Clips A'hoy
Escrow Removal and Acquisition Negative-Feedback
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Posted - 2014.05.14 20:18:00 -
[1] - Quote
I don't know how popular my ideas will to the community or even the DEVs but here I go.
MCC / Titan Mode
Similar to that of Battlefield 2142's. As a player your objective is to destroy the other team's MCC (as usual). However, during this process clones will not deplete and will remain dormant. Players spawn in their MCC and have to capture the Null Cannons to deplete the MCC's shields.
Once shields are depleted the player has the option to board the enemy's MCC to destroy it from within. The MCC's inside will be composed of 4 Reactor Consoles and 1 Reactor Core. The objective is to destroy all 4 Reactor Consoles to gain access to the MCC's Reactor Core. Once the latter is destroyed players will have 30 seconds to seep from the MCC and claim victory.
Of course, once the Reactor Core is destroyed you won, however if you do not escape your clone will not survive which will ammount to suit loss.
Alternatively, players will have the option to destroy the MCC by controlling the maps Null Cannons. This method, however, takes much longer to have the opposition's MCC destroyed and it leaves your MCC open to a counterattack.
More in detail: https://www.youtube.com/watch?v=0x9m58Vol1c
Attrition Defense
One side will have the responsibility of attacking the MCC through any means let it be through Null Cannons or by boarding it. While the other will have the responsibility to defend their MCC. The MCC will retain its shield and armor. There will be a maximum of 5 null cannons spread widely across the map that the attackers/defenders have to get to to win the match.
The way this will work is by one side having a limit of 300 clones starting the match and will deplete by 1 every 2:30 minutes/seconds. Death will also account towards a clone loss. If the attackers successfully capture a null cannon they will be awarded 75 clones. The less null cannons they have in their control, however, the faster their clone count will deplete (this can be used as an advantage to the defenders).
**Amount of starting clones and clones gained will vary on map size and Null Cannon count.**
Conquest
The objective is to control the most outposts in the map in contrast to the opposition. The more outposts in your control the faster the opposition's clone count will deplete and the slower your's will go down.
Both sides will start with about 450 clones and they're responsible to keep them high and exterminate the other side as quickly as possible (similar to Ambush but with capturable points throughout the map).
**Will vary depending on map size and outpost count.**
An alternative to the latter: War
It's similar to Conquest but with no clone count. Once all outpost are successfully occupied for 7 minutes the match is won by the opposition.
I sometimes fill my bathtub with Jell-o, then I proceed to curl up and pretend I'm a fetus.
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