The Black Jackal
The Southern Legion
751
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Posted - 2013.08.24 13:58:00 -
[1] - Quote
In a few conversations I have had amongst leaders of various corporations, and members of the CPM there has been a few recurrent subjects. One of which is, how do we 'make Planetary Conquest better'.
I have stated many 'gameplay' related ways to do this, from supporting and pushing the reintroduction of Skirmish 1.0, pushing for a PS2 style Gameplay, as well as open World and PvE.
Here I'll bring a treatise on how to make PC better by 'Immersion' and 'Control'.
Being Able to Visit your Districts Going down to, and walking around the maps your district is on. This lends you the ability to plan defences, see the district, and feel more immersed in the gameplay of Planetary Conquest. Think of it as a sense of attachement.
Being able to set up Static Defences Not Installations, but Static Defences such as Turrets and Walls that exist 'before' the battle starts. Placed strategically to give you every possible advantage in defending your district. This lends both sides of the conflict immersion, as the defenders feel they are playing their best hand, while the attackers find themselves facing an organised defence. (This plays well with Skirmish 1.0, or my proposed Skirmish 3.0)
Being able to launch a 'Raid' Attack Not every attack should be considered an attempt at conquest. You may simply want to sabotage an enemy's ISK making ability with a 'Raid' In the current 'instanced' format this would involve declaring a Raid attack with clones (similar to what happens now) but with a smaller minimum (80-100) and if you win, the District will become Locked, Produce Half as many Clones, and have it's Static Defences Destroyed, and all assets on the field 'reset' so a follow up attack with leave the field as it stands now. (ie all guns starting neutral)
Defences being owned by the Defender Self explanatory. Defences owned by the District should be automatically set to the Defender. This will impact the attacker of course... they will have defences to deal with, but it will also impact the defender in lack of Initial WP from Structure hacks and destructions. This also includes Null Cannons that start out hacked. (As per Skirmish 1.0) where disabling the null cannons turns them off since there was no other MCC to target.
Extend the Battles This combines with the idea that the MCC is fitable, flyable ship for the Ground Commander. Fitting and controlling it means that you can increase it's survivability, as well as it's utility. (See MCC as a Carrier). Extended Battles can lead to more 'tactical' choices and manoeuvres leading to victory over sheer 'speed'.
That's all for now. But I'll be sure to add any more notes as they come to mind. Keep in mind, this is aimed at immersion of Planetary Conquest. Making it feel like you're fighting for a planet, not fighting 'just another skirmish'. |