Daedric Lothar wrote:So I launch an attack and it shows up an hour later to start figthing for Relays. And the district could have 6 of them, and I have to kill all 6 relay sites to start a battle for the district. Since there is only a 1 hour delay, what if the opponent no shows, do I have to fight in 6 no show battles before opening up the district in 24 hours? it seems to me that someone would not use these at all unless it was a supermassive corp that constantly had a 16+ person presence 24/7.
So then the battle begins and I can take out Generators, Skyfire batteries and/or run Ambush/Skirmish. How does Skyfire batteries affect Skirmish/Ambush play if I decide to play Skirmish instead of going after 1 of the batteries? You talk about having 4 battles queued. How would that would, do I need 64 players ready to go? or do I just need 16 to do 4 battles in a row? If its 16 for 4 battles in a row then that doesn't sound bad and I would definately support this.
However. I may also suggest this.
About 3 months ago I posed another idea where PC happens in 3 stages, 3 seperate battles that can happen one right after another. If the attacker wins all 3 then they win no matter if the defender has 10,000 clones or not. If the attacker loses then they are pushed back a stage and have to do the stage over. If either side runs out of clones then the match is failed/won automatically, if the attackers MCC blows up then the attack is failed.
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Stage 1 the MCC hovers over the district in the upper atmosphere and mercs can jump out down to the ground or be given a ride in drop ships. All the assets you described were all already in place on the field, there would be skyfire batteries and shield generators. In the first stage the mercs would need to disable the Skyfire batteries to keep the MCC from being blown up in the upper atmosphere, but they would also need to disable the shields to allow EVE support and to give themselves more locations to land. (No WP required to fire, EVE can liquidate unshielded ground targets, but the MCC would require time to recharge shots) Also note that Skyfire batteriers would either have to be captured or destroyed. To be captured then you must capture 3 control points (CPU, Security Lockout & Generator) without all 3 the others can shut down your control. However if you own 1 of the points that particular battery cannot fire. The battery itself can only be destoyed via Vehicles or orbital strikes, but you have to remove the shields to allow them to be struck orbitally.
Stage 2: Once the shields and Skyfire batteries were disabled the MCC comes down to the ground. At this point there are different shield generators and also Null cannons ready to stop the attackers, this stage works kinda like Skirmish 1.0. The MCC slowly moves forward and the attackers must blow up shield generators. If the attackers blow up the generators then the defenders are open to being bombed by EVE and must retreat. Also the MCC would act like a mobile shield generator and would protect the attackers from defensive strikes, but defensive EVE strikes would also damage the MCC shield, so Air superiority is important. Once the shield generators are down, the attackers can take out the Null Cannons.
Stage 3: Once the Null cannons are down the MCC would fire a burst which would open the way to the defender's underground bunker where the attackers would have to capture the enemies last CRU deep underground. This battle would be a slaughter fest with narrow side tunnels for flanks and a large main tunnel for vehicle support. No EVE support can be used here. This battle is where someone is very likely to run out of clones. This battle is also very important Lore wire. With so much firepower available to space ships, people would be foolish not to bury their main bases below ground where ground forces are required to root them out. If there are no underground bases, there are no reason for ground forces because you could just ALWAYS orb strike your way to victory (In a RP sense)