The Black Jackal
The Southern Legion RISE of LEGION
560
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Posted - 2013.06.23 23:56:00 -
[1] - Quote
Since they removed it (why did you do it CCP?!) there have been fervent cries to return Skirmish 1.0. I'm among them calling for it's return. However, lets dispense with the simple 2-stage game mode, and bring something that will bolster even the most flaggings tactician.
Multi-zonal Skirmish. (Skirmish 3.0)
You have your facility, it is surrounded by 3 separate zones that have varying paths to the central core (where the facility is). Each has it's own infrastructure of 2 'hack' points and a single defence relay. The objective to open up the path to the facility is to hack both points, then destroy the relay, securing that 'area' of the map and weakening the shield around the base.
Do this twice more in the other areas, and you gain access to the central core.
Duriing the time that your hacking and defeating the outer defences, your MCC pilot (or the NPC until they are Player Conttrolled Assets) provides some measure of fire support from wherever it is, acting as a carrier, circling the battlefield outside the ranges of the Base's defences.
As soon as the 3 relays are gone, the MCC will move into the centre, (taking roughly 20 minutes to arrive). At this point, the Null Cannons open fire, and the MCC starts taking damage. The damage is roughly enough to destroy the MCC in 10 minutes, so the attacking team has to get in and disable the enemy Null Cannons by hacking the Control Consoles.
If the MCC docks, it downloads a computer program that seizes control of the base for the attackers. If it's destroyed by the defenders, it falls to pieces.
During the initial Phase, the Defence Relays will fire at the MCC as it orbits (enough damage to down it's shields in 20 minutes, driving the hostile forces off.) Each relay destroyed extends this time, since less damage is being put out.
Part Two of Skirmish 3.0 Rewarding those who hold districts.
Planetary Management to strengthen defences. Upgrade levels that increase the damage dealt by your Null Cannons and Defences relays. Putting in Skyfire Batteries etc. All this should be upgradeable if you hold the district with greatly increasing costs based on current infrastructure.
ie.
Null Cannon Upgrade - Level 1 (3% Damage) - 100,000,000 ISK - Level 2 (6% Damage) - 250,000,000 ISK - Level 3 (9% Damage) - 450,000,000 ISK - Level 4 (12% Damage) - 700,000,000 ISK - Level 5 (15% Damage) - 1,000,000,000 ISK
Defence Relay Reinforcement - Level 1 (+ 5% Health) - 100,000,000 ISK - Level 2 (+ 10% Health) - 250,000,000 ISK - Level 3 (+ 15% Health) - 450,000,000 ISK - Level 4 (+ 20% Health) - 700,000,000 ISK - Level 5 (+ 25% Health) - 1,000,000,000 ISK
Skyfire Battery - Non-Standard - Level 1 (Installed) - 1,000,000,000 ISK - Level 2 (10% Damage) - 2,000,000,000 ISK - Level 3 (20% Damage) - 3,000,000,000 ISK - Level 4 (30% Damage) - 4,000,000,000 ISK - Level 5 (40% Damage) - 5,000,000,000 ISK
Numbers can be tweaked to maximize the efficiency, but the idea is to give defenders an option to increase their own defensive capability. |
The Black Jackal
The Southern Legion RISE of LEGION
561
|
Posted - 2013.06.24 02:45:00 -
[2] - Quote
Meeko Fent wrote:This sounds strangely like how the Domination Mode in MAG worked...
I Would Prefer the old Skirmish as Opposed to this, IMHO.
Much More Concentrated, and therefore More Concentrated amounts of People.
Then OBs Might be pretty useful in SK1.0
Moreso then now
Never had the pleasure of Playing MAG, so I wouldn't know. This was modelled on my own thoughts, Skirmish 1.0, a little of a few other games, but not MAG.
The point would be, it would become more concentrated as the fight went on... assuming you could crack each Defence Relay... at 3 relays, you either split your forces, or focus them, at one, you focus them or hold some in reserve to strike once the facility shield is down.
Concentration happens, so long as there are clear goals to aim for. |