Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Alena Ventrallis
Commando Perkone Caldari State
3
|
Posted - 2015.07.20 20:04:00 -
[1] - Quote
One of my big complaints in this game is the lack of actual attack/defense modes. There really isn't a difference in match between being the attacker and the defender. So I thought of a modified acquisition to kind of rig up an attack/defense mode to satisfy my want.
It would basically act like acquisition does now. The point jumps from place to place as the match progresses. Now here is the difference: only the attackers want to hack the point. The defenders want to stop the attackers from getting the hack off. This actually adds in an attack/defense mentality. The game changes depending on which side you're on.
Now as for numbers I'm up for some input, but the basic idea is this: each terminal lasts for 5 minutes if not hacked, or for 2 minutes starting after the initial hack goes through. If hacked, the attackers start gaining points just as in normal acquisition. Each terminal gives 25% of the total points needed for the attackers to win the match. The defenders can counterhack, but it will take 1 minute for the counter to go through for someone with no hacking modifiers. If the defenders counterhack, the points stop accruing, but the terminal remains on the 2 minute timer instead of switching back to the 5 minute timer. There will be 5 total terminals for attackers to hack. They need 4 total to win the game. Nomucto make the defender need to work the whole match, the last terminal would give 50-75% of the necessary points for the attackers to win. This means the defenders have to defend a majority of the points to win. It will be much easier for the attackers to win, since once they get the hack in, it is very difficult for the counter to go through to stop the points accruing, especially on the last terminal.
But the defenders will have some advantages to help them defend. The point will have a rail turret and a blaster turret right next to it, both automatically starting out as friendly to the dfriendly. 30 seconds before the terminal switches, the defenders will be given a heads up that the terminal is about to switch and be given a marker of some sort showing where it will be. This location should be randomized so that only the defenders can have time to set up a proper defense around the new point. When the point flips, two turrets, one blaster and one rail, will immediately drop right next to the terminal, both automatically friendly to the defenders. In addition, if a turret is destroyed, a replacement is dropped in exactly 1 minute after the destruction of the previous one. The replace ment will be the same type (blaster replaces blaster) and is automatically friendly to the defenders. Replacement turrets will only spawn on an active point; once the terminal changes, the turrets will no longer respawn at the previous location.
Questions, comments, and constructive criticism please.
Over thinking, over analyzing separates the body from the mind.
|
Apocalyptic Destroyerr
Shining Flame Amarr Empire
689
|
Posted - 2015.07.20 20:18:00 -
[2] - Quote
This is great, not enough players to do it IMO. It was really risky adding Acquisition without Matchmaking Errors.
Use it ----> Abuse It ----> Nerf !!!
a¦á_a¦á
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
|
A1ZEN AKUMA
Villore Sec Ops
23
|
Posted - 2015.07.20 20:25:00 -
[3] - Quote
Alena Ventrallis wrote:One of my big complaints in this game is the lack of actual attack/defense modes. There really isn't a difference in match between being the attacker and the defender. So I thought of a modified acquisition to kind of rig up an attack/defense mode to satisfy my want.
It would basically act like acquisition does now. The point jumps from place to place as the match progresses. Now here is the difference: only the attackers want to hack the point. The defenders want to stop the attackers from getting the hack off. This actually adds in an attack/defense mentality. The game changes depending on which side you're on.
Now as for numbers I'm up for some input, but the basic idea is this: each terminal lasts for 5 minutes if not hacked, or for 2 minutes starting after the initial hack goes through. If hacked, the attackers start gaining points just as in normal acquisition. Each terminal gives 25% of the total points needed for the attackers to win the match. The defenders can counterhack, but it will take 1 minute for the counter to go through for someone with no hacking modifiers. If the defenders counterhack, the points stop accruing, but the terminal remains on the 2 minute timer instead of switching back to the 5 minute timer. There will be 5 total terminals for attackers to hack. They need 4 total to win the game. Nomucto make the defender need to work the whole match, the last terminal would give 50-75% of the necessary points for the attackers to win. This means the defenders have to defend a majority of the points to win. It will be much easier for the attackers to win, since once they get the hack in, it is very difficult for the counter to go through to stop the points accruing, especially on the last terminal.
But the defenders will have some advantages to help them defend. The point will have a rail turret and a blaster turret right next to it, both automatically starting out as friendly to the dfriendly. 30 seconds before the terminal switches, the defenders will be given a heads up that the terminal is about to switch and be given a marker of some sort showing where it will be. This location should be randomized so that only the defenders can have time to set up a proper defense around the new point. When the point flips, two turrets, one blaster and one rail, will immediately drop right next to the terminal, both automatically friendly to the defenders. In addition, if a turret is destroyed, a replacement is dropped in exactly 1 minute after the destruction of the previous one. The replace ment will be the same type (blaster replaces blaster) and is automatically friendly to the defenders. Replacement turrets will only spawn on an active point; once the terminal changes, the turrets will no longer respawn at the previous location.
Questions, comments, and constructive criticism please. great idea but i think you will have a tough time convincing ccp. can u imagine i have only ever played 2 acquisition matches
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |