Mortedeamor
Internal Rebellion
506
|
Posted - 2013.10.23 22:16:00 -
[1] - Quote
Aero Yassavi wrote: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. It's a cool idea no doubt, but the problem with this in my opinion is it makes the individual matches too long and gives the players no convenient opportunity to leave. I know some of us can have massive gaming sessions, but not everyone always has that much time. To me, it is important that individual matches still last about the same length. Again, just my opinion. just have payout after each mode and give a timer to safely leave without it counting against .. |
Mortedeamor
Internal Rebellion
507
|
Posted - 2013.10.24 11:32:00 -
[2] - Quote
Alldin Kan wrote:Aero Yassavi wrote:
- Ambush. The attackers are trying to gain a foothold in the district. If the defenders win, then the district is successfully defended and temporarily locked up. If the attackers win, proceed to case (2).
- Ambush OMS. The attackers gained some ground and opened up the battlefield to off map support. If the defenders win, return to case (1). If the attackers win, proceed to case (3).
- Skirmish. The attackers have made their presence known and are trying to seize as much territory as possible. If the defenders win, return to case (2). If the attackers win, proceed to case (4).
- Domination. The attackers are going in for the finishing blow on the critical objective. If the defenders win, return to case (3). If the attackers win, the district is successfully captured and temporarily locked up.
1. Ambush - like one guy previously mentioned, it should have a tight redline around the map, kind of like back on Chromosome. 2. Ambush OMS - ok 3. Skirmish - ok 4. Domination - Remove this mode and add Skrimish 1.0, in the previous battle the defender's MCC was destroyed so now the attackers can push all the way in the district with their MCC. Now if only there were proper balance changes for the infantry...
def make sure the ambush is nice and tight redlined like ambush..gives them the excuse to bring back my favorite redlined manus peak map
+ 1 for skirm 1.0 over dom at the end |