Roy Ventus
Axis of Chaos
1783
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Posted - 2014.08.07 16:15:00 -
[1] - Quote
Well...
Field Commander:
We could make field command a non-combat role. Kinda been wanting that for a while. A player that's in the war-barge/MCC that controls the points and objectives and whatever other assets we have hacked. Of course this would be a role specific for Corp battles and possibly FWs.
Example: Your team needs an ammo drop while they're fighting in a continuous scuffle. Getting a call for ammo, you activate the RDV and guide it down and eventually drop the ammo, although dropping the ammo itself would take a few seconds.
Or you need to organize your team because the opponents' tactics threw your strategy out the window. On the fly, you order your players to retreat to specific points to avoid any more loss of assets.
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Reconnaissance/Sabotage
Giving players the ability to be a recon or saboteur would be easiest done by focusing on scout-based equipment. We already have these roles just watered down and not an actual focus. Do we not have cloaks and scanners? Do we not have REs? Give scouts more equipment that will let them focus on their non-combat duties! Equipment like: Malicious Hack(aka temporarily damaging their tacnet or related devices), ghost grenades(creates a tacnet object without said object being there, such as a red dot), tracking devices, passive scan disruptors, trip wire(or anti-personnel REs), and beacons.
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Vehicles
Also adding on to the non-combat roles for vehicles as well as make them not so "soft." A scout dropship should be able to do much more than just simply scanning. Cloaking itself, dropping scanner drones, disrupting orbital bombardment targeting to either delay their targeting or throw it off course.
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Drone Handler?
Maybe another non-combat role that focuses on handling drones much like vehicles?
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Strategist/Strategic Officer
Separate from Field Commander because it's less about commanding and more about buffing and debuffing. Just like the FC role you're not on the battlefield but your presence is known through your actions. While the Field Commander can have control over these abilities, the SO is the role specifically centered around these abilities. Why the need for a SO? Well a SO would be a role designated for the leader of a specific battle when there are multiple battles going on under one FC's command or when it's a non-corp battle(Public Battle or FW).
As a Strategist/Strategic Officer, you can activate several abilities that will greatly affect the battlefield as well as issue out commands and objectives to your team.
(SN: These are based on, if not pretty much stolen from, a lot of R.U.S.E.'s Ruses. http://ruse.wikia.com/wiki/Ruses ) These abilities can be gained in battle by collecting enough warpoints from the whole team(this way you have to manage the use of war points so that you don't leave yourself wide open.)
Decryption - Revealing information in a targeted area through the use of various means. Such information would be like vehicles, enemies, equipment, etc.
Tacnet Silence - Gives your communication network a temporary defense or stops a Tactnet Reveal dead in it's tracks.
Tacnet Reveal - Through hacking, it allows the SO/FC to listen to the enemies' team communication channel for a short period of time as well as see some of their objectives. (There's a chance that the enemy SO/FC will get an alert of your presence).
Decoy - Through hacking the Tactnet, the SO/FC can create a large amount of decoys in an area. Can be defeated by Tactnet Reveal.
Vehicle Decoy - Same as above
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
http://royventus.tumblr.com
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