Jump to content

Game Modes That You Would Like To See?


47 replies to this topic

#21 Lukoi Banacek

    Member

  • PipPipPipPipPipPipPipPipPip
  • WC 2018 Top 12 Qualifier
  • WC 2018 Top 12 Qualifier
  • 4,353 posts

Posted 19 February 2013 - 07:30 AM

1) TDM
2) Assault mode - one side defends, one attacks. Additionally, the defensive position can have gun turrets or some form of base defense (worked in NBT using MW4:Mercs so I'm sure some form of it could work here).
3) Dropship TDM
4) Multiple objective assault mode - one side responsible for attacking multiple OBJ's using a Dropship mode, defenders try and keep them off of the Obj's. This and TDM modes would be my fave atm.
5) Mutliphase objective assault - single Objective defended by one team, with one team responsible for a reconaissance phase, signal intercept phase and a raid phase....first two phases attackers would be better served to not make immediate contact....recon, get close enough to do a signal intercept, triggers the raid phase. This would require a fairly large map and some tweaks to the radar/ECM game (perhaps a passive radar mode that works like a powered down Mech....passive Mech can only see visually, cannot target-transmit in this mode but is less viewable to enemy -- would create another layer to the EW game and make it so ECM capable mechs were not the only viable choice).
6) 3 team matches 8 v 8 v 8 (still within the 12v12 cap they seem to want).

Edited by Lukoi, 19 February 2013 - 07:31 AM.


#22 Kraven Kor

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 5,434 posts

Posted 19 February 2013 - 07:48 AM

My Kingdom for Game Modes with Assymetrical Objectives, Multiple Objectives, Optional Objectives, and objectives that actually force engagements instead of encouraging one to bypass the enemy team.

I've posted a bunch, but here you go:
Defend the Convoy: Team 1 starts Point A and there are some NPC vehicles there. The map is a long, narrow affair with a winding road following a river, with a brigde at the halfway point. At various points, ridges and bluffs straddle the road creating two choke points beside the bridge. Team 2 starts at an edge of the map near said half-way point. Team 1 scores points for every NPC vehicle that survives, Team 2 points for each vehicle disabled / destroyed. The vehicles have some minor combat abilities (a few light tanks / LRM carriers or whatever.) Obviously, destroying all attackers / defenders is the ideal victory, still, and the defenders will have a tougher time of things so balancing the NPC defense capabilities might be tricky. But, again, clear attacker / defender goals, without "avoiding the fight" being much of an option. For dropship mutator, the NPC convoy is split up into waves, and dead players enter the game in one of their remaining, selected mechs whenever a new NPC wave spawns. So on mutator, the fight is essentially 4 waves of vehicles and mechs. Should take about 5 minutes for each wave to cross the map, with player actions perhaps making it take longer (blocking the vehicles somehow, etc.)

Evacuation: Team 1 starts in the middle of a map with about three viable routes with thick forest or rough terrain making those three routes ideal, if not obligatory, for the "defenders." Team 2 - the defenders - starts at the edge of the map, and has to reach the other edge of the map and successfully defend a "base" for 5 minutes. Timer does not begin until the first defender reaches this "base." Team 1 merely needs to kill all defenders, and cannot reset the timer once a defender has started it (though the timer stops counting down if all defenders are killed / removed from it and only ticks down if X defenders are present - a single defender cannot win.) The defenders can kill all attackers, or again run out the timer, but running out the timer will be difficult to do since you are stuck defending a very small area once the timer starts. Clear attack / defense objectives, and again most matches would still be "kill 'em all." No real way to "avoid" the fight since the attackers can't "counter-cap." Mutator would be even more fun - you'd have basically 4 waves and it would be kind of random due to the "losing" team getting more reinforcements than the "winning" team at the start of each wave.

Breakthrough: An urban map, for dropship mutator only. Team 1 is the attackers, they begin at the edge of the map, and must either move all of their forces into the city (through any of three or four choke points) or destroy all defenders. Defenders spawn in the city. There is a large wall (possibly with light, static defenses) with only four entries, and mechs at any one choke point should have a clear line of fire on any adjacent choke point - so mechs at Point A can hit enemy mechs at Point B, those at Point B can strike mechs a A, B, or C, etc. Whenever an attacking mech is in the city area, a countdown timer ticks down slowly; if no attacking mechs are in the city, the timer slowly ticks back the other way. If a mech is destroyed, at various points on that timer, dead players can launch back into the game in a fresh mech (from their 4 selected mechs) at their original spawn points and re-enter the fray. Defenders respawn as the attackers count down the timer, attackers respawn as the defenders timer dials back up - ie. the team that is "losing" gets more mechs until there are no more mechs to spawn (as players go through their four mechs.) Defender can only win if all attackers are killed; attackers can only win if all defenders are killed, or they manage to reduce the timer to zero.

I could write these up for days lol.

#23 Ngamok

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 5,033 posts
  • Twitter: Link
  • Twitch: Link
  • LocationLafayette, IN

Posted 19 February 2013 - 07:55 AM

Ilike both of Kushko's ideas.

The Moba style match of course will require much larger maps. Not sure how the creeps will be handled. Maybe the spawner will be a base that needs to be taken out to stop the spawns. The base can have PPC / Autocannon defenses that can track enemies at maybe the 64.9 KPH speed. So fast attack mechs can overcome them.

Also the escort mission reminds me of TF2 !

#24 iminbagdad

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 221 posts

Posted 19 February 2013 - 08:01 AM

Fubar mode. During the drop your lance gets scattered. Basically the two teams get randomly scattered across the map. Objective is to regroup and take a base or lz in the middle of the map.

#25 MasterGoa

    Member

  • PipPipPipPipPipPip
  • 473 posts
  • LocationMontreal

Posted 19 February 2013 - 08:02 AM

Defend one base.
You spawn on each end of the map, on spans at the base, the other in the middle of nowhere.

Capture the flag/King of the Hill.
You spawn at opposing ends and there is only one base in the middle.

#26 Odanan

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 8,210 posts
  • LocationBrazil

Posted 19 February 2013 - 08:14 AM

View PostKushko, on 19 February 2013 - 04:40 AM, said:

-Moba/Dota style match


I liked this!
BTW, here are other suggestions for game modes.

PS: added you idea to the list.

#27 Kraven Kor

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 5,434 posts

Posted 19 February 2013 - 08:16 AM

Secure the Spaceport

An Assymetrical game mode. Like the Breakthrough mode above. Defenders spawn in a large area in the center of the map, the landing field of a Spaceport. The attackers spawn at map edge. Lots of cover outside the 'port, not as much within - the cover within should be destructible - small spacecraft and service vehicles all about the tarmac - with one large building central. Attackers have to remove all defenders; defenders have to keep the attackers outside the perimeter for a specific amount of time, with that timer not counting down if any attacking mechs are within the perimeter. Again, perfect for dropship mode.

#28 SociopathicSquirrel

    Member

  • Pip
  • 19 posts
  • LocationMontreal, Canada

Posted 19 February 2013 - 08:18 AM

View Postw0rm, on 19 February 2013 - 04:41 AM, said:

A horde mode: 4 man premade vs an endless number of pugs. For every pug they kill 2 new spawn. ;)


Seriously, I'd buy that for a dollar.

#29 80Bit

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 555 posts
  • LocationIdaho

Posted 19 February 2013 - 08:21 AM

The two game modes I would like to see could be implemented with existing maps fairly easily.


1) Change Assault Mode to Team Death Match
Remove the bases from both spawns.
Reduce match timer to 7 Min
If timer expires team with highest kills wins (so the losing team can't hide to avoid defeat). Yes this would be a problem if one team has 2 lights alive (winning) and the losing team only has an Atlas. But in current assault of that happens the Atlas still can't win it by base cap, because the lights will out cap him.

2) New Assault Mode
Take the current conquest maps. For one side, remove the spawn cap point, and the next nearest cap point. This team becomes the "Assaulter". The other team is the defender. To win the Assaulters must destroy the three remaining cap points. Cap points can be destroyed by standing on them, at the same rate of of capture that Assault bases currently use (slow). If destroying all 3 proves to be to hard for assaulters, it could be changed to destroying 2.

#30 Eddrick

    Member

  • PipPipPipPipPipPipPipPip
  • Storm
  • Storm
  • 1,493 posts
  • Facebook: Link
  • LocationCanyon Lake, TX.

Posted 19 February 2013 - 08:26 AM

Free-for-All Death Match!

#31 Kraven Kor

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 5,434 posts

Posted 19 February 2013 - 08:32 AM

A Bridge Too Far

The objective is a bridge. Big, wide, long bridge over a deep canyon river. Absolutely no way across the canyon except for the bridge (and maybe a few places for suicidal jump-capable mechs to barely make it across.) Long, switchback ramps to get back up if you fall, but no fording of the river - too deep or something. Teams start on opposing sides, and need to hold the bridge for a specific amount of time. Cover should be sparse - the map and match should lend itself well to long range slug fests. However, it should have a catch: The bridge is destructible. Any damage dealt to the bridge is deducted from your score / payout. If the bridge falls, both teams lose. The victory timer countdown is symmetrical - your meter goes up as you hold the bridge, the opposing team's meter goes down.

View PostEddrick, on 19 February 2013 - 08:26 AM, said:

Free-for-All Death Match!


How original - never been done before in the history of gaming! ;)

Edited by Kraven Kor, 19 February 2013 - 08:32 AM.


#32 Kraven Kor

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 5,434 posts

Posted 19 February 2013 - 08:41 AM

Finders Keepers

Somewhere on the map is a crashed satellite. Said satellite contains a data core. Both teams are after the data core. Only a mech with Hands can interact with it. Once a mech locates the data core, it takes 30 seconds to pick it up, and then they have to carry it to their spawn point, and hold that point for 3 minutes. Once the data core is picked up, the opposing team is notified and given a directional beacon; but cannot tell which mech has the data core. If they destroy the mech with the core, the core is dropped, and they can pick it up to return to their own base. Another game mode ideal for "Dropship Mutator."

#33 Kushko

    Member

  • PipPipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 493 posts
  • LocationHere

Posted 19 February 2013 - 08:46 AM

Some good stuff there Kraven Kor!

#34 Warlune

    Member

  • PipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 187 posts
  • LocationUnited States of America

Posted 19 February 2013 - 08:48 AM

Team death match.

#35 mekabuser

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • 1,846 posts

Posted 19 February 2013 - 08:49 AM

Battle of Dunkirk/Helms Deep



ja, basically a dropship defend mission.. defense side 8 or 10 mechs, offense side 16 or 14. ... Basically a battle of dunkirk type thing.. Defend the base, dropship from attack against tough odds, could incorporate dropship mutator 4 mech respawn. Give the base shields and a few turrets which defenders would spawn into one last time after their mech<mechs> are dead.. Give the Dropship a crazy armor value . Prevent the dropship from launching by killing defender mechs, taking down shields and destroying dropship within say 20 minutes.


Defenders would spawn inside the base and could choose whether or not to go out beyond the walls and take the fight to the enemy, Hole up behind their defenses or any combo.. Turrets could be online <minimal AI and effectiveness> from the outset, dropship turrets only after say 10 minutes.


Just think, mech combat combined with the insanity of a fortified defense and all that imples when the walls are breached..
Madness.. Pure madness.

Oh you choose whether you are offense or defense... to suit your style.

p.s turrets<automated> are I guess easy, mwll had em.. I would make the automated ones kind of dumb though.. Fire in the general area of the enemy.. A direct hit perhaps 10 percent of the time.
Dropship turret<final spawn> mod one cockpit, one weapon.. LL or ppc, whatever. Put it in a bubble enclosure that is destroyable ala bf2142 on the carriers.

Edited by mekabuser, 19 February 2013 - 08:56 AM.


#36 iminbagdad

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 221 posts

Posted 19 February 2013 - 08:51 AM

Forgot stock mode. You choose what weight class you want then you get randomly assigned a stock mech. Drops are balanced rhod style, ie 2-2-2-2, and both sides have the same mech.

You say I want medium, you drop into match with a -4j but its fine because the other team has the same mech.

#37 CDLord HHGD

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,190 posts
  • Location"You're not comp if you're not stock."

Posted 19 February 2013 - 09:03 AM

View PostKraven Kor, on 19 February 2013 - 08:32 AM, said:

A Bridge Too Far

The objective is a bridge. Big, wide, long bridge over a deep canyon river. Absolutely no way across the canyon except for the bridge (and maybe a few places for suicidal jump-capable mechs to barely make it across.) Long, switchback ramps to get back up if you fall, but no fording of the river - too deep or something. Teams start on opposing sides, and need to hold the bridge for a specific amount of time. Cover should be sparse - the map and match should lend itself well to long range slug fests. However, it should have a catch: The bridge is destructible. Any damage dealt to the bridge is deducted from your score / payout. If the bridge falls, both teams lose. The victory timer countdown is symmetrical - your meter goes up as you hold the bridge, the opposing team's meter goes down.


How would you stop the "if I can't win, no one will" mentality?

#38 8RoundsRapid

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • 301 posts
  • Locationupriver

Posted 19 February 2013 - 09:07 AM

Kraven Kor, your ideas are superb.

My wish for MWO is game modes that reflect the unique battlefield conditions/goals/equipment of the BT universe. FFA, TDM, Assault, etc are all fine and good, but they are so bland and just plain boring.

Lets have more missions that look like they belong in this setting. The battletech setting.

#39 Kylere

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • 690 posts
  • LocationCincinnati

Posted 19 February 2013 - 09:13 AM

Convoy escort style missions in any game causes me to cheat. Crappy AI does not work well with a fast paced game.

#40 Kraven Kor

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 5,434 posts

Posted 19 February 2013 - 09:16 AM

View Postiminbagdad, on 19 February 2013 - 08:51 AM, said:

Forgot stock mode. You choose what weight class you want then you get randomly assigned a stock mech. Drops are balanced rhod style, ie 2-2-2-2, and both sides have the same mech.

You say I want medium, you drop into match with a -4j but its fine because the other team has the same mech.


I would love to see Community Warfare implement some type of stock-only, limited availability type stuff. Start off with only stock mechs and only those chassis available to the house you are fighting for, then as the "campaign" progresses (as you take or lose planets and objectives) new stuff becomes available or becomes unavailable. Basically, your faction or merc unit "unlocks" more stuff as they progress. Should be not-so-one-sided by making it to where losing unlocks a different set of stuff than winning (ie. if you lose the planet that makes Artemis available, you end up getting TAG from the faction you are fighting for or something.)





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users