|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Iron Wolf Saber
Den of Swords
9629
|
Posted - 2013.10.24 00:10:00 -
[1] - Quote
... I don't think the moderators are going to like the character or post.... They're pretty strict about playing pretend. |
Iron Wolf Saber
Den of Swords
9638
|
Posted - 2013.10.24 02:54:00 -
[2] - Quote
I had a semi serious counter proposal, but the forums ated it.
One idea I would like to bring was a game mode called
Countdown.
One side sets up a rocket launch to give their space bros whatever. Hostiles know of they launch and crash the party with their MCC in siege mode.
Attackers either fuel their MCC's siege mode to blow the entire bits to pieces (takes about 3-5 of 10-15 minutes to pull this off)
Attackers could also try to capture all control consoles to gain control of the launch, they must posses 100% of the controls at the end of match to earn the bookmark for their own team.
Defenders won't have an MCC but they can fire up null cannons (capturing null cannons by the attackers only locks it) MCC destruction about the same time as the seige mode victory, they can also capture fuel lines to fuel the rocket faster making the clock count down much faster (shaves only 1-2 minutes max)
Either side can clone out resulting in destroyed/saved rocket
Open to High - Game practiced mode FW - Friendly Militia gets an intel/logistics box worth LP for pickup. PC - Used to ship materials to the war barge. Null
Setup: 0.5-2 Hours to launch Attack Window : 0.25 - setup time, if no attacks are scheduled before the last 15 minutes no battle starts up and launch goes unopposed.
District required? : No District used? : If yes, then map starts with pre captured facilities to owning district (a hostile force could still rocket launch their raided materials from the zone they're raiding.) |
Iron Wolf Saber
Den of Swords
9640
|
Posted - 2013.10.24 03:18:00 -
[3] - Quote
Alldin Kan wrote:Iron Wolf Saber wrote:I had a semi serious counter proposal, but the forums ated it.
One idea I would like to bring was a game mode called
Countdown.
One side sets up a rocket launch to give their space bros whatever. Hostiles know of they launch and crash the party with their MCC in siege mode.
Attackers either fuel their MCC's siege mode to blow the entire bits to pieces (takes about 3-5 of 10-15 minutes to pull this off)
Attackers could also try to capture all control consoles to gain control of the launch, they must posses 100% of the controls at the end of match to earn the bookmark for their own team.
Defenders won't have an MCC but they can fire up null cannons (capturing null cannons by the attackers only locks it) MCC destruction about the same time as the seige mode victory, they can also capture fuel lines to fuel the rocket faster making the clock count down much faster (shaves only 1-2 minutes max)
Either side can clone out resulting in destroyed/saved rocket
Open to High - Game practiced mode FW - Friendly Militia gets an intel/logistics box worth LP for pickup. PC - Used to ship materials to the war barge. Null
Setup: 0.5-2 Hours to launch Attack Window : 0.25 - setup time, if no attacks are scheduled before the last 15 minutes no battle starts up and launch goes unopposed.
District required? : No District used? : If yes, then map starts with pre captured facilities to owning district (a hostile force could still rocket launch their raided materials from the zone they're raiding.) Only issues I see here would be where to place the rocket launch (or how to activate orbital cannon, been offline for too long), everything else looks great (save the damn thing) but I'm afraid CCP won't have time to implement this and with success considering their limitations in development.
New SI required, Redo Ashlands rocket launch pad to be its own Outpost (completed rocket and launch pad with fuling stations) |
Iron Wolf Saber
Den of Swords
9640
|
Posted - 2013.10.24 03:40:00 -
[4] - Quote
Another new game mode is
Overload
Setup: Attacker Target: MCC construction site; map will require a new outpost, racial variants could add flavor and variety.
WIndow of attack within 1 hour of completion of MCC Building process or 10% of total process whatever is more. (they're destroyer sized I doubt they take much time to construct)
Attacker Primary Objective: Destroy MCC under construction.
Defender Primary Objective Destroy Attacking MCC, Defend Friendly MCC in the shipyard.
Attackers have to pick one of three ways to destroy the MCC.
Capture Coolant to rapidly cool off their MCC's siege cannon to destroy the hostile MCC, the stations are easy for attackers to capture.
Capture Null Cannons this traditionally destroys the MCC slowly.
Capture Reactor Controls - by capturing the reactor lines the defenders MCC Shields being to recharged rapidly, and when full begins overcharging the reactors which will cause the defending MCC to explode. Which reactor available for capture changes periodically requiring a fresh hack every time. 3 Minute of scored control will ensure MCC destruction after shields are capped off which only requires 1 minute. This can easily over build provided the attackers are not using their own siege mode or null cannons as a means of destruction.
Defenders have to protect their MCC by
Destroying hostile MCC with null cannons.
Outlast the siege and launch the friendly MCC out of the yard by managing cooling lines which reduces the overcharge timer score.
Keeping friendly MCC's shields 'healthy'
The game mode is timed.
Cloning out results in default victory conditions. Attackers destroy the MCC defenders save the MCC.
High Sec: Yes FW: Yes - LP tied in. PC : Yes - Used for MCC launching. District Use : If Yes - Defenders start with majority control of structures. Advanced District Use: Owners can set the order of reactor activation giving them the homefield advantage.
About reactor controls:
Defenders have to carefully manage the reactors between the null cannons and siege mode, all offensive options will overcome the reactor line shield recharge rates (siege mode most included) However mismanagement of the shield rechargers will lead to the defenders capable of accidentally blowing up their own ship if they keep the reactors overcharging the shields too often. |
|
|
|