Author Topic: New Game Mode : Resistance  (Read 715 times)

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Offline Romeox

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New Game Mode : Resistance
« on: August 09, 2011, 02:26:42 PM »
Resistance :

I tought about a game mode similar to TC only with the difference that at the beginning of a match( ca. 30min. ) all bases belong to one team, lets say IS. The clan have to capture all Bases in the allotted time to win. If they cant, IS īll win. Both teams have endless cbills, but the clan can take only heavys, assaults and tanks and the IS only hovers, light and meds. Every clan player can only respawn 2 times and the IS players only 4or5 times. And of course this change every round. What do u think about it ?

Offline (TLL)CapperDeluxe

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Re: New Game Mode : Resistance
« Reply #1 on: August 09, 2011, 03:08:39 PM »
sounds like you want a game where the clan team steamrolls over the inner sphere team.
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Offline Romeox

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Re: New Game Mode : Resistance
« Reply #2 on: August 09, 2011, 03:18:11 PM »
sounds like you want a game where the clan team steamrolls over the inner sphere team.

true true....

But this changes every match...i mean : First match, the clanner atack. Second match, IS attack. Map changes. First match, clanner atack again...

get it ?

Offline Priest

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Re: New Game Mode : Resistance
« Reply #3 on: August 09, 2011, 03:23:11 PM »
sounds like you want a game where the clan team steamrolls over the inner sphere team.

I would say that is pretty much historically accurate ;)

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Offline (TLL)Siilk

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Re: New Game Mode : Resistance
« Reply #4 on: August 09, 2011, 06:18:37 PM »
 Well, if we modify OP idea a little, we can get an interesting and balanced game mode. Game rules should be made similar to TF2's Attack/Defend game mode: there is a set of heavily fortified capturable points(lots of turret emplacements, well-armoured firing positions for defending assets, etc) which should be captured in a pre-determined succession with capture of a first one unlocks second one to be capturable et.c. Captured points would not be fully available for recapture by defending team(let's assume attackers would enter the point to "destroy orbital defence gun", located there and when it's gone it's gone), so even if defending team would be able to recap a point next cap point wouldn't become locked for capture again. Cap point, unlocked for capture would *not* provide buy area for mechs or heavy tanks but would be fully equipped with repair facilities, ammo bays and light vehicle hangars. This would make defending it a little harder for defending team and force them to think about sending reinforcements from different bases instead of simply spawning at the attacked base and buying their ride right there. Wherever having spawnpoint at such bases or not is a hard question for me; probably a bad idea, though some points could have a BA spawner. Attackers would win by capturing final point, defenders would win if at least one(final) point remains uncaptured at the end of the match. Alternatively, tickets could be used instead of time: each team would have limited number of team tickets; attackers' tickets would be depleting only on player deaths; defenders' tickets would be depleting on both, player deaths and cap point loose. Team with no tickets (i.e. with no way for it's players to respawn) loses the match. Such game mode could be even played in a puretech mode to make things more interesting.

EDIT: Pressed the wrong button, posted an unfinished reply. ::)
« Last Edit: August 09, 2011, 06:49:32 PM by (TLL)Siilk »



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Re: New Game Mode : Resistance
« Reply #5 on: August 09, 2011, 08:47:06 PM »
i like it +1
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Offline Romeox

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Re: New Game Mode : Resistance
« Reply #6 on: August 09, 2011, 09:06:55 PM »
Well, if we modify OP idea a little, we can get an interesting and balanced game mode. Game rules should be made similar to TF2's Attack/Defend game mode: there is a set of heavily fortified capturable points(lots of turret emplacements, well-armoured firing positions for defending assets, etc) which should be captured in a pre-determined succession with capture of a first one unlocks second one to be capturable et.c. Captured points would not be fully available for recapture by defending team(let's assume attackers would enter the point to "destroy orbital defence gun", located there and when it's gone it's gone), so even if defending team would be able to recap a point next cap point wouldn't become locked for capture again. Cap point, unlocked for capture would *not* provide buy area for mechs or heavy tanks but would be fully equipped with repair facilities, ammo bays and light vehicle hangars. This would make defending it a little harder for defending team and force them to think about sending reinforcements from different bases instead of simply spawning at the attacked base and buying their ride right there. Wherever having spawnpoint at such bases or not is a hard question for me; probably a bad idea, though some points could have a BA spawner. Attackers would win by capturing final point, defenders would win if at least one(final) point remains uncaptured at the end of the match. Alternatively, tickets could be used instead of time: each team would have limited number of team tickets; attackers' tickets would be depleting only on player deaths; defenders' tickets would be depleting on both, player deaths and cap point loose. Team with no tickets (i.e. with no way for it's players to respawn) loses the match. Such game mode could be even played in a puretech mode to make things more interesting.

EDIT: Pressed the wrong button, posted an unfinished reply. ::)

Thats my idea, but i think every player should have his own tickets...for example there are players who die every 5min and others who rtb in the right moment and finish matches without a death...I dont like the idea with tickets : /

Offline Romeox

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Re: New Game Mode : Resistance
« Reply #7 on: September 17, 2011, 07:51:07 PM »
*push*

I dont know if its allowed to push threads but...It sounds like the people who read the idea liked it...

so, is it even possible to make such a game mode ?

Offline Deathmancer

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Re: New Game Mode : Resistance
« Reply #8 on: September 19, 2011, 09:51:57 PM »
How complex is the process of creating a game mode?

Offline ~SJ~ Blhurr

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Re: New Game Mode : Resistance
« Reply #9 on: September 19, 2011, 10:04:43 PM »
How complex of a game mode are you trying to make?
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Offline CGB [Ancient Demise]

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Re: New Game Mode : Resistance
« Reply #10 on: September 25, 2011, 09:22:27 PM »
I like this idea.
I don't know anything about making game modes, but it seems to me that this could be done through map editing.  Put defender spawngroups at every base, but keep the bases/factories capturable with autoturrets. That way if you spawn at a lost base you die, as you shouldnt spawn there. Make bases only worth tickets to the attacker and set the final base to be worth a lot of tickets. The only problem is that you'd need to customize every existing level to work with this game mode.
It kinda reminds me of the battlefield 'rush' game mode.

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Offline CGB [Blackthorne]

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Re: New Game Mode : Resistance
« Reply #11 on: October 02, 2011, 07:59:29 AM »
I like the idea of a scenario type gamemode. It would force better teamplay and make a more intense fight than just ticket-watching like TC games end up from time to time. I never really feel a progression in any of the matches, so a slow and stead advance over  enemy territory would be fun.

Just to put out some of my own ideas for this game type:
1) I like the idea to make it so bases have to be captured in order by attackers. Defenders should not be able to recapture and each team should only spawn at the bases they currently hold (ie. no spawning then getting killed by turrets as Ancient Demise wanted).
2) Attackers only recieve C-bills upon base capture (or respawn - same as usual for respawns). Defenders get C-bills normally so they can repair on the go.
3) Make the bases progressively harder to capture. More turrets and fewer angles of attack would make a base harder to take. So stick the first base in the middle of a swamp and the last one flanked by mountains with only one or two roads leading into it ;D
4) Aircraft only spawn at each teams Main Base (the starting base for attackers and the final defensive line for the defenders).
5) Also make it so that the defenders have limited spawning options at their first base (thus forcing them to chose to spawn there as a tank or BA, or to spawn further back and sprint to get there in time to setup a defense before the attackers arrive (the distance between the first and second defensive bases should be less than the distance between the first defensive base and the attacker's spawn so that the defense still have time to reach it first, if only by a minute or so).

EDIT: Could you imagine seeing the defending mechs trying to hold back the enemy advance long enough for their artillery/tanks support to pull back to the next defensive line after a base is captured. Awesomeness!

Offline R3leaZ

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Re: New Game Mode : Resistance
« Reply #12 on: October 17, 2011, 05:34:05 AM »
It reminds me of Battlefield's Rush game-mode xD

Offline Romeox

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Re: New Game Mode : Resistance
« Reply #13 on: January 19, 2012, 09:46:35 PM »
So, is it possible to make such a game mode?

Offline Arghy

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Re: New Game Mode : Resistance
« Reply #14 on: January 20, 2012, 01:12:15 AM »
Its easier and more forgiving to just make a base capture chain with limited assets that are unlocked by base captures.

Basically each side gets unlimited Cbills but until the first base is captured by the attackers each side can only use 30 tons and less equipment but once the first base is captured both sides can then access a bigger weight class until the last base is left and everyone can buy assault mechs.

Unlimited respawns and money, goal of the game type is for the attackers to take all of the bases before the match ends and the defenders to stop them from doing that. This would also help alot with asset testing and there will be no limits and every single asset will be thoroughly tested to see if it does better then other assets.