Jooki Chewaka wrote:True Adamance wrote:Siege Game Mode.
Team 1 starts with a fortress.
Team 2 tries to kick over their sand castle.
But to do what?
Battles make no sense, why do we need to destroy the enemy's MCC? yes, to get control over the district, but to what purpose? ressources? what resources?
Do you see what im talking about?
In enemy territory there was a purpose, a story of each map, it all made sense, in dust it doesnt, and what youre saying is not ambitious enough.
Ah you wanted a lore based explanation. My apologies I was not prepared for someone else to care about this sort of thing.
If there has to be a scenario let it be this.
Due to a new system of mineral scanning developed by Deep Core Mining and militarised first by the Republic Command, MInmatar forces have located several of what what appear to be heavily fortified Amarrian Staging Facilities which are thought to house Kamiera units and other valuable Amarrian resources.
A Recon Group id dispatched and reports that the Amarrian forces have dug into position at the end of a narrow valley, it's plateaus firmly entrenched with Anti Aircraft and Anti Tank Batteries. Unable to assail the plateau the Minmatar are forced down into the Valley to lay siege to the facility where after a disastrous bombing run the facilities shields have been knocked out.
Field of Battle is laid out with a Staging groups at the mouth of the Valley which continues on into an exposed section of open ground andTrenchworks arranged out before high walls with several large turrets positioned upon them. Within the compound is a much smaller inner keep, but is small, cramped, and exposed from certain angles within the walls.
The Attacking forces has the goal of attacking the forward positions and making it to the walls (which cannot be fired down directly over) where their goal is to target designated weak points like the main gate, turrets, etc with heavy weapons and explosives to gain access to the fortress. When kill attackers can spawn on uplinks or back at the staging ground.
Defenders must simply outlast their opposition grinding down and holding out long enough for their Void Shield (massive shields) or evacuation is possible. When killed defenders (having limited clones) re-spawn in the central keep.