Please look into using mech's that have Hands/Claws and actuators to open the gates in CW maps Vs destroying a generator, destroying the generator should be only one way to open the Doors or Gates.
mech's that have Hands/Claws can use them to open / close Door's / Gates, turn on / off turrets, or the HPG transmitter, etc..... mech's with out Hands/Claws, or perhaps the correct kind of Hands/Claws, cant do these tasks, so a commander has to plan on using the right mech's for the objective, and if that mech dies, then there is no way of opening doors/gates, execpt by destroying the generator.
Need to have an outside and inside Door/Gate Control Panels to unlock, then open/close the Door/Gate.
Perhaps Only mech's with command consoles or a Special Module and Hands/Claws can unlock the Door/Gate Control Panels.
Only mech's with Hands/Claws and actuators can turn the Knob to open the Door/Gate. (WE really NEED SOMETHING to Do with the currently useless Mech Hands/Claws.)
The door knob has to be held on, while the Door/Gate opens until it is open completely, then it locks open.
If the mech lets go of the knob before the Door/Gate is fully open, then the door will auto shut and lock again....
IF open, Then a unlock and turn the knob can close the Door/Gate.
If the mech lets go of the knob before the Door/Gates fully closed, then the door will auto open and lock again....
Your team mates would have to defend the Mech that is unlocking/opening/closing the Door/Gate. Perhaps that mech cant shoot any weapons while holding the door knob.....
Radar control towers for controlling turrets, etc..., could have the same Lock/Unlock and hold a Knob on for a time period to shut off/turn on the Turrets/Generator etc..
A major Drop Objective (something like shutting down the HPG Link) could use similar Lock/Unlock and hold a Knob on for a time period to shut off/turn on the Objective.....
The HPG Map already has the gate choke points as a part of the map, and only needs the gates and various kinds of control panels added to the map
These features would add to the Role warfare aspects that most players want.
And if a team does not destroy infrastructure like generators/turrets/radar towers/gates/doors through using good tactics, will make you extra points when your faction capture's the planet, or your faction has less cost to rebuild, restock, etc, to then defend that planet......
Edited by Lazor Sharp, 16 October 2014 - 04:53 PM.