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Missions Gameplay Mode

Achievements Gameplay Mode

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#1 Madrummer

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Posted 07 November 2015 - 02:33 PM

I've spent a lot of my time in the Pubs chatting up our fellow Mechwarriors (pre-game and...y'know...after I 'splode.....). I've noticed a couple of things:

I summed up my opening banter here:
Spoiler


It all revolves around a gameplay mode called "Missions."
In this mode, you and your group (anywhere from a Lance to a Company) take on contracts which increase your Faction's assets or diminish rival Factions' assets, which would in turn effect how Community Warfare or other events would function. Examples of assets would include:

Resources: Used to determine the strength of turrets, generators, and the Omega in Community Warfare, and could have other tangible uses as the game evolves further.

Intel: Used to determine the speed of dropping after a mech is destroyed in CW, and increases experience point bonuses in Missions and CW gameplay modes.

You would gain these assets (or strip them from your opponents' Factions) by Missions such as:

1) Defend/Attack Convoys
Take on a contract sent out by your Faction to support or interrupt a convoy of [parts, supplies, VIPs] as it travels from one side of a map to another.
Spoiler


2) Interrupt/Preserve Comms Transmissions:
Take on a contract sent out by your Faction to either disable or preserve communications between the planet and its satellites.
Spoiler


3) Pipeline Demolition/Protection:
Take on a contract sent out by your Faction to demolish or protect a nearby pipeline's pumps and structure.
Spoiler


4) Assassination:
Take on a contract sent out by your Faction to seek out a building (which could randomize) and destroy or defend it, killing or protecting the VIP inside.
Spoiler



Right there, you have 8 different game modes.
Spoiler


Now, as I'm sure you've gathered, most of these are VS AI maps in an old MW console gaming throwback way.
Spoiler


Oh, and also...new achievements...woohoo! ;D

So...thoughts?

((Edited to put in SPOILER tags to clean this up a bit, and make it look less daunting))

Edited by Madrummer, 07 November 2015 - 02:57 PM.


#2 Gamuray

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Posted 07 November 2015 - 05:58 PM

That's exactly like CW should have been like in the first place. Not the version of Assault-but-with-walls-and-respawns that it currently is.

#3 adamts01

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Posted 07 November 2015 - 08:31 PM

There's no reason these couldn't be pvp also. It would be great to see these all, but after they get the game out of beta. Until they can fix MM so I'm not eating tier 3s with my OP laser timby every match there's no real point to adding more game modes.

#4 Triordinant

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Posted 07 November 2015 - 10:54 PM

I've been hoping for PvE missions since Closed Beta...

#5 dirty0harry

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Posted 08 November 2015 - 03:53 AM

Whould love to go back to my Mechwarrior 3 roots with a randomly generated mission system :)

#6 Madrummer

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Posted 16 November 2015 - 08:41 PM

I think a vs AI set of missions in the game would really help for taking the edge off of that desire to rage-quit when you get a string of bad matches. It'd also give you the opportunity to play with your buddies and kind'a roleplay a bit :P

Would open up the opportunities for some interesting new Unit events, anyway.

#7 Vellron2005

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Posted 17 November 2015 - 02:02 AM

I agree with the OP on most counts (and I've been saying most of this basically since I started playing the game), but 2 more things need to be added to this..

1) For CW - We need to have reasons to take and defend planets, and these reasons need to affect every individual pilot and whole factions (Such as resources levels, changes to mech prices or mech/equipment/weapon availability)

2) All of this content, missions, rewards and game modes need to have incentivizing, flavorful descriptions and "story" fluff. There's a huge difference between "go to planet X and kill target VIP" and "You Mechwarrior, are scheduled to drop on Procyon at 22:00 and kill a IS scientist called Kellen Alamo, who is working on retrofitting clan technology for IS purposes. Go and remove this insult."

THAT is what the game sorely needs along with the OP's suggestions.

#8 Sjorpha

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Posted 17 November 2015 - 02:37 AM

Mission oriented game modes would be awesome, I'm not interested in PVE though.

Why couldn't one team defend the objective/convoy/VIP/whatever instead of AI?

A mix of AI controlled non-mech units and player controlled mechs on both sides would be awesome though, you could also give the players a way to order them around. So I'm not against using AI in the missions, but human opponents are needed to make it interesting IMO.

#9 Karl Streiger

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Posted 17 November 2015 - 02:50 AM

Want to have this?
Go into the lobby, and believe me its not as easy as it sounds.

Our findings so far:
Using Full Customizable BattleMechs resulting in a short TTK - causes problems - when the target is a sole target to destroy: "VIP", "Transport" - so you have to hide it somehow (we solved it to "leak" some information about the "targets" loadout - you have to identify the target before you kill it.
Problem was still the "TTK" because a identified target is death - not matter how good the protecting units are.

Its very hard to use "simple" mechanics with the given game modes - so when you want to have a waypoint system the Conquest seems best but you need a "neutral" unit to neuter the cap points because otherwise points are ticking to fast and one team is winning without anybody got the mission goal

TLDR;
we are working on a full featured mission mode for games in the lobby, when we are satisfied with our work we may publish the GameMaster "handbook"

#10 Madrummer

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Posted 29 November 2015 - 01:36 PM

View PostKarl Streiger, on 17 November 2015 - 02:50 AM, said:

Want to have this?
Go into the lobby, and believe me its not as easy as it sounds.

Our findings so far:
Using Full Customizable BattleMechs resulting in a short TTK - causes problems - when the target is a sole target to destroy: "VIP", "Transport" - so you have to hide it somehow (we solved it to "leak" some information about the "targets" loadout - you have to identify the target before you kill it.
Problem was still the "TTK" because a identified target is death - not matter how good the protecting units are.

Its very hard to use "simple" mechanics with the given game modes - so when you want to have a waypoint system the Conquest seems best but you need a "neutral" unit to neuter the cap points because otherwise points are ticking to fast and one team is winning without anybody got the mission goal

TLDR;
we are working on a full featured mission mode for games in the lobby, when we are satisfied with our work we may publish the GameMaster "handbook"



I agree, but I think there are mechanics that could help. For instance, tonnage limitations, armed escorts with the escorting groups (such as an ECM truck that holds 3 ECMs making it a priority target, an AMS truck holding 4 AMS making it a secondary target, 2 turret trucks with 2 large lasers with 200 hp per truck, and stacking about 1500 hp on the primary target) will make a much nastier defensive force, yet their obvious vulnerabilities still make for a challenge.

I think the inclusion of an armed escort containing ECM and AMS trucks is what will make it viable, otherwise there teams would be 100% LRM Boats for Offense and would make equipping AMS and ECM necessary for Defense which, let's be honest, takes the fun out of it 'cuz nobody wants to be "forced" into a build. Since the convoy would likely only roll along at 30kph, this would make for a nice escort without going overboard. The lead and rear truck would ideally be LL trucks with 2 LLs each.

Also, Sjorpha, I REALLY like the idea of mixing AI and Players, but I think some maps would be best left to just PvE. The Escort could be great for mixing the two, but not all would benefit from that. Also, the idea here is to have some option to go PvE here and there. \m/

#11 MauttyKoray

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Posted 29 November 2015 - 02:21 PM

View PostMadrummer, on 07 November 2015 - 02:33 PM, said:

I've spent a lot of my time in the Pubs chatting up our fellow Mechwarriors (pre-game and...y'know...after I 'splode.....). I've noticed a couple of things:

I summed up my opening banter here:
Spoiler


It all revolves around a gameplay mode called "Missions."
In this mode, you and your group (anywhere from a Lance to a Company) take on contracts which increase your Faction's assets or diminish rival Factions' assets, which would in turn effect how Community Warfare or other events would function. Examples of assets would include:

Resources: Used to determine the strength of turrets, generators, and the Omega in Community Warfare, and could have other tangible uses as the game evolves further.

Intel: Used to determine the speed of dropping after a mech is destroyed in CW, and increases experience point bonuses in Missions and CW gameplay modes.

You would gain these assets (or strip them from your opponents' Factions) by Missions such as:

1) Defend/Attack Convoys
Take on a contract sent out by your Faction to support or interrupt a convoy of [parts, supplies, VIPs] as it travels from one side of a map to another.
Spoiler


2) Interrupt/Preserve Comms Transmissions:
Take on a contract sent out by your Faction to either disable or preserve communications between the planet and its satellites.
Spoiler


3) Pipeline Demolition/Protection:
Take on a contract sent out by your Faction to demolish or protect a nearby pipeline's pumps and structure.
Spoiler


4) Assassination:
Take on a contract sent out by your Faction to seek out a building (which could randomize) and destroy or defend it, killing or protecting the VIP inside.
Spoiler



Right there, you have 8 different game modes.
Spoiler


Now, as I'm sure you've gathered, most of these are VS AI maps in an old MW console gaming throwback way.
Spoiler


Oh, and also...new achievements...woohoo! ;D

So...thoughts?

((Edited to put in SPOILER tags to clean this up a bit, and make it look less daunting))

PGI wants to do PVE/campaign style stuff. The Academy is their first step towards both a better new user experience and the beginning of features that can be used for this purpose. Notice the AI they've slowly started making for the PVE aspects of Academy? Guess where that can also be used? =D The cut scene, triggers (like when you do something and the game recognizes it and counts it toward your objective), etc can all be used for PVE/Campaign content.

#12 Karl Streiger

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Posted 30 November 2015 - 02:14 AM

View PostMadrummer, on 29 November 2015 - 01:36 PM, said:

let's be honest, takes the fun out of it 'cuz nobody wants to be "forced" into a build.


Well I don't think forcing players into a build is a problem, take for example the 3025 era - its a complete different game and forcing players into specific builds is necessary to controll the flow of battle.

Take for example the "hunt" for Theodore Kurita on Marfik.... it would be a complete different game when the hunters "4th Skye Rangers" would be able to use Raven 3Ls, not to mention it would ruin the immersion.

No the Skye Rangers are heavy and assault mechs only. While the heaviest unit of Kurita may be his Orion. And it is the duty of the 11th Vega to extract this Orion..... they can't win in a shoot out - not in 3025, when the fastest unit are Spider and Jenner lacking armor and firepower.


A same battle at a different front say Marik vs Liao will introduce the Raven 3L (but as a 1X) as well as the CTF-0X - even in 3025 this will cause a complete different game. although the mission is the same.

I admit that NPC units would help much (good idea about the konvoi) - think about the MASH units from MechCommander.....

#13 LordKnightFandragon

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Posted 30 November 2015 - 03:09 AM

PVE mission system would be fantastic.

#14 Madrummer

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Posted 17 January 2016 - 08:42 AM

Karl and Mautty, those thoughts are ones I share on this, however I still think that forcing a specific build pattern for a mission would constrict the freedom of game play to the point where people would feel that there is little replay value to the maps. I think there will be obvious "best lance build" metas, but with dynamically built maps (semi-random turret placement, a non-fixed number of waves that vary in difficulty, side objectives, etc) or at least enough variations of one, there will be a VASTLY increased desire to replay/retry a mission, since the load-out you brought last time that totally pwnd might get you wrekt if you over-gear for a specific tactic and style which doesn't replicate itself next run-through.

#15 Khobai

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Posted 17 January 2016 - 10:45 AM

While im not opposed to coop PVE (single player PVE is dumb though) being added to the game. I personally dont think PVE should ever have any bearing on CW because CW is for PVP.

If youre going to have missions like that as part of CW they should be PVP.

Just have attack/defend missions where once side has to defend a position and the other side has to assault it. Kindve like a lite version of invasion without respawns.

Search and destroy missions where one team has to destroy multiple targets spread out on the map and the other team has to defend them.

Assassination missions where the commander of the opposing team has to be assassinated by one team and protected by the opposing team. Since you can choose who the commander is you avoid situations where the target is in a useless assault mech thats absurdly easy to kill.

You could also have a gamemode similar to breakthrough CTF where both teams have to recover computer core fragments from a crashed starleague jumpship and breakthrough the enemy lines to extract. A gamemode like that would need respawns though probably (youd respawn after dying or successfully extracting, and the first team to get X extractions wins).

Edited by Khobai, 17 January 2016 - 11:05 AM.


#16 sycocys

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Posted 17 January 2016 - 10:57 AM

View Postadamts01, on 07 November 2015 - 08:31 PM, said:

There's no reason these couldn't be pvp also.


Exactly what I've been saying since I returned to the poor effort they put into CW. Zero reason we shouldn't be competing campaign style in PVP conflicts. It feeds the core of what MW has always been with the flavor of what keeps people interested in the game franchise.

#17 Generic Internetter

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Posted 20 January 2016 - 12:25 PM

This is a brilliant idea, and would make CW much more meaningful and interesting. Also it would be a great entry method for newer players who aren't quite ready for CW.

10/10 this idea. PGI please do it.

#18 Madrummer

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Posted 13 February 2016 - 07:16 AM

With all the changes planned for the testing grounds, I think this is becoming a more and more viable idea.





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