Logi Bro wrote:Lol at ^ "willingly raped" ^
But, more to the point of this thread, when you say layered objectives, do you perhaps mean the game mode that we originally had in.......Replication, I believe it was? Those were the days.
I'm thinking even more freeform than that.
The facility is a 2 storied warehouse with a trio of null cannons on the roof. It is surrounded by a defensive wall 200m distant with railgun and blaster turrets surrounding the main gate. The alternate gate is much smaller and partially obstructed by mountains - the only way in is by foot through switchbacks. Each gate has a separate power grid so the have to be knocked out independently. The main building has automated defenses on the first floor. The null cannon and warehouse defense controls are located on the 2nd floor. The roof has a dropship pad flanked by two control towers with autocannon antiair turrets and sniper platforms. The clone storage is in the basement of the warehouse. The owners have also chosen to install a small HAV garage is housed by the main gate and a tunnel connecting the main gate tower to the basement. As a minor base there is not a MCC in position to direct the defense.
Now when an attacker arrives, they pick the objective. If they are there for sabotage, they just have to reach the basement and destroy what is in storage. If they want to steal resources they must get their MCC over the facility to lift out the resources. If they want to take over the facility for their own, they have to wipe out every single clone in storage, destroy the control room, park their MCC above the warehouse and maintain possession for 24 hours (so the defenders can try to take it back). Most importantly, there is no clear "best" way to do any of this. Do you suicide rush the roof with dropships and hope to establish a foothold? Do you sneak in through the back gate while feinting at the main gate? Do you simply wreck the main gate completely and push through with heavy armor up to the main door of the warehouse? Also remember, the more damage you cause, the more that needs repaired, no matter who retains ownership afterwards.
That is the depth and complexity I expected of DUST.