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Iron Wolf Saber
Den of Swords
9858
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Posted - 2013.11.04 11:43:00 -
[1] - Quote
Game Modes
Launch
Attack/Defend Fight.
Launch is a Count down based capture the objective game mode where the attacking MCC has to destroy the defenders rocket launch to prevent a transaction of materials being launched into space for pick up by eve players. Window of attack is very limited and the attacker is based on a bidding system of who can get the most clones there to assault the district. In high sec clones are normalized.
Attackers have 15 or LESS minutes bring down the anti-MCC defenses and capture reactors which then fuel thier MCC's siege cannon long enough to scrap the launch. Attackers that can maintain fueling for 4-6 minutes will win the match. Alternatively Attackers could attempt to hijack the launch controls which will be very difficult due to the permanent defender CRUs nearby and multiple attack routes from the CRUs to the control panel. If the attackers gain control of all panels when the launch timer reaches zero and they do not destroy the rocket they will be awarded with control of the rocket, and be given its location in space for pick up by their own pilots. Attackers capturing heavy null cannons would only virus lock the null cannon temporarily preventing firing as AV software fights it off.
Defenders have 15 or LESS minutes to prevent significant fueling attempts to the hostile MCC siege cannon and speed up the fueling process for their own launch by capturing the reactors thus speeding up the clock. If defenders managed to control all the fuel lines they can significantly shorten their needs to win by 10 minutes if they maintain control. Defenders can also attempt to destroy the MCC and remove viruses on the heavy null cannon making their lockouts shorter extended period of time. Defenders should be careful to not let ALL of the launch control panels fall to the enemy.
Outpost is armed with non null cannon weaponry and will destroy the MCC if there is a sign up but no show.
New UI elements required Fuel Bars Two Objective Rows One for null one for control panels.
New Outpost Orbital Transport Launchpad
Sabotage
Attack/Defend Fight
Sabotage is an attempt to destroy a ship under construction before it launches and at the peak of most damage high just happens to be when the reactor has just been fired up the event that makes it detectable and is a clone based and objective HP bar based game.
The window of opportunity to attack is based on what is being built and its last 10% and similar to launch the highest bidding attacker gets priority in the attack.
Attackers must once again assail the outpost with a seige cannon with their MCC while weathering the outpost's defenses the objective is to destroy the ship being built there, or trick the defenders into blowing up their own ship by overcharging it. Capturing the reactors will deny the defenders ability to recharge the defending ship's shields which prevent's a portion of the seige cannon's damage. However the MCC in seige is vulnerable to null cannon attacks which controls are nested in the defender portions of the field.
Defenders are at a vantage with their null cannon controls but without the reactors nested inside the attacker's zone it will make it difficult to keep shields up under the seige and if they do nothing to bring the shields back up the ship will be lost. Defenders also have to be very careful to how many reactors they capture for capturing too many will overload the ship and blow its core up.
Attackers could allow the defenders to overload their ship but risk having all the damage they dealt so far nearly undone and significantly slow their seige cannon attacks needed to breach the ship's integrity before outpost defenses and null cannons finish it off.
The reactors in question have a lock out timer and reset to neutral after a set time.
Full control wins are netted in 5 minutes game should run 20 minutes if neck and neck.
New Outpost Planetside Shipyard
Transport Ambush
Even Team Fight
New Orbital Material Assets known as the Drone Hive procures a walker drone that defends the local area with its weaponry but when commandeered can leave the hive at the controller's use. The drone is the only machine capable of carrying a bomb. Drones are not terribly too powerful to kill but the firepower and mobility they have is a menace to infantry. They are not customizable and are not effective anti vehicle weapons but anti vehicle methods are effective against them as are heavier amounts of light infantry fire. (approx tough as 3 lavs but as vulnerable)
The Objective is to commander one of few drones with the bomb carried and deliver it to the hostile controlled reactors. Doing so lowers the hostile drone production. Bombs are produced on both sides at regular intervals. Drones destroyed drop the bomb making it vulnerable to be picked up and used against their former masters. Every bomb has its own timer and will go off if not delivered in time. Game ends when all clones are exhausted or time expires with most clones left winning.
Harvest Ambush
Squads will attempt to control a mining facility to ensure materials harvested are sent to their transport vehicle. Due to the dust and hazards MCC weapons and null cannons cannot be fired in this area without destroying it all and are prohibited in this fight so only small squads can be deployed to the location making it a potential hotspot of conflict.
Every 30 or 60 seconds a material pod is produce and is sent to the squad with the most control. Game ends when all pods are issued out. Winner is the squad with the highest pods and then clones left. All captured pods however regardless of status of victor or not will be kept as captured.
Variants
Scramble Harvest
Controls for the facility change with every harvest cycle forcing a squad to remain mobile to assure dominance.
CPM 0 Secretary
Omni-Soldier Specialist
Curren/t Theme \\= Advanced Heavy Machine Gun =// Unlocked.
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Iron Wolf Saber
Den of Swords
9884
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Posted - 2013.11.04 18:22:00 -
[2] - Quote
Dunk Mujunk wrote:Iron Wolf Saber wrote: Game Modes
Launch
Sabotage
Transport Ambush
Harvest Ambush
Is this soon, SoonTM, or just brainstorming?
Late night brainstorming.
CPM 0 Secretary
Omni-Soldier Specialist
Curren/t Theme \\= Advanced Heavy Machine Gun =// Unlocked.
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Iron Wolf Saber
Den of Swords
9884
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Posted - 2013.11.04 18:39:00 -
[3] - Quote
Somemore.
Hellfire
Attackers have prepared a lengthy seige on a district and setup a nearby artillery district to shell this district SI clean off the map. Defenders must defend shield relays to prevent damage. Unquestionably without outside interference the shield relays will hold from the artillery fire. This is where attackers come in to try to disable relays to open up holes in the district for artillery fire to fall through.
Artillery firing is going to be in a logical circular pattern and is indiscriminate thus capable of killing the attacker in the zone if caught in the fire.
Defenders goals is it clone out the enemy or ensure their districts HP does not run out before the ammo count of the attackers do. While bringing up shields in exposed areas.
Attackers must bring down the shields in an order to follow their artillery pattern. A well timed shield take down will net a swift victory. Poorly mismanaged shield takedowns may result in no victory as defenders bring the shields in that sector back up in time to prevent damage. Attempting to hold all shield relays will stretch both sides very thin and expose them to artillery fire, so proper and careful deployment of available forces will be needed.
Defenders have primary control and default spawns inside the SI. Attackers have a few attack vectors from the outside.
Orbital Hellfire
An Eve Online ship in orbit has saw fit to remove one of your districts off the face of the planet with the use of a surgical XL cannon strike. The ship in orbit is a dreadnaught and requires a special seige mode to initiate the battle however it is vulnerable to attacks from space and a possible counter attack via orbital artillery.
Attack ground troops have two goals, to set up the beacon for the strike and lowering the districts shield strength. Unlike regular hellfire where the shield relays where sectional to protect against orbital strikes all shield relays are configured in an over laying pattern instead increasing overall strength.
Multiple Beacons are spawned outside defender control on a regular basis and may require a utility vehicle to put into one of several key strike locations. Drone hives may be used for the task as well. Attackers then setup of the beacon which produces a very visible to everyone on the map broadcast location and a timer to strike availability. Locations include power reactors for the facility and shield relays themselves. Beacons are destroyable by the defenders preventing any orbital strike locks. Beacons and all forces in the area are also killed when a strike hits. Timer and number of strikes would be needed to keep things interesting for both pilot and ground forces.
CPM 0 Secretary
Omni-Soldier Specialist
Curren/t Theme \\= Advanced Heavy Machine Gun =// Unlocked.
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