Sgt S-Laughter
SVER True Blood Unclaimed.
22
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Posted - 2013.02.17 00:12:00 -
[1] - Quote
Playing this game I feel it really misses the mark on the objectives and their importance...
I recommend the following as a good objective game mode.
To start with - let's have an attacking and defending team.
At the core of the DUST concept (as I understand it) the point of the game is that team A controls a planet that team B wants... Why are both teams attacking a neutral city? Are these installations randomly dropped here by extinct predecessors? No!! Defending team (who owns the planet) has installed them to defend it. They should start in control of the defenses.
Objectives -
General installations CRU - forward spawn point. These would act in every way as current CRU act. They can be destroyed with enough focus fire, but are really tanky in that regard. They also can be hacked so either team can control them. Their positioning should favor the defending team though (no los for offensive team spawn sniping, but defensive team can if the objective is hacked)
Turret mounts - anti infantry guns, and anti vehicle missile turrets. Rather than starting the match with these pre-fabbed, lets allow the defending team to call these in. Have manned and un-manned variants, with different logic modules which can be fitted to them in the loadouts. Some players may wish to spec into certain turrets for their own use, or they could spec into support turrets which would function well on their own. Either way - start the map off with these installations empty, have the player choose what they want. The attacking team could also hack the installation to call in their own.
Primary Arial Defense Systems - This is the initial MCC damaging installation the attacking team must break though. Have this objective charge and fire an energy beam at the attacking MCC at certain intervals. This structure should be fairly sturdy versus direct fire, but give it the health like everything else so that a team could simply blow through it with enough dedicated fire. Have 2 power stations that supply power to the PADS which infantry can hack to disable it. 1 station hacked will reduce damage dealt by 1/3, both hacked will prevent the installation from operating. Have the installations defenses weaken if both are hacked (loses shields maybe?) so that it can be destroyed by the attacking team much easier.
Vehicle Supply Depo - Rather than the defending team calling in vehicle drops, let's have theirs roll out of an installation. This way the attacking team doesn't know exactly what's coming against them. Also I've gotten some preliminary SL shots off on vehicles as they were being dropped. Give the attacking team this disadvantage, but give the defending team safe deployment. If this installation is hacked the defending team could then call in vehicle drops, while the attackers could roll them out.
Defensive Anti-Ground weapon - rather than the defending team calling in orbital strikes through the attacking teams siege (why not just have a space ship attack the mcc?) have the defender's support calls originate from within the planet. Of course the DUST + EVE interaction of EVE players performing the Orbital strike would remain in tact, however the instance generated strike would demand this installation be functioning. Same with the PADS, give this installation a power supply which can be hacked to cut power. Once hacked, it can be destroyed easier.
Main Missile Silo - This would be the primary objective on the map. This weapon would have a capacitor driven intense laser fire which would deplete all remaining shields on the MCC and fire a massive missile destroying it. This fires at the climax of the time limit if the attacking team has not disabled it. The objectives on this system would be a multi-point hack and defend, with the hack points in close proximity but separate enough that a single player couldn't ninja-hack every point without the defending team having adequate response time, but surge of a good squad could end it quickly. Require every point to be capped and held together for 20 seconds as attacker win condition.
Victory Conditions - If the defending team depletes the shields layer of the attacking MCC within x minutes, then the attacking team withdraws giving the defending team a super victory condition. If the MMS system is destroyed in that same x minutes it will be a super victory condition for the attackers. Beyond that initial period it comes down to the next x time and whether the defenders can hold the attackers off, or if the attackers can penetrate and disable the MMS. This second interval will only reward a standard victory.
Super Victory should have bonus sp / isk rewards as incentive to complete the match rather than kdr score pad. |