Roy Ventus
Foxhound Corporation General Tso's Alliance
1125
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Posted - 2014.02.21 21:02:00 -
[1] - Quote
Original Thread: https://forums.dust514.com/default.aspx?g=posts&t=143675&find=unread
Sabotage - A corporation drops EMPs, via OMS, to sabotage the technology in a district. The EMPs are low destruction, and for use of hindering the enemy.
- Details: Small time attack with 80-50 clones per side in the same vain as Ambush.
- Objective: Defender team must either destroy all enemy clones or destroy the EMP devices; the attacking team must destroy the enemy clones or defend the EMP devices until their set for activation. EMP devices can be destroyed once it's finished being hacked by the defenders or if the defenders physically nullify it, i.e. wreck it.
- Purpose: The EMP strike is used to sabotage the enemy and make a full on attack easier. In Planetary Conquest, a successful sabotage nullifies the district bonus for a day while also allowing for one random defect to affect the district owners. Potential defects include: clone limitations upon next battle(even if you have 150 you can't field 150), produce only half of your normal clone production for a day, and being restricted to 100 clones for each movement.
*Adding the Planetary Conquest version of sabotage might be time consuming so adding it to public contracts or FW could still be possible. Would also benefit the game mode by allowing it to be tested in the public-sphere, beforehand.
Acquisition - A large signal jamming installation is dropped onto a map with the purpose of jamming the security systems long enough for the retrieval team to steal clones.
- Details: The attacking team deploys a single jamming installation, which looks like a large tower, onto an area. As long as the tower is up, the jamming continues until. The defending team must disable it, kill all clones, or destroy it before it finishes. The tower itself would need constant and thorough powerful strikes to take it down before the jamming is done. It's much more effective to disable it or kill all clones. The tower can be hacked at the ground level and the mid level. If both the ground level and mid level are being contested, the hacking goes by faster. On the top level of the tower, there's a spawn point for the attacking team. The clone limitations on the battlefield can differ between 50 and 80 with Planetary Conquest matches maxing out at 80 whenever there's enough.
- Purpose: The purpose of Acquisition is to steal clones and add it to the corporation's clone pool. In Planetary Conquest, the purpose can differ between using them for fighting or simply selling the clones for profit. Clones received would differ between a maximum of 50 and 100 depending on if the district is a Cargo Hub or not.
Tactical Ambush - The attacking team sets up an ambush on a district to restrict their movement on to other districts on the me planet.
- Details: The attacking team sets up a preemptive tactical ambush. This tactical ambush springs into action only when clones are moved from one to district to another on the same planet. The Tactical Ambush may sit there for as long as possible but only with a maximum of 50 clones.
- Purpose: The purpose for a Tactical Ambush is to launch a preemptive strike that impedes the movement of an enemy. The Tactical Ambush can be used to hinder a corporation's move onto another district whether it's in defense or offense. In Planetary Conquest, outside corporations may set up Tactical Ambushes without having to use the District Owners as a proxy.
Through the interface, they would simply select the decision to hold a Tactical Ambush in a selected district and whether it's a defensive maneuver or an offensive maneuver. A defensive maneuver would only happen when someone other than the district owner drops clones on a district. An offensive maneuver would only happen if the the district owners move their clones onto another district.
The End Game Scenarios come up in two ways: If one team kills all of the clones on the other team, they win. If one team has more clones by the end of the time limit, they win. Additionally there are different PC results based on the end game results. If the issuer of the Tactical Ambush loses, they must face a four day cooldown(essentially allowing free movement for two district attacking periods) while also having their clones taken from them if they aren't depleted. If the team being ambushed loses, their movement is halted for a day. If there is a tie in an exception of a no-show with both team having maximum clones, the issuer of the Tactical Ambush still loses due to not being able to impede movement.
*This is a PC only idea **I'm hoping that the ability to have outside corps perform Tactical Ambushes with a choice between Defensive and Offensive maneuvers will diversify the battlefield, both strategically and economically.
Infiltration - 8 v 16 battle with a small Infiltration team being sent in to hinder the communications system for a future attack. A high-risk, high reward situation, Infiltration is an option only viable for well experienced, stealth experts with the proper resources.
- Details: Much in a similar fashion to Skirmish, there are nodes, essentially the same nodes that can activate null-cannon turrets, that much be defended against infiltrating hackers. There is no contested state, so once hackers hack a node, there's no saving it. The big challenge is that hacker must take all nodes to be successful. Additionally, whether they win or fail, the cooldown is for six days. The clone limitations are 50 per side with a 10 minute time limit. Remaining clones aren't lost.
- Purpose: The big purpose behind Infiltration is the ability to attack the district directly without a tactical ambush conflict. It's a perfect setup for war.
*This is a PC only idea, of course **Goes hand and hand with Tactical Ambush ***Hoping such a game mode would create a demand for stealth scouts
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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