Brush Master wrote:
Hacking a CRU adds xx allied clones and removes xx enemy clones
I like this one. Have each CRU start the match with 15 clones loaded. Those clones get added to the total clone count of whichever team currently holds the CRU. That number gets reduced by 1 every time someone spawns at the CRU, until the 15 clones are used up and the CRU begins to act as an Uplink, teleporting clones in from the MCC.
Thus:
- Spawning from a CRU does not use one of your MCC's clones. (At least while the CRU clone count lasts.)
- Spawning from a CRU uses up a clone that might otherwise be used by the enemy.
- Capturing a CRU that was only lightly used earlier in the match might keep your team from getting cloned long enough to get a MCC win.
- CRU's would become a much greater tactical asset.
- Some matches might come down to hacking, or destroying, a CRU to clone the enemy team.
New Game Mode:
- Modified form of Ambush.
- All Clone reserves are in the CRU's scattered across the map. No MCC.
- Each team starts with a CRU (15 clone reserve) on opposite ends of the map.
- Winning objective is to clone the apposing team, but you do that by controlling/destroying their CRU's as much as by killing individual clones.
Raiding:
- The object would be to capture the CRU's and clone the other team.
- Defenders start the match with all the CRU's.
- Attackers have to hack a CRU to get additional clones.
(But they do have the element of surprise.)- If the Attackers win their Corp gets all the remaining Clones + enough Command Points to sell the clones.
(Or they can use the clones and Command Points to finance another raid.)- Except for the 16 clones the attackers arrive with, all clones come out of the Defender's District clone reserves. Thus raiding can be a way of weakening a district.
(The CRU's should not hold more than a third of the District's clone reserves, so raiding would not leave a district undefended.)- Raiding would not flip the district, as a raid would remove no more than a third of the clones.
- Since the Attackers have to go around hacking CRU's to get a foothold, it gives the defenders a little time to rally a defense.
- If the defenders don't successfully repel the raiders they will loos the clones in the CRU's, so if the A Team is not available when the raid happens, it is better for anyone who is on to try to defend, as it is better for the clones to die fighting than for the enemy to capture them. This gives newer players a chance to get involved in defending their districts.