crazy space
ZionTCD Legacy Rising
879
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Posted - 2012.10.21 19:32:00 -
[1] - Quote
The 1st build in dust showed a lot of promise. You could blow up A or B and they would be removed form the UI. You could hack them and set them to self distrust, that was awesome.
So here is what I'm proposing for FW and null sec. Quick match can stay the same.
MCC is optional. That's right, fighting all over a planet should be about taking over outposts and factories right? Every battle should have multiple paths to victory. Now whats interesting is this leads to 4 distinct game modes I feel would be fun and dynamic.
Step one. Move the commander to war barge Now as you know as some point soon there will be an RTS view in dust. One person will build turrets and what not. So with that in mind Let this player take part in any battles, even ambush. The war barge could deploy supply depots onto hardpoints preset in every level. Give team wide orders, and answer to calls for Precision strikes. Also place turrets and respawn points.
Step two. Make MCCs deployable to districts. What I mean is you set them on districts. Putting an MCC on a districts allows it to be part of a defensive battle. Setting it to Attack a district, sets a travel time *time until battle* And it cost isk that you have to put up to attack. If you win you get the isk you put up back. If you lose the defenders get it. This promotes putting MCCs on key outposts that you choose to defend with an advantage.
Step three. Game modes based on MCC presence So here's the sliver bullet. 2 MCCs = Skirmish mode Just like now you can win by blowing up the other MCC, or depleting clones. The only change I would make is the enemy MCC would start away from the battle and move in slowly. This gives the defenders an advantage in hacking times, yes. It also gives a role to dropships to bring your army in while your main spawn point is far away.
1MCC atackers = the original dust build game mode. Without an enemy MCC defending, the MCC moves in to take the outpost by hacking it. In this mode you have the same 5 point map. The same 5 turrets but now the MCC Keeps moving in untill it's over the Outpost. Then it's starts a countdown, and the Outpost and all cannons are taken instantly. You could also win by depelting clones, or taking out the enemy MCC shields before it can get to close. Now I wouldn't make that a game mechanic. I would give the commander the ability to retreat. But also make it so if you go past the point of no return without using the retreat option you can no longer save you're MCC. So instead of instantly losing because the MCC lost shields, your team has to choose to risk the MCC or run.
No MCCs = Ambush With no MCCs on the map and it's 5 hardpoints, the only way to win is to clear out all of the defending teams clones. But now with the commander placing respawn points, supply depots. There is a 2nd way to win ambush now, you can set the outpost to self destruct. The timer would be 10 minutes. And the defending team can stop the count down, and push it back up at 1/2 the speed. Since clones would run out before 20 Minutes anyways/ 30 tops. Blowing up the Outpost would be null only i guess unless FW lets us build infrastructure.
1MCC defenders = you can't attack. Having a defensive MCC blocks all non MCC ground attacks.
Step four. Racial MCCs are Command ships. What I mean is treat the MCC like a command ship in eve. Each should give your team a buff to something. Minmatar could give a sig radius reducion, Ammar an armor hp bonus of10%. |