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Sgt Buttscratch
G I A N T
1
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Posted - 2013.04.01 18:28:00 -
[1] - Quote
This Idea is based upon the idea of planetary conflict, One army owns, others attacking.
Siege Battle (this idea comes from somewhere else, just a few changes to match this game style.)
Intro: This play-style is built around the idea of a corp holding/owning either planet or a large region of the planet. The corp gains a HQ. through in-game ISK they have the ability to upgrade its defenses.
The HQ has 3 main gates, 4 power-core mainframe access computers, 1 Power-core. As well as fortified turrets.
The 3 gates: To get into the inner HQ attacking team must destroy at least 2/3 gates. All gates use a HP bar, and must literally be shot down. Gate 1 is the front door, destruction grants access to the inner walls, where 2 more gates with 1/2 the health still hold the attackers outside. During the battle, players with armor repair devices can attempt to fix the gates.
Power-core mainframe access computers(PMAC): The attacking team must be "hack" into 2 of these at once this allows them to breach the central Power core. This must be done tactically, so that the second 2 PMAC's are hacked the core has already been breached and the insurgents sit ready to do their job.
Power Core (P-C) Once a team has access to the central power core they must a player "hacking" it for a minimum of 3 minutes. Hacking the power core renders it unstable and will result in defeat for the defending side. If any the 3 players hacking(2 on PMAC's, 1 on P-C) are killed, the hack will fail.
The HQ itself will have a lot of tactical defense points, due to the fact its in the defenses possession. Attackers will need to bring pure brute force and team work to stand any chance.
In between battles, the HQ defenders have the chance to fix the gates and defenses, whilst continuing to add defensive upgrades, All upgrades and repairs are silent, meaning. Attacking team will never quite understand what they are up against.
The cost of an attack on a HQ should be substantial, making this a rare battle, that has been well prepared for |
Otavio Martins
The Sound Of Freedom Renegade Alliance
7
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Posted - 2013.04.01 19:35:00 -
[2] - Quote
Very good idea. Very detailed. +1 |
Sgt Buttscratch
G I A N T
5
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Posted - 2013.04.01 22:10:00 -
[3] - Quote
thanks |
slypie11
Planetary Response Organisation Test Friends Please Ignore
87
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Posted - 2013.04.01 22:42:00 -
[4] - Quote
Sounds good, just want to make some changes and elaborate. Inside the courtyard, between the preliminary and secondary gates, there should be three NULL cannons targeting the attacker's MCC. Defenders can upgrade to have more. If the MCC is destroyed, the defenders win. On second thought, the NULL cannons will be farther into the compound. Defenders will purchase different turret installations and maybe buy added on sniper perches. Maybe there will be some bases that can be attacked from all sides and therefore have more entrances. Anyway, love the idea of a sort of fort siege and look forward to playing it. |
Sgt Buttscratch
G I A N T
5
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Posted - 2013.04.01 23:26:00 -
[5] - Quote
slypie11 wrote:Sounds good, just want to make some changes and elaborate. Inside the courtyard, between the preliminary and secondary gates, there should be three NULL cannons targeting the attacker's MCC. Defenders can upgrade to have more. If the MCC is destroyed, the defenders win. On second thought, the NULL cannons will be farther into the compound. Defenders will purchase different turret installations and maybe buy added on sniper perches. Maybe there will be some bases that can be attacked from all sides and therefore have more entrances. Anyway, love the idea of a sort of fort siege and look forward to playing it.
Yeah, my idea was a base idea, to be worked on for sure. My first Idea was for the defending team to simply defend, but you ideas would also work. Maybe once the gates fall(This alone would have it's own time limit), the NULL cannons become active, defending team need t keep them programmed(Hacked as in skirmish). Meaning the attacking team would need to complete their tasks before their ship is destroyed, leaving them with the choice of trying t slow down the NULL attacks, or to procede with main tasks.
The only problem with multiple entrances would be te amount of players, 16 per side, If theres is too much, the battle can become to thin, for either side.
Another Idea I had is Ground to Air turrets, once inside the gates, attacking team would need to disable a few grund to air turret, in rder to be able to bring troops in using the Dropships, this would be optional, some teams might just chose not to use the dropships all together and bypass this objective.
For these battles(the NULL idea included) I'd also suggest NO clone count. Either defending team destroys ship, or attackers take the HQ, this shouldn't come down to kill count, more to best tactics/defense v offense. |
Casius Hakoke
Fenrir's Wolves
19
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Posted - 2013.04.01 23:51:00 -
[6] - Quote
+1 for an awesome idea. |
slypie11
Planetary Response Organisation Test Friends Please Ignore
89
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Posted - 2013.04.01 23:53:00 -
[7] - Quote
Sgt Buttscratch wrote:slypie11 wrote:Sounds good, just want to make some changes and elaborate. Inside the courtyard, between the preliminary and secondary gates, there should be three NULL cannons targeting the attacker's MCC. Defenders can upgrade to have more. If the MCC is destroyed, the defenders win. On second thought, the NULL cannons will be farther into the compound. Defenders will purchase different turret installations and maybe buy added on sniper perches. Maybe there will be some bases that can be attacked from all sides and therefore have more entrances. Anyway, love the idea of a sort of fort siege and look forward to playing it. Yeah, my idea was a base idea, to be worked on for sure. My first Idea was for the defending team to simply defend, but you ideas would also work. Maybe once the gates fall(This alone would have it's own time limit), the NULL cannons become active, defending team need t keep them programmed(Hacked as in skirmish). Meaning the attacking team would need to complete their tasks before their ship is destroyed, leaving them with the choice of trying t slow down the NULL attacks, or to procede with main tasks. The only problem with multiple entrances would be te amount of players, 16 per side, If theres is too much, the battle can become to thin, for either side. Another Idea I had is Ground to Air turrets, once inside the gates, attacking team would need to disable a few grund to air turret, in order to be able to bring troops in using the Dropships, this would be optional, some teams might just chose not to use the dropships all together and bypass this objective. For these battles(the NULL idea included) I'd also suggest NO clone count. Either defending team destroys ship, or attackers take the HQ, this shouldn't come down to kill count, more so to best tactics/defense v offense. There probably would be a clone count, but in my opinion, no clone count would be more fun, especially with the new larger teams. I can just imagine a blaster turret mowing down wave of cannon fodder |
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