Samuel Zelik
D.A.R.K L.E.G.I.O.N
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Posted - 2013.03.28 20:01:00 -
[1] - Quote
For those who don't want to read these large paragraphs, feel free to skip to the Summary at the end. I've seen a number of posts regarding the "Red Zone" (the team-specific area inaccessible by the opposing side), being "Red Zoned" (being prevented from leaving one's own Red Zone by the other team), and the Mobile Command Center (MCC) not having any kind of anti-ground turrets. I think, at some point, these topics are all related to each other. I will organize my thoughts by stating a problem related to the MCC and suggesting a fix immediately afterward.
Problem 1: Red Zoned
This seems to be the most popular and irritating concerning those I've played with. Once one team has captured all the key points, the losing team has an incredibly hard time recapturing the posts. Since the time limit on 20 seconds, players can easily ride into the Red Zone, harass troops dropping from the MCC, and get out with time to spare. I believe the problem is that there is a lack of cover in the Red Zones, which deters players from calling in Vehicle support. Heavy Attack Vehicles (HAVs) bordering the Red Zone can easily wipe out any incoming Vehicle before it drops or soon after.
I think this could be remedied with some type of turret(s) that would automatically target enemies entering in the Red Zone, and could be manually accessed from with the MCC. There is some type of Missile turret on the bottom of each MCC that fires at the other which could be used, or 2-3 Hybrid Turrets (preferably 1 Blaster and 1-2 Railgun) could be added to the MCC underbelly. Having something to act as a buffer against enemy forces would, at the least, buy the losing team some time to regroup and safely call in Vehicles for support. If this support is effective enough, it may remove the need for a Red Zone.
Problem 2: Mobile Command Center
The MCC itself seems to be a problem, not by its existence, but the fact that it basically does nothing. The MCC is essentially a floating, glorified spawn point. Clone Reanimation Units (CRUs) at least provides a spawn close to the battlefield, and one can use the CRUs for cover, but the MCC is nowhere close to the battlefield and it'd be very difficult to hit anything from the MCC. In addition, for being a giant target in the sky, the compartment inside the MCC is about twice the size of a Dropship, only having space for infantry to spawn. Once inside the MCC, there is not even a place to swap Dropsuits in case the situation on the ground changes while inside the MCC.
I think this could be remedied by expanding the interior of the MCC, putting Supply Depots inside each MCC, and allowing players to have Vehicles be delivered inside the MCC. Whenever I spawn inside the MCC, I see an open, rectangular, shielded "door" on the bottom of the MCC (big enough to fit a HAV through) surround by a skimpy docking area for infantry. This "door" also, inexplicably, contains a slight ramp on the one side, despite only infantry using it. The Mercenaries having a whole MCC to use but only being able to use a small section seems ridiculous to me. Having a larger area inside the MCC goes along with my other two points. Adding a Supply Depot would allow for quick changes before leaving the MCC, but I'd like to focus on my third point: Vehicles spawning inside the MCC.
As of now, Vehicles are delivered by bigger ships that enter and exit the battlefield, and typically these ships drop the Vehicle near to where the player initially called it. With an extended interior, Vehicles could be delivered through the top of the MCC through a "door" similar to one players use to leave the MCC, then exit through the "door" infantry uses. I noted in the previous paragraph that there is ramp in the infantry "door"; this ramp would make sense in the context of Vehicles using it. Now let's take a look at the bigger picture: Red Zones. I mentioned before that there is no cover to spawn Vehicles outside the MCC. If HAV or Installation, then that would at least give the losing team an opportunity to fight back. Through my experiences playing Skirmish mode, I have seen numerous times losing teams trying to drive past a HAV with Light Attack Vehicles (LAVs), only to be mercilessly slaughtered or arriving at a capture point and be wiped out within minutes by nearby enemies due to lack of reinforcements. Being able to spawn Vehicles inside the MCC would provide enough cover to satisfy those crying out for Red Zone support, give teams being crushed a fighting chance, and may even make the need for MCC Turrets (the aim of Problem 1) null.
Summary
Problem 1 relates to inability to leave the Red Zone during Skirmish and suggested that anti-ground Turret(s) or Large Hybrid Turrets with both automatic and player-controlled functions be available on the MCC. This would give spawning infantry a bit of protection against harassing HAVs and give an opportunity for infantry to somewhat safely call in Vehicles from the Red Zone. My points also allude to the fact of not needing the Red Zone.
Problem 2 relates to the functionality of the MCC. The MCC should have some sort of significance and offer support to the players instead of being a massive, air-born brick. Expanding the interior area and adding a Supply Depot inside would allow players to swap Dropsuits as the situation calls for it. Related to these points is the request for allowing Vehicles to be called to inside the MCC. Giving players the opportunity to safely call and load Vehicles(ie: Dropships) to inside the MCC would give the losing team an opportunity to respond instead of being slaughtered in the Red Zone and would reduce the need for Problem 1's suggested fix.
I encourage feedback and support of these ideas. Thank you! |