Piercing Serenity
PFB Pink Fluffy Bunnies
368
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Posted - 2013.07.27 11:09:00 -
[1] - Quote
Ideas borrowed heavily from the game FTL
I thought of a new game type that might broaden the play styles we use in game. For those who don't know, FTL is a rouge-like spaceship RPG. Players manage resources and personnel to keep their ships functional as they battle against other ships throughout the game. I want to bring that "game" to DUST.
In short, a team of 16 will man the MCC in a bid to destroy the opposing team's MCC. They will accomplish this by manning the turrets of the MCC, targeting and destroying key subsystems on the opposing MCC's hull, and ultimately speed the teams' race to victory. Players in the MCC will have to defend and repair their ship from a host of hazards - from fires to intruders - in order to keep their ship operational.
My suggestion is to increase team sizes to 32. During the 1:30 before the start of battle, players would choose to be in the MCC or fight on the ground. These spots would obviously be limited, but also locked. Once a player chooses to play on the ground, he cannot change his decision for the duration of the battle.
Racial MCCs will be seeded into High, Low, and Null sec matches. These MCCs will be per-equipped with specific modules which will only change as the security status becomes lower. Players who select the MCC as their battleground will be able to see a Dropsuit Loadout screen detailing the rooms and modules of the MCC they will be fighting on. As the security status decreases, the modules and layout of the different MCCs change to reflect the increased security status.
Each MCC will have the following Subsystems: Weapons, Shields, Engine Room, Sensors, Doors, Medbay, Oxygen control, Reactor, Teleporter and Helm. Weapons will increase the damage of all turrets on the MCC, Shields reduces the damage of incoming damage, the engine room gives the MCC a evasion modifier for enemy turrets, Sensors allow Mercs inside the MCC to see the status of the MCC (Where fires are, etc). Doors allow doors to open or close on command, Medbays have a light auto-heal function. Oxygen control regulates oxygen to the crew, and causes slow passive damage when destroyed. The reactor delegates how much energy the MCC has to distribute, and the teleporter allows players to move from one MCC to the next (With a cooldown). The Helm allows the MCC to receive orders.
Each room will have a variety of "minigames", or something to keep the players occupying those subsystems busy, which in turn boost the effectiveness of that subsystem. Some subsystems can handle more than one player manning them, which gives improved effectiveness. Each subsystem will cost energy to operate, which the pilot can control. Subsystems without energy have no lights, and players will have to rely on lights on their dropsuits to navigate the room. Each subsystem will be protected by a door of varying strength (depending on the level of the MCC), which will need to be interacted with to open. Friendlies can open all doors with the push of a button. Hazards such as fire will slowly work their way in through doors, dealing damage to the occupants of the room. Hostiles can either break doors down or hack doors to open them. All subsystems (Save for Oxygen Room) will have three states: Friendly, Hostile, or Destroyed. Friendly subsystems will react quickly to friendlies and slowly (if at all) to hostiles. Hostile subsystems are hacked subsystems that act in the opposite fashion. Destroyed Subsystems provide no bonuses, and have to be repaired before they can be used. They will return to the state they were in before they were destroyed.
16 players will play on the ground with the current clone count in place. The other 16 players will be queued into a different area of the war barge with a 100 clone count. The clone count will be represented as the sum of these two numbers, rather than MCC players seeing a different number than the players on the ground. At random, one player on the MCC team will will spawn at the helm of the MCC on his first spawn as a pilot. The role of the pilot is to: Set attack targets on different turrets or sub systems of the opposing MCC (using a modified infantry map), give "defense/repair" orders to the other MCC players to repair subsystems or fight intruders, and to reroute power throughout the ship as necessary. This "role" given to one player in the helm of the ship, and is not tied to a specific person. That is to say that if the helm is unmanned, any player can assume the role of the pilot. The pilot can open the MCC's command wheel, which will have different modules that suit the Race owning the MCC. These modules will come in two varieties: Self Activating and Crew-Activated. Self-Activating modules will start regardless of whether or not a crew member is manning the subsystem, but will activate faster and have a faster cooldown with a crew member inside. Crew-activated modules require the crew do interact with an object on the MCC to activate. Shield hardeners, for example, are self-activated. Unleashing a Missile barrage is a crew activated ability. Some crew activated abilities will have multiple steps. To unleash a missile barrage one might have to prime the missiles, then calibrate the targeting system. These two objects could be in different parts of the ship, adding to the excitement.
The MCC will have its own clone reserves. If depleted, the MCC will no longer deal passive damage to the opposing MCC and players cannot respawn. They will enter spectator mode for the troops on the ground. I think that's everything for now. Post with ideas |