Etero Narciss
Seraphim Initiative. CRONOS.
112
|
Posted - 2012.09.11 18:57:00 -
[1] - Quote
As the title suggests, I'd like other kinds of assets that can be deployed in the battlefield (preferably by a squad leader as opposed to the MCC commander). It is possible (or likely) that at this stage of the beta they won't be implemented, but I'd like the devs and players to consider it, and discuss it. Finally, what I hope to provide with this suggestion is to introduce more of a sandbox element in our battlefields, where the shape and direction of the battle is better determined by the players themselves through the tools made available.
Most of the current maps are barren, empty, and wide open. Though I trust that CCP is working to correct this with future additions to maps, I like to think that this is an opportunity to use other, more player controlled assets. All of these assets should be destructible, and they don't even need an animation for it; just make them explode the same way installations and vehicles do.
They would cost war points as well, and be beefy enough that they won't be one-shot by a single tank or forge gun.
Below are three assets that I believe should be introduced first:
Tank Traps: Self - explanatory. They can stop any HAV from going past until destroyed. Would be perfect for some choke points and just stopping HAVs from driving everywhere they please all willy-nilly. We had these before in the beta, so I'd like them to be reintroduced (but made usable by players).
Waist high infantry cover: Should be a wall that goes about as high as the infantryman's waist (maybe slightly higher). Would help make positions more defensible. Great against small arms fire, and adequately resistant against heavier weapons. Essentially, it is a quick, cheap way to give a squad some needed cover. Should be long enough to let a squad of four hide behind it comfortably enough. It might have the issue of being a grenade magnet though.
Bunkers: Beefier versions of the wall mentioned above, though the wide base means that it wouldn't be possible to put them in tight places. Combined with the infantry walls and maybe a turret or two, they could be great at making some defensible strong points in the map to help in defense (or attack). For instance, a bunker with a drop uplink and a nanohive inside would work as a pretty good forward spawn point (though might be problematic in a spawn camping situation...) The inside should be large enough for a couple of squads to fire out into the battlefield, and a ladder to go up and get a better firing position.
However, the bunker cannot have anything else. Not even a miniturret. I emphasize this because the bunker asset, more than the other two suggestions above, can prove to be a very real problem if not handled correctly. Thus, any further use it might have (forward spawn and resupply point, fall back position in defense, and whatever else I haven't thought of) should be provided by outside equipment from the players themselves and other assets.
That's the end of my suggestions. No more is added at the moment because I'd like some discussion as to how viable (or not) the above are, and how they might affect the game (good, bad, or not at all).
Thank you for your time. |