Garrett Blacknova
Codex Troopers
2384
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Posted - 2013.04.05 00:37:00 -
[1] - Quote
Reav Hannari wrote:crazy space 2100046106 wrote:Reav Hannari wrote:crazy space 2100046106 wrote:Iron Wolf Saber wrote:Removed due to over favoring at times.
Also removed for the simple fact only one side is risking a loss of a 120 million isk ship.
In skirmish 2.0 however BOTH sides are. huh, it's almost like, only having the attacking side risk a gaint ship to attack a district would be prefect to balance and fix factional warfare hmmm.... why would the defending side just happen to have an MCC? You have contractors on both sides. You need something to bring in your toys. If your defending you wouldn't need a MOBILE command center. You'd have a better one, built on the ground, that doesn't need to move, because your defending. Maybe there just needs to a CC unit. A ground based MCC that is not as mobile because it doesn't need to be. isn't that the whole point of an MCC? that fact that it's mobile so you can use it to attack? Are you stationed at one installation on one planet and keep all your stuff there? I know my real body is currently in a station in Javrendei. We accept contracts anywhere and an MCC is deployed, no matter which side we are on, to supply clones and gear. Each side should always have an MCC that is put in harms way. It could always be one of the SI options when you capture a District. Instead of having to rely on the MCC for Merc command, you'd have a District Command Centre on the ground. Less vulnerable to external attack, but more open to infiltration and sabotage.
When the defending team has a DCC, theyd start the battle with control of the NULL Cannons, so the attacker's MCC will be taking fire immediately. In addition, the Cannons would all be networked through a Command Console inside the facility. The defenders would be able to - from a relatively safe position - use this console to reset control of all the Cannons at any time. The attackers would have the same primary goal of wiping out enemy clones, but their secondary goal would be to enter the base and hack this Command Console to disable the Null Cannons properly.
To balance the disadvantages here, the MCC would start with its weapons disabled and various tanking modules active instead. The weapons would only be activated one the Command Console is captured, at which point Squad Leaders on the attacking team would be advised of "MCC Strike" availability, and could use the same system as Precision and Orbital Strike requests to rain down targeted MCC fire. If the MCC is player-controlled, then weapons could be enabled without the Command Console being hacked, but doing so would leave the MCC vulnerable. Also, a manned MCC could fire without being given targeting data, but the weapons would be hopelessly inaccurate and the friendly-fire risk would probably outweigh any benefits. |