popular game types we look forward to seeing implemented as soon as possible:
Team Deathmatch (TDM) - A proper TDM game type without the Capture-and-Hold mechanic interfering the way it does in Assault mode. Removing the alternate Capture & Hold mechanic for this alternate game type allows for proper force deployment and eliminates broken lance formations because there's no longer a concern of someone capping to win instead of battling to win.
This should be extremely easy to implement, as it merely requires turning off the Capture & Hold base zones in Assault on existing maps.
Capture the Flag (CTF) - This game type should be self explanatory. Each team has a flag or similar object at their starting base that is picked up by an enemy mech when it walks/runs over it. The objective is to defend your flag from being taken and to take the enemy's flag and bring it back to your base for the capture ("cap"). The first team to reach a specific number of captures wins. (Most often an odd number between 3 and 7.)
All mechs would excel at different aspects of this game mode, which makes it a very tactical endeavor that enhances the abilities of each chassis. Light mechs often make great scouts to try to find out what the enemy is doing, and Lights as well as Mediums make great flag runners and flag chasers. Heavies and Assaults are great for flag defense as well as providing a spearhead to try to distract or brute-force a flag run.
This game mode worked quite well and was a lot of fun in MW4 Mercs, although knockdown was present, and is necessary to make Light mech capture runs balanced and challenging.
And no, even ECM isn't a problem so long as the defenders are smart enough to bring BAP, TAG, and/or ballstics that excel at knocking Lights off their feet.
Last Man Standing (LMS) - Essentially Deathmatch. Every mech for himself/herself.
King of the Hill (KOTH) - Similar to Last Man Standing, but it is about fighting over a particular piece of ground on the map (generally near the center), where standing inside this patch of ground gains you points (which can translate into C-bill or XP rewards), and everyone else tries to force you out of that location. The longer you stand in that zone without dying, the more points you earn.
Base Assault (BA) - A proper base assault mode like MW4 w/ Mektek, and MW:LL (somewhat) provided. The bases are actual fortresses with automated defenses, which can be as simple as LRM and Laser turrets and destructible gates (something that could probably be implemented in a fairly basic fashion in the short term), or as complex as actual forces of AI vehicles/tanks, aircraft, power armor, and lances of AI mechs defending the base. The base is considered captured when specific structures within it are completely destroyed.
There are two forms of Base Assault: The first has one team attacking the base and the other team defending it. The second has both teams working together to attack a very strong AI base. For sake of an initial implementation, the first form is easier to develop and deliver with less AI coding required (could be done with no AI to start, just the destructibles, in order to just get the mode in the game).
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In all of this, the goal is to increase the diversity of gameplay available, add life to the existing maps and the game in general, draw in more/new players to the game, and provide alternatives to the current game type. None of these would prevent you from playing the existing Assault or Conquest C&H game modes if that is what you prefer.
Community Warfare (CW) may turn out to be great as an over-arching campaign, but even if that does eventually come out and is popular, there will be times we just want to run single matches that don't impact the overall CW campaign integrity/progression, so game types will always have value and add something to the MWO experience.
#2
Posted 14 February 2013 - 08:09 AM
They've also spoken about your Base Assault mode as well.
I think the current Assault we have is close enough to TDM as it is.
Last Man Standing could be interesting by randomizing the spawn points. Though usually bigger mechs will go down first, it would just be something they have to deal with.
King of the hill would only work if the capture area moved every so often. They can easily use the Conquest points as a base for it.
#3
Posted 14 February 2013 - 08:11 AM
Butane9000, on 14 February 2013 - 08:09 AM, said:
Many of us strongly disagree with you on that point.
vvvv PurpleNinja: CTF is listed. Helps to read the post.
Edited by jay35, 14 February 2013 - 08:12 AM.
#4
Posted 14 February 2013 - 08:11 AM
And only mechs with functional hands can capture the flag.
#5
Posted 14 February 2013 - 08:25 AM
#7
Posted 14 February 2013 - 08:40 AM
- King of the Hill was a lot of fun no matter the mech you were in.
- Base Assault was awesome because you literally detroyed their base and all of their buildings. This mode was always an epic battle (respawn was nessasary though to keep the objective, otherwise it would turn into a standard death match).
- Total Score with Team Points allowed the team's total score (kills, damage done) during a set time period to win a match. 500 pts for kills, damage per shot, ect.
- Last man standing was a lot of fun - have everyone spawn equally apart randomly on the map and hash it out.
#8
Posted 14 February 2013 - 09:29 AM
Both teams try to destroy the enemy base, which would be strongly defended by automated weaponry. To overcome the enemys base defense, there is a constant spawn of npc tanks and infantry, which can be augumented by holding strategic points of the map.
Will require a respawn system, preferably a redeploy in a diffrent mech from that players mechbay
Pros: Will provide long, very strategic matches. Lots of options for synergy with the comand console, etc.. Great for CW. Will make machine machine guns and flamers usefull. Can be "fluffed up" to make it feel more like a TT scenario
Cons: resource intensive to implement. Will require unique balancing. Needs a way to balance the respawn mechanic between new and older players.
Edited by Eisenwald, 14 February 2013 - 09:48 AM.
#9
Posted 14 February 2013 - 09:44 AM
Correct answer:
"No: These game modes are generic copies from other FPS games. MWO needs unique, objective-based, assymetrical game modes that have some root in canon engagements or tabletop scenarios; with multiple objectives, optional objectives, multiple ways to win which all require combat and not just standing around, and objectives which force engagements rather than avoid them."
#10
Posted 14 February 2013 - 09:53 AM
#11
Posted 14 February 2013 - 10:13 AM
Edited by Voridan Atreides, 14 February 2013 - 10:14 AM.
#12
Posted 14 February 2013 - 10:21 AM
Voridan Atreides, on 14 February 2013 - 10:13 AM, said:
Yeah, but that is just "do the same stuff with more than one mech."
I'm not complaining, really, just hoping beyond hope that they eventually introduce some really interesting and immersive gameplay modes.
#13
Posted 14 February 2013 - 10:29 AM
#14
Posted 14 February 2013 - 11:11 AM
Kraven Kor, on 14 February 2013 - 09:44 AM, said:
...
These game modes are generic copies from other FPS games. MWO needs unique, objective-based, assymetrical game modes that have some root in canon engagements or tabletop scenarios; with multiple objectives, optional objectives, multiple ways to win which all require combat and not just standing around, and objectives which force engagements rather than avoid them.
The poll is not flawed. It suitably addresses the topic at hand. What you're describing is an entirely different topic (campaign mode), which is something we already know the game will be getting, hence the reference to CW in my topic post.
perpetualflight, on 14 February 2013 - 10:29 AM, said:
In Assault as it is today, we don't have bases, we have capture points. It's not a true Assault mode, it's just labeled as such.
Edited by jay35, 14 February 2013 - 11:13 AM.
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