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aden slayer
ZionTCD Legacy Rising
409
|
Posted - 2013.03.19 17:34:00 -
[1] - Quote
Most of you who play Skirmish know that the MCCs are mostly just staying in mid-air waiting to be destroy by the other. But in the near future Corps will be able buy their own MCC. so here is a list of ideas of what the MCC should do.
One player will given the commander Role(assigned by Corp leader) for a district and he/she will able to use commands,equipment or WP abilities from the MCC. keep in mind that these items/abilities need to be BROUGHT and are not included in the MCC (only commands are included).
Commands Move position
designates the MCC to move and stop at the selected position.
Attack structure
commands the MCC to fire it's weapons upon the selected enemy structure build on that distract.
Open deployment hatch
enables spawning on MCC and deployment of troops.
Equipment Deploy Salvage drones
Deploys Salvage drones to recover any usable equipment or resources from the battlefield.
Deploy installations
Deploy Installations(Turrets, supply depots, repair pods.) to designated positions on the map.
WP abilities Mortar strike (2000 WPs)
MCC fires missile payloads on designated position on the map. MCC will require Ammo for this feature and has a cool-down time.
EMP wave (1500 WPs)
MCC fires a shockwave that disables all enemy shields, vehicles and equipment within the blast radius. MCC will require a pulse disruptor for this feature and has a cool-down and charge-up time.
Nanite wave (1000 WPs)
MCC releases a wave of nanites that repairs the armor of all friendly clones and vehicles within the deployment radius. MCC will require a nanite spreader for this feature and has a cool-down and charge-up time.
High orbit scan (1500 WPs) (Suggested before)
MCC scans the map revealing all hostiles for a short time. MCC will require a region scanner for this feature and has a cool-down time.
I hope this suggestions will appeal to all Corps leaders looking forward to planetary-conquest. feel free to give more ideas for improvement.
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Charlotte O'Dell
Planetary Response Organisation Test Friends Please Ignore
54
|
Posted - 2013.03.19 18:20:00 -
[2] - Quote
+1 |
aden slayer
ZionTCD Legacy Rising
409
|
Posted - 2013.03.20 04:10:00 -
[3] - Quote
Charlotte O'Dell wrote:+1
any ideas to add? |
Vermaak Doe
SVER True Blood Unclaimed.
565
|
Posted - 2013.03.20 05:31:00 -
[4] - Quote
I do say yes to minor rewards like these in the form of fitted modules. Pilot and gunner(s) will have to cooperate to really get work done. In my opinion the best comparison is the gunship in the bf3 dlc but it should maintain it's uniqueness with manual flight amd a higher capacity to defend and attack |
aden slayer
ZionTCD Legacy Rising
409
|
Posted - 2013.03.20 09:02:00 -
[5] - Quote
Vermaak Doe wrote: I do say yes to minor rewards like these in the form of fitted modules. Pilot and gunner(s) will have to cooperate to really get work done. In my opinion the best comparison is the gunship in the bf3 dlc but it should maintain it's uniqueness with manual flight amd a higher capacity to defend and attack
MCC as a gunship? Good idea! |
Vermaak Doe
SVER True Blood Unclaimed.
566
|
Posted - 2013.03.20 11:38:00 -
[6] - Quote
I see it as a extra heavy gunship because very few vehicles would have the survivability and overall call out potential as it. Yesterday I pretty much called out targets and shelled appropriate spots in bf3, all I could think about was how the mcc should be able to fill a similar role, with all of those electronic ace in the holes on a really long cool down |
Terry Webber
Gothic Wars Consortium
54
|
Posted - 2013.03.20 15:51:00 -
[7] - Quote
I agree with a lot of things on OP's idea except for the WP requirements for the abilities. Having a cooldown is good enough for me. |
aden slayer
ZionTCD Legacy Rising
409
|
Posted - 2013.03.20 16:09:00 -
[8] - Quote
Terry Webber wrote:I agree with a lot of things on OP's idea except for the WP requirements for the abilities. Having a cooldown is good enough for me.
WPs for abilities are needed for balancing. I don't think we should be able to use them imminently once the battle starts. |
Vermaak Doe
SVER True Blood Unclaimed.
570
|
Posted - 2013.03.20 16:43:00 -
[9] - Quote
What about an activation delay until 2 minutes have passed in a match, then the mods would start a cooldown before being able to be fired. I think of these as temporary warfare links in eve that provide a quick boost but only 1 (more in some cases) can be on at once. |
Mobius Wyvern
BetaMax. CRONOS.
1251
|
Posted - 2013.03.20 18:13:00 -
[10] - Quote
aden slayer wrote:Most of you who play Skirmish know that the MCCs are mostly just staying in mid-air waiting to be destroy by the other. But in the near future Corps will be able buy their own MCC. so here is a list of ideas of what the MCC should do.
One player will given the commander Role(assigned by Corp leader) for a district and he/she will able to use commands,equipment or WP abilities from the MCC. keep in mind that these items/abilities need to be BROUGHT and are not included in the MCC (only commands are included).
Commands
Move position
designates the MCC to move and stop at the selected position.
Attack structure
commands the MCC to fire it's weapons upon the selected enemy structure build on that distract.
Open deployment hatch
enables spawning on MCC and deployment of troops.
Equipment Deploy Salvage drones
Deploys Salvage drones to recover any usable equipment or resources from the battlefield.
Deploy installations
Deploy Installations(Turrets, supply depots, repair pods.) to designated positions on the map.
WP abilities Mortar strike (2000 WPs)
MCC fires missile payloads on designated position on the map. MCC will require Ammo for this feature and has a cool-down time.
EMP wave (1500 WPs)
MCC fires a shockwave that disables all enemy shields, vehicles and equipment within the blast radius. MCC will require a pulse disruptor for this feature and has a cool-down and charge-up time.
Nanite wave (1000 WPs)
MCC releases a wave of nanites that repairs the armor of all friendly clones and vehicles within the deployment radius. MCC will require a nanite spreader for this feature and has a cool-down and charge-up time.
High orbit scan (1500 WPs) (Suggested before)
MCC scans the map revealing all hostiles for a short time. MCC will require a region scanner for this feature and has a cool-down time.
I hope this suggestions will appeal to all Corps leaders looking forward to planetary-conquest. feel free to give more ideas for improvement.
This is pretty much already confirmed since the 2009 Stage Demo. |
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aden slayer
ZionTCD Legacy Rising
409
|
Posted - 2013.03.21 01:50:00 -
[11] - Quote
Mobius Wyvern wrote:aden slayer wrote:Most of you who play Skirmish know that the MCCs are mostly just staying in mid-air waiting to be destroy by the other. But in the near future Corps will be able buy their own MCC. so here is a list of ideas of what the MCC should do.
One player will given the commander Role(assigned by Corp leader) for a district and he/she will able to use commands,equipment or WP abilities from the MCC. keep in mind that these items/abilities need to be BROUGHT and are not included in the MCC (only commands are included).
Commands
Move position
designates the MCC to move and stop at the selected position.
Attack structure
commands the MCC to fire it's weapons upon the selected enemy structure build on that distract.
Open deployment hatch
enables spawning on MCC and deployment of troops.
Equipment Deploy Salvage drones
Deploys Salvage drones to recover any usable equipment or resources from the battlefield.
Deploy installations
Deploy Installations(Turrets, supply depots, repair pods.) to designated positions on the map.
WP abilities Mortar strike (2000 WPs)
MCC fires missile payloads on designated position on the map. MCC will require Ammo for this feature and has a cool-down time.
EMP wave (1500 WPs)
MCC fires a shockwave that disables all enemy shields, vehicles and equipment within the blast radius. MCC will require a pulse disruptor for this feature and has a cool-down and charge-up time.
Nanite wave (1000 WPs)
MCC releases a wave of nanites that repairs the armor of all friendly clones and vehicles within the deployment radius. MCC will require a nanite spreader for this feature and has a cool-down and charge-up time.
High orbit scan (1500 WPs) (Suggested before)
MCC scans the map revealing all hostiles for a short time. MCC will require a region scanner for this feature and has a cool-down time.
I hope this suggestions will appeal to all Corps leaders looking forward to planetary-conquest. feel free to give more ideas for improvement.
This is pretty much already confirmed since the 2009 Stage Demo. All of it? |
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