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Thread Statistics | Show CCP posts - 1 post(s) |
Master Jaraiya
Ultramarine Corp
1188
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Posted - 2013.10.23 16:38:00 -
[1] - Quote
Maken Tosch wrote:I like it a lot.
Although, can I add in a suggestion?
How about instead of returning to the warbarge waiting to proceed to the next case (ie: case 1 to case 2) how about introduce a dynamic redline just as what was once featured in Skirmish 1.0 in closed beta (Replication Build)?
Case 1: Ambush-like redline which is small and constricted as usual. Case 2: Ambush-OMS redline which is still small but more expanded to accommodate the installations. Case 3: Redline in Ambush OMS will expand outward to the nearest outpost to include the objectives. Case 4: Redline in Skirmish expands further to include a final objective to fight over.
Note: Just like Skirmish 1.0, the default spawns move closer to the objectives with each case and the MCC slowly moves in. This could work if in between each battle, the losing side has to "retreat" to a socket behind the newly expanded redline for a given period of time.
The winning side would have gained ground, so they would have a chance to "regroup" at a Socket which would be located behind their redline, which would have advanced into the territory, or in the MCC, which could move up as ground is gained.
Each Socket would have Defensive installations, Supply Depots, a mobile Marketplace and Fitting Room. Perhaps the last two items could use the same resources found in our Merc Quarters. The MCC already has these stations, so I can't see where this would require much in terms of development.
EDIT: Instead of expending in all directions, the Redzones would expand in a more lateral direction, to give the feeling of gaining or losing ground in the battle over the district. |
Master Jaraiya
Ultramarine Corp
1189
|
Posted - 2013.10.23 18:06:00 -
[2] - Quote
Fox Gaden wrote:***snip*** Very nice suggestions. This could also be mirrored to emphasize completely securing a district, and preparations to capture the next district on the planet.
Domination (Reboot and Reprogram the DistrictGÇÖs Automated Defences) -New District Holders must Secure, reboot, and reprogram the Automated Defense Computer. -Failure to complete mission objectives results in the Targeting Computers resetting and the District becoming contested once again in another Skirmish (Taking the District) in which the new Defender's MCC would be forced to retreat, and the new Attackers would deploy an MCC of their own. -Winning results in the remainder of enemy forces being pushed back into Ambush OMS (Getting a Foothold)
Ambush OMS (Capture or Destroy Enemy Reinforcements/Advance Logistical support for Ground Defenses) - New Defenders must Push back enemy forces and either capture or destroy any remaining enemy installations in the District. -Failure to complete mission objectives results in enemies advancing to Domination (Shutting Down the DistrictGÇÖs Automated Defences) -Successfully completing mission objectives results in driving the enemy back to it's last contingent of remaining ground troops between two Districts in an Ambush (the Beach-Head)
Ambush (the Beach-Head) - Defenders of the previously captured district mount an offensive on the next District. - The Attackers have to hold their ground for 5 minutes until a CRU is deployed. - Defenders have to clone out the Attackers before the 5 minutes is up so that they can prevent the CRU from being deployed. - Defenders have 2 or 3 times more clones available than the Attackers have, but the Attackers only have to hold their ground for 5 minutes. The Defenders have the resources, but the Attackers have time on their side.
This would give the feeling of a perpetual war over districts on the planet and make taking the entire planet, not only districts the top priority.
Once all Districts on a Planet have been taken, it would go into a cooldown period where it could not come under attack for a given period of time, perhaps 24 - 48 hours. At the end of this cooldown, attackers may initiate hostilities in an Ambush (the Beach-Head) |
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