True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
205
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Posted - 2013.06.18 10:34:00 -
[1] - Quote
Well my personal opinion for planetary conquest (and FW game modes), and I hope I'm right I thinking you want to hear it, is that we should do away with clone counts determining how the battle is won or lost, clones should simply be assets that we buy in whatever numbers we feel like, 50, 80, etc.
Instead districts should have Stability Metres, though that is not to say clones aren't a factor or aren't generated they still are however stability not only represents how much hold you have over the district but also how efficient the district is in its roles.
What this represents in the corp/ factions hold over the district, the populous, the general running of the district on a daily level. Now the Stability of a district is modified by a number of factors.
Positive Stability Generated - Disttrict is not attacked withing 24 hours - More clones are stationed within the district (small modifier max clones allowed per district is 300)
Negative Stability - District is Attacked (stability is lost while the district is under siege for a maxium of 30% stability per day) - Battle is Lost
Notice I haven't put Victories as a positive modifier. This is because being under constant attack yields no benefits but a defensive stance, and so even fending off attacks does not mean you are successful in routing the attackers, who decide when they have had enough of the assault. However victories would yield less stability loss (in the case of time stability modifiers then victories would yield positive stability to replace/ offset lost stability)
Benefits of Stability means districts that go un attacked for a time can build up stability and become slightly more efficient than usual, it also means corps worried about district growth can shut that down by attacking it a lowering its stability, also its an indicator of which districts are well defended, not well defended, or of the defenders even have enough man power to cover the timer.
Positive Stability would be over 75% were the distict gains 1-2% efficiency per 5% of stability.
Negative Stability would be 25% or lower would mean the district in in shambles due to war damages, low morale,ect and consequently would sugger negative efficiency penalties 2-3% reduction in efficiency.
When the Stability of a region drops to 0% the district flips over to the attacking team who then have to build up stability either by
Now this would mean that attacking teams could throw clones at the district as often as they like and be affecting the battle through a siege mechanism battling through attrition without them being the ending factor, rather than a simple match where the defender can replace all the clones in the losing district assuming they have enough other clone facilities now it doesn't matter how many clones you have, only that attrition is being inflicted, and the defenders are properly able to win their match's rather than out generate smaller groups. However that being said the defenders can still restack all lost clones to the district to boost stability and all other clone mechanics like captured clones and such would apply.
This would also pave the way for themed game modes. Modes that focus less on Team vs Team death match scenarios around set objectives but would implement a randomiser to PC which would select a random game type that seems appropriate for an invasion or reduction in stability.
I can outline my idea if necessary but they would be
- Breach- Search and Rescue style game where merc break into a facility. (Yes tanks would not have a great role in this mission and CQC skilled players would become an asset) to kill or secure the POW's mental profile either denying the enemy intel or rescuing the hostage.
- Search and Destroy- Attacking team works to destroy structure of the opposition who attempt to defend, Tank and Remote Explosives would play a big part in these matches making Remotes less of a point defence option and a necessity to take out strategic targets.
- Industrial Espionage- Players fight over moving data packages, they have to track down and hack the consoles that are active to piece together a blue print or informationpackage, defenders lock the consoles, while attackers hack the data for themselves.
Each mode would have certain conditions that change it from the standard game modes, might be less clones for defenders or attackers, advantageous position for attacker or defender deployment, timers that determine wins for defenders.
All of these things I feel would be sufficient to affect the internal stability of an industrial zone or transport hub.
Thoughts? |