Multistage Approach to taking Districts in PC
I would like to propose a Planetary Conquest winning condition revamp to make Clones a secondary wining condition rather than the primary winning condition as they are in PC now. This is based on Aero Yassavi's well known proposal for
Multi Stage Faction Warfare Battles.
Multi Stage Approach:
- Phase 1 (Beachhead):
Modified Ambush match to take a beachhead. 15 minute notification to the defenders (No timer). 8 v 8 battle, with 50 clones available to the attackers and 70 available to the defenders. The attacking Warbarge drops a CRU from orbit which provides 50 clones for the attackers to take a Beachhead in the district. After 5 minutes the Warbarge drops a Field Command Center (FCC) (Supply Depot art asset). The Attackers must hack the FCC to activate it, and protect it for 3 minutes until it comes fully online. When the FCC comes fully online it activates a powerful shield (attackers red line), begins to jam the Districts defense radar and broadcasting a homing signal, so that the attackers can safely bring in their MCC. This starts the timer for the next phase. The defenders can win by destroying the FCC, cloning the attackers, or by hacking/destroying the CRU and destroying all Uplinks to deny the attackers access to the District (drive them off the beach).
- Phase 2 (Take down the Defense Network):
If the Attackers win the Beachhead, then after a timer there will be a Domination style match, where the attackers are trying to take out the defender's District Defense Network. 16 v 16 with 180 clones. Only the Attackers have an MCC. The defenders hold the point at the start of the match, and the Null cannons fire at the attacker's MCC as long as the Defenders control the point. When the Attackers hack the objective the Null cannons stop firing and after 5 minutes the virus will take out the District Defense Network. So attackers need to hold the point for 5 minutes to win. Defenders need to destroy the attacker's MCC to win. If the attackers win, a timer for Phase 3 begins. If the defenders win the match is followed by a 16 v 16 Ambush match 5 minutes later where the defenders have to drive out the last holdouts from the attacking force. If the attackers win the Ambush match, then it spawns a new Domination match after 5 minutes.
- Phase 3 (Final Push):
Once the District Defense Network is down, control of the Null cannons revert to the local terminals, and the Defenders have to stage from an MCC. So you have a standard Skirmish match. If the attackers win they get the District. If the Defenders win, they can reboot their District Defense Network, and 5 minutes later a Phase 2 Domination match begins.
- Summery:
To take a district you must win an Ambush,
timer, Domination,
timer, Skirmish.
To defend a district you must drive them back in revers order and win the final Ambush.
Battle progression happens over 3 days. First Ambush is immediate, then Dom after a timber, then Skirm after a timber.
There is only 5 minutes between battles when the Defenders win and the progression goes back a step. The timer only comes into play when the attackers have pushed the attack into the next phase.
- Narrative:
To take a district you have to win a Beachhead, Take down the District Defense Computer, and Push the defenders out of the District.
MCC Attrition:
The Attackers need an MCC for Phase 2 and Phase 3. If the Attackers lose Phase 2 or Phase 3 they lose a Warbarge, but as long as they have a replacement Warbarge, and have not been pushed off the Beachhead, they can continue to press the attack. However, if they run out of MCC's the attack is over.
Defenders only need 1 MCC to defend a district as it is only used in Phase 3, and if they lose Phase 3 they lose the district. If the Defenders do not have an MCC the Attackers capture the District when they win Phase 2.
A player owned MCC carries up to 180 clones (as apposed to 150 for the MCC used in Public matches) as participants in Planetary Conquest are generally more efficient at killing clones, and we don't want cloning to be the primary strategy for wining Phase 2 and Phase 3 matches.
If there are less than 180 clones remaining on the Warbarge, or in the District, then the MCC will hold all remaining clones.
When an MCC blows up all remaining clones are destroyed, but biomass may be salvageable.
Clone Attrition:
While clone attrition would not be the primary wining condition of PC matches anymore, if the attackers or defenders do run out of clones, they lose.
Clone Attrition will become a factor if a district is not adequately stocked with clones, or if both the attackers and defenders are winning battles and it goes back and forth a few time, resulting in more than the minimum 3 matches required to take a district.
Each match uses a limited amount of clones, but those clones come out of the total clone count for the District. Surviving clones are returned to the District or Warbarge at the end of the match, with the exception of a successful raid where the surviving defender clones go to the Raiders.
Edit: Rewrote this in my
PC proposal thread, so I copied the new version here as well.