TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
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Posted - 2012.08.31 02:56:00 -
[1] - Quote
Taken from a post I made in another thread.
Defenders spawn inside the MCC over a battlefield, attackers start on the ground. The attackers need to use dropships to get up to the MCC and hack several terminals to bring the MCC under their control. The defenders now spawn on the ground (essentially swappign roles) and must re-take the MCC in less time than the former attackers did in order to win.
Example:
Team 1 successfully assaults the enemy MCC in 5:11. Team 2 calls down a couple of CRU's and now attempts to retake the MCC. This will end in one of three ways;
GÇóTeam 1 successfully defends their new MCC for 5:11 and wins the match GÇóTeam 2 assaults the MCC in 4:54. Team two wins the match. The game does not keep hopping back and forth between attack and defense. GÇóEither team 1 or team 2 runs out of clones and the game ends. The clone count is carried between the two rounds.
This can also be completely avoided by successfully defending the MCC for 7:30, in which case team 2 wins.
BUT WAYT, Y U NO SPAUN TEEM IN ALL MILISHA SWARMZ?!
Introduce a new mid-power active module that prevents locks for 15 seconds. Forge guns dumb fire and would be unaffected by this module (if you fly right they might not be too much of an issue), and the module can only be fit on dropships (all dropships or logi dropships, either one works).
Yes, this map would REQUIRE the use of dropships and the employ of competent dropship pilots. I'm not sure how maps will be decided when we get full integration with Tranquility, but if it's what I'm thinking, the game will pick a map style based on current infrastructure in the district, as well as many other hidden attributes (so you may go for a skirmish, but you get ambushed instead, or have a chance of some other game mode being used that you didn't intend on fighting in). This game mode would only be used if the attackers call for it, since you would chose to capture the MCC instead of destroy it. Since this game mode would not appear in any other way (it won't be pulled from a random table, can't be used by defenders), you would need to designate dropship pilots beforehand, so you would never use this mode UNLESS you had access to several dropships.
Another possible map style could be the inverse of this. The attackers spawn on their MCC and must land onto the surface and take the null cannons before they blow up the MCC. Dropships, when called while standing on the MCC, are deployed on top of the MCC (this would call for a new MCC model with a landing deck). Dropships are then flown down onto the field and infantry must take the cannons. Only dropships can be called on top of the MCC. HAV camping is a nono.
Infantry have three ways to get off of the MCC and onto the ground;
GÇó Jumping off of the MCC and using inertia dampeners to land safely GÇó Loading up dropships for mass insertions around the field GÇó Pods loaded onto the MCC (an asset that must be loaded prior to battle, essentially BPCs) are aimed by the individual in the vicinity of beacons placed on the map (drop uplinks) and land in the genreal vicinity of the beacon. The merc chooses a spot within a radius of the beacon and the pod delivers him with a bit of inaccuracy, and is destroyed upon impact. This way dropships can be cut out of the equation once a proper foothold has been established somewhere in the map and would allow for rapid deployment. Think Starhawk respawn, but it's a horizontal launch instead of vertical.
If you wanna slap names on these, the first one can be "Assault", the second could be "Invasion". The first would be used to capture enemy assets rather than destroy them outright, and the latter can be used when attacking the first few districts on a planet to simulate an invasion. |