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Ulysses Knapse
Nuevo Atlas Corporation
73
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Posted - 2012.12.27 02:09:00 -
[1] - Quote
New Abilities:
Retreating -- MCCs can now retreat. This leaves them vulnerable for a period of time. Upon retreating, the battalion it is supporting will lose. It takes five minutes to retreat, and while retreating, damage taken from MCC and NULL cannons is increased by 200%, and the MCC becomes vulnerable to Infantry and Vehicular weapons. Installations and vehicles take twice as long to deploy, as most of the MCC's resources are being used in an attempt to leave. Command Bonuses from the Commander are nullified while retreating, as well.
Infrastructure Damage -- Infrastructure can be damaged. This will cause the infrastructure to be crippled temporarily, and if the damage is severe, to be downgraded completely as well. This is not recommended if you plan on winning, but in case of a losing battle, you can quickly sabotage infrastructure before you lose. When combined with the retreating feature, this can be used as hit-and-run attacks on enemy infrastructure, which is cheaper to do and possibly just as damaging to the enemy.
Command -- Commanders instill a bonus on their troops, slightly increasing their effectiveness. This allows commanders to specialize in certain tactics, making commanders more important and giving the battalion more incentive to listen to the commander. All troops on the battlefield are affected, but not at peak effectiveness. Officers on the ground give their own command bonuses, though only within a certain range. They also increase the effectiveness of the Commander's bonuses within that range.
Advanced MCC Types:
Assault MCC II The Assault MCC is an MCC made for quick blitzkrieg assaults. It lacks a heavy clone reserve for drawn out conflicts, and isn't as durable as some MCCs, but has powerful anti-MCC capabilities. It can quickly take out an unprepared enemy, but it begins to lose it's muster if facing an equally endowed foe. In addition to it's standard anti-MCC armament, it can fit anti-personnel and anti-materiel artillery cannons. These modular weapons systems can be taken out separately from the MCC itself. Installations sent from the Assault MCC are more effective than normal, but do not regenerate and have less armor. Command bonuses from the Commander are 25% greater than normal, but decay every minute. *+50% Anti-MCC Cannon Damage *Installations regenerate shield 50% slower and have 25% less armor. *Turret Installations deal 10% more damage and Utility Installations work 20% faster. *Can fit 3 X-Large manned turrets. *-10% Clone Reserves *125% Command Bonus effectiveness, decays by 5% every minute until at 75% effectiveness.
Siege MCC II The Siege MCC is a heavy MCC made for long conflicts. It carries a decent clone reserve and is heavily armored. It can also regenerate it's clone reserve over time, meaning the longer a conflict drags on, the more effective it is. It is heavily resistant, but carries a pitiful arsenal. Installations sent from the Siege MCC slowly regenerate armor. Command bonuses increase over time. Due to it's bulk, it retreats far more slowly. *+2.5% Armor and Shield resistances per minute, up to 25%. *Installation shield regeneration bleeds over into armor regeneration, +33% installation shield regeneration. *+1 Clone regeneration every minute. *75% Command Bonus effectiveness, increases by 5% every minute until at 125% effectiveness. *Retreating takes 100% more time.
Skirmish MCC II The Skirmish MCC is a light MCC made for quick hit-and-run tactics. It carries a small clone reserve and is lightly armored. It shares most of the standard MCC's charachteristics, but is slightly less armed and armored, as well as having a smaller clone reserve. Unlike other MCCs, the Skirmish MCC can retreat quickly. This allows the MCC to deal quick damage before leaving. The infantry can focus on either distracting and weakening the enemy's military, or focus on damaging infrastructure, crippling it's industry temporarily depending on how much damage done. *-25% Shield and Armor Capacity *-20% Clone Reserves *-50% Retreat Time
To conclude, the Assault MCC is designed for blitzkrieg, dealing a crippling blow as soon as possible, and yields diminishing returns after that. The Siege MCC is designed for long battles, and it becomes more effective the longer the battle goes on. The Skirmish MCC is weaker and carries fewer clones, but can retreat far faster, allowing for hit-and-run tactics. |
Octavian Vetiver
Dog Nation United Relativity Alliance
152
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Posted - 2012.12.27 02:29:00 -
[2] - Quote
Interesting, except for the clone regeneration and the armor regen. I can see doing a shield regen at least, as for clones those are generally bought up in batches. Not manufactured on the MCC themselves. It takes a clone vat bay on a Rorq or Titan to even set a jump clone for that ship and even then there is a limit. And that's a 4,000m3 sized module. |
Ulysses Knapse
Nuevo Atlas Corporation
73
|
Posted - 2012.12.27 07:24:00 -
[3] - Quote
Octavian Vetiver wrote:Interesting, except for the clone regeneration and the armor regen. I can see doing a shield regen at least, as for clones those are generally bought up in batches. Not manufactured on the MCC themselves. It takes a clone vat bay on a Rorq or Titan to even set a jump clone for that ship and even then there is a limit. And that's a 4,000m3 sized module. The armor regeneration is for installations only, and only if they are at full shield health. The clone regeneration isn't far-fetched, as we know that there is already a clone vat bay inside the MCC. |
God Hates Lags
Amarr Templars Amarr Empire
5
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Posted - 2012.12.27 07:58:00 -
[4] - Quote
There are plans to eventually make MCC's far more nuanced than even this has suggested. Eventually they will be full fledged vehicles with modules and everything. There are multiple MCC models planned. |
epicsting
Doomheim
60
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Posted - 2012.12.27 08:58:00 -
[5] - Quote
I could see people using the siege mcc the most. |
Ulysses Knapse
Nuevo Atlas Corporation
73
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Posted - 2012.12.27 10:54:00 -
[6] - Quote
epicsting wrote:I could see people using the siege mcc the most. I agree, so I replaced the increased health with increasing resistance over time. Also, I removed the +10% clone reserve effect, but kept the clone regeneration. Just to balance it, to make it just as viable in a long battle but less viable in a short one. |
Ulysses Knapse
Nuevo Atlas Corporation
73
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Posted - 2012.12.27 19:46:00 -
[7] - Quote
God Hates Lags wrote:There are plans to eventually make MCC's far more nuanced than even this has suggested. Eventually they will be full fledged vehicles with modules and everything. There are multiple MCC models planned. This is something I am aware of. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
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Posted - 2012.12.27 20:53:00 -
[8] - Quote
Lets see the commander mode first, then bring this topic back up. Its "junping the gun" so to speak. But I like the ideas. |
Ulysses Knapse
Nuevo Atlas Corporation
73
|
Posted - 2012.12.27 23:01:00 -
[9] - Quote
J'Jor Da'Wg wrote:Lets see the commander mode first, then bring this topic back up. Its "junping the gun" so to speak. But I like the ideas. CCP has already given us a pretty good idea of what the "Commander Mode" would be like. Basically, they would have a complete overlook of the battlefield and would be able to deploy installations and give orders and the like. According to them, it would basically be like an Real-Time Tactics game, but the Unit AI would be incredibly unique and self-aware. |
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