Vyzion Eyri
The Southern Legion The Umbra Combine
1689
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Posted - 2013.11.01 12:30:00 -
[1] - Quote
One of the big issues I find with PC is how the defender, well, feels like he's attacking too. I really don't think a defender should be on equal footing with the attacker. The defender should be holding the NULL cannons initially, should already be deployed when the attacker's MCC comes in.
But, I hear you ask, don't the defenders already have the advantage of clone count? Generally, yes, attackers have a third of the clones the defenders have, which is a significant advantage.
But what if the defender could lose their clone reserves?
After pondering the map design on the latest dev blog (here), I noticed lots of those small sockets are generally unimportant, and no one cares about them when by to go for the objectives. What if they did hold something important?
Like the defender's clone reserves. A hackable installation which requires you to hack a console in the small socket, or maybe just hack a CRU there, which opens a door or some kind of entrance which leads into a room where you can perform another hack (the length of a counterhack) to acquire 100 of the defender's clones. For now, there should only be one Defender's Clone Reserve on a given district.
These 100 clones can be retaken by the defenders, but if they aren't at the end of the battle they are biomassed by the attacker. This adds another factor which weighs on the minds of commanders of PC battles.
Defending team: -Send team to defend clones or keep full force for objective defense? -If clones are taken, how hard do we fight for them back?
Attacking team: -Do we have enough clones or should we try steal defenders? -Should we send a small force to try take the clones? What if they fail? How much of our limited resources should we expend on it?
Now we add another feature: those clones are destructible. Inside the room with the console to take the clones, there is another room (with another entrance that opens up when you hack the clones) that allows you to sabotage the clones in that reserve, destroying 100 clones. There is no reward for doing so, except tactical advantage.
And that's what this thread is all about: tactical advantage and making decisions. With the sabotage option, commanders have to consider the sacrifice.
Defending team: -If they take it, should we go through that other entrance, secure the sabotage console, and destroy their clones? -Should we leave someone in there at the beginning of the match just to sabotage as the attackers come in, just to waste their time?
Attacking team: -Do we destroy the clones or use them?
____ That's it for now, I guess. Suggestions and feedback welcome.
> "I will show you fear in a handful of dust."
T.S. Eliot, The Wasteland
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