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OwnD07
BetaMax.
6
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Posted - 2012.07.14 01:33:00 -
[1] - Quote
It occurs to me that a spawn point either on or in the MCC would make sense in the context of the Skirmish mode. It's a mobile command center after all; the heart of the operation. Wouldn't it make sense that it would have a sizeable defense force on board, or at least a compliment of mercenaries ready to drop?
I imagine that it might change up the game dynamics a bit. Early in the game, it wouldn't make a good drop point, as it's already back where the attacker spawn is. This would keep early game dynamics similar to how they already are, with a rush to grab one or two control points and Clone Reanimation Units.
As the game progresses, however, the MCC becomes more of a viable means of deployment on to the battlefield. The spawn point would reach closer and closer to the middle of the map, and it would give the attacking team a second chance at reaching the control points if the defending team has locked down all three points and has established a stonewall defense pinning attackers to their default spawn. Some balancing might be required here, as the mercs spawning would be easy targets as they'd all be spawning in the same general area, but I would reserve that complaint under the more general spawn balancing that seems to be an issue so far.
Late game, the MCC would become less and less of an option as it moves away from the central battle. If the game is close, this would give the attackers a second chance at retaking the control points and shooting down the MCC. The downside is that if the attackers have pinned the defenders to their spawns, it would only serve to aggravate the problem.
Perhaps one way to balance the MCC as a spawn point would be to lock or unlock it depending on how many control points have been captured. I don't imagine that granting the attacking team three control points AND the MCC as spawn points would be very balanced, so I could see dropping the MCC as an option after two control points (or perhaps factoring Clone Reanimation Units as well). |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
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Posted - 2012.07.14 01:36:00 -
[2] - Quote
Snipers will set up and enjoy the duck hunting when people jump out. |
OwnD07
BetaMax.
6
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Posted - 2012.07.14 01:56:00 -
[3] - Quote
Oh, I imagine so. At least, the way the spawn system is now, they would be. I don't think that it would be much different from snipers camping control point spawns. Perhaps using the inertia dampener would negate bullet impacts during the fall? (Heh, they'd be dampening the inertia of the bullets, so why not?)
Anyways, I do see that as being a problem, but no more so than the system that's already in place. Perhaps the troops would be able to spawn "inside" the MCC, and choose where on it they want to spawn. Or perhaps they could spawn in some sort of drop pod that's immune to fire, like Starhawk, if using the inertia dampener as a shield is a problem. We're still in beta, right? It's always good to at least throw some ideas out there. |
Varys Targaryen
200
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Posted - 2012.07.14 02:37:00 -
[4] - Quote
Wonderful idea, it would be in improvement from the current spawn system. |
zekina zek
D3LTA FORC3 Orion Empire
108
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Posted - 2012.07.14 11:32:00 -
[5] - Quote
this is very easy to do man, just grab a militia dropship and a logistics dropsuit with a couple of gauged uplinks.
fly up der and drop 2 uplinks.
now your team gets guaranteed anti spawn pwn for awhile.
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Mavado V Noriega
SyNergy Gaming
2283
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Posted - 2012.07.14 12:28:00 -
[6] - Quote
agree MCC should be a valid spawn point and as its movin the spawn wont be static would at least help with the spawn issues atm
CCP also.......the letters........stop having ppl spawn in the exact same spot everytime its too easy to cap objectives like this, u initiate the cap and go L1 the spawn area |
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