Magpie Raven
ZionTCD Legacy Rising
161
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Posted - 2012.11.25 05:07:00 -
[1] - Quote
So I have been wondering how exactly planets will be taken over. Will we need to win every district or a percentage of districts? Will there be specific requirements? With regard to this i have some ideas. Bear with me because it may get quite lengthy.
First off in my opinion all battles on planets and in low and null sec should be objective based. TDM should stay in the arenas. No, if all the matches were Skirmish's it could easily get boring. So i propose a system.
I'm thinking of maybe three different types or levels of scale. (Small): Sort of like TDM. Clone count is small enough that its possible for one team to wipe out the other. But the goal is not necessarily to wipe out the other team. To add an objective add in some sort of territory control system. Either kill opposing team or hold the most sectors on the map. There will be a grid system added to the map so i assume control could be based on who has the most players in a sector. Nothing to hack just stay in the sector or near a point. This keeps TDM around but gets rid of the silly run all over tactic and gets people to play more defensively and fight for control of specific areas. I believe that this may also avoid the spawn kill effect. No MCC involved. Its not worth it to send one. Spawn point could be transport trucks. Or regular clone drops by large transport dropships. only vehicles support and maybe off-map radar scans as support. Map ideas: Extractor fields, plain old land, city blocks, factories, anything that needs clearing of enemy forces.
(Medium): Similar to the Skirmish mode now. There could be two variants. one with one MCC and another with 2. In the first type players are fighting over null cannons. to destroy MCC or stop them from firing. MCC needs to dock with main building to capture map. The second version is like the mode we have now. Two MCCs fighting trying to blow each other up. Map ideas: Radar Stations, factories, storage facilities, armories, processing plants, Orbital Cannons. Simply any important structure on the planet.
(Large): Skirmish Mode on crak. The largest mode. Think of the Domination game type from MAG. You are fighting over huge fortresses. Possibly the planets base of military operations. All resources are available. You bring everything you got. Players would attack from all sides. It should probably be divided into sectors with a commander for each. Possibly more than one MCC for each side. There would be many objectives and it would be in stages similar to the early build. Its a sort of siege. Objectives are cannons, gate houses to open gate, shield generators, etc. Each MCC with accompanying ground forces are responsible for their objectives. The main objective for attackers is to destroy defending MCCs and to capture or destroy the central citadel. Stated earlier citadel would probably be protected by shield generators which need to be destroyed. Defenders obviously defend. Destroy attacking MCCs. It is possible to repair objectives (generators, forward CRUs) . So attacking force can be pushed back even if they have destroyed things. Map ideas: Planetary base of military operations, Orbital Elevators, Palaces, Any vital planetary assets. These battles settle the fate of the planet. Note. In the larger battles i don't think that the destruction of a MCC should mean the end of the game. I will make another thread to address this called How MCCs could Effect Battles as I've written too much already.
Now the process to capture a planet should be more than just cap every district. It needs strategy. Each medium district should have some sort of asset or bonus or ability attached to it that can be called on to effect the outcome of the final battles. For example attacking a district with an orbital cannon either ensures that defenders can continue to shoot eve players out of orbit or neutralize them and flip it over to shoot defending eve players. Clone manufacturing facilities could grant clone count bonuses, radar stations give periodical scans, etc.
The initial battle for a planet would be a large battle to secure a planetary base for the attackers. They need to secure a beachhead. Sort of a D-Day. The next battles are skirmishes to gain ground and resources to clear the way to the medium districts. These districts are important because they are the bulk of the districts on a planet. Each one gives bonuses or takes away abilities for a side. Technically all districts could be open to attack but the larger ones would be very difficult to win without evening the odds. Not all districts need to be captured to claim the planet just all the Large vital ones. Defending forces can retake districts. Even if many medium districts are lost and the attackers have a lot of off map support. The defenders should still have a large amount of assets to help them.
Again i am sorry for the serious wall of text here. But i have been mulling this over for a week now and i had to get it out. Thank you to those who read the whole thing. I hope that CCP reads this and says something. Please reply if you like the idea or if changes should be made. No trolling
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