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Infantry inside Urban maps!


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#1 PaintedWolf

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Posted 23 September 2012 - 04:50 PM

Able to hide in and fortify buildings would be nice. Stepping on them would be nice. Infernos vs a building full of infantry= marshmellows.

Also balance-wise it is a good place to start (with respect to adding NPCs) . You can add dozens of infantry, not trained for swarm attacks and they probably won't do too much to change anything. Also it would give another reason to use Flamers, Small Pulse Lasers and Machine-Guns, and many weapons are balanced by the fact that they are extra-good at dealing with infantry in the TT. Also squishing infantry is one of the perks to piloting a Mech.

Adding Battle Armor and Vehicles as NPCs, if ever done, is going to be very difficult while retaining balance. 3 Gauss Rifle! Battle Armor on urban maps, can that even be balanced?

Edited by PaintedWolf, 23 September 2012 - 04:56 PM.


#2 Brenden

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Posted 23 September 2012 - 05:13 PM

I... Don't think that would be such a good idea. Most carry machine guns and some LRMs or SRMs. Those could still damage the player 'mech which could prove frustrating:
Pretend you are hiding in an alley way in a Commando, Powered down, waiting for that Atlas with no arms and the single AC/10 and Medium laser left to pass by so you can ROFL-stomp him with your SRMs. Now imagine being powered down as several groups of Infantry come walking by and, seeing your Commando powered down, begin to attack it with SRMs, Blazers, Grenade Launchers and whatever else they have.

Not only would you be damaged by the time you killed them, but more then likely the Atlas would have heard the assault and moved away.

#3 Skylarr

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Posted 23 September 2012 - 05:53 PM

View PostPaintedWolf, on 23 September 2012 - 04:50 PM, said:

Able to hide in and fortify buildings would be nice. Stepping on them would be nice. Infernos vs a building full of infantry= marshmellows.

Also balance-wise it is a good place to start (with respect to adding NPCs) . You can add dozens of infantry, not trained for swarm attacks and they probably won't do too much to change anything. Also it would give another reason to use Flamers, Small Pulse Lasers and Machine-Guns, and many weapons are balanced by the fact that they are extra-good at dealing with infantry in the TT. Also squishing infantry is one of the perks to piloting a Mech.

Adding Battle Armor and Vehicles as NPCs, if ever done, is going to be very difficult while retaining balance. 3 Gauss Rifle! Battle Armor on urban maps, can that even be balanced?


I think you need to reread the rules pertaining to Infantry in the TT game. Mech weapons, except MGs and Flamers only kill one trooper per hit. A single platoon against a Mech would only hurt a little, but, Infantry are like roaches. If you see one platoon then that means there are more around, hiding. Several Platoons of infantry set up in an ambush would really rune your day.

#4 TheRuntMan

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Posted 23 September 2012 - 11:06 PM

This would actually be quite interesting to add in the game. Seeing a whole bunch of infantry runnning around in a dusty city, hiding in buildings and behind walls would add a little more depth to the fighting. Kinda reminds me of MW3's intro, the soldier getting squished by the Thor's foot while running away through the streets. But I honestly don't expect them to add anything like this.

#5 Deven Currigan

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Posted 24 September 2012 - 12:27 AM

The adding of infantry would be interesting, depending on the map and the reasoning behind the infantry being there in the first place. But if your talking about adding infantry. What about adding fixed weapon points (Auto Cannons, Missile Launchers, Energy weapons) on a map that was set up for attack/defend?

#6 Haderak

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Posted 24 September 2012 - 12:54 AM

I think infantry (and fixed weapon emplacements) could be used in progressive cap the flag maps.

Once you take a point and hold it a certain amount of time, it spawns an infantry garrison that can harass nearby enemies. Keep holding the point, it might generate emplacements.

You would need something to balance out the siege emplacement mentality though - something to keep the fight mobile. Open to ideas :)

#7 The Basilisk

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Posted 24 September 2012 - 01:17 AM

View PostSkylarr, on 23 September 2012 - 05:53 PM, said:


I think you need to reread the rules pertaining to Infantry in the TT game. Mech weapons, except MGs and Flamers only kill one trooper per hit. A single platoon against a Mech would only hurt a little, but, Infantry are like roaches. If you see one platoon then that means there are more around, hiding. Several Platoons of infantry set up in an ambush would really rune your day.


I fear your interpretations of Citytech rules are....inaccurate.
Regarding powered armor infantry (Elementals or Toads) you are right.
Mechweapons against "unarmored", means no power armor infantry, kill the number of man in a platoon they do dmg.
So a IS PPC Blast in open Terrain will kill 10 of your Soldiers.
Thats the reason why its a measure of desperation to pit standart Infantry against Mechs in open combat.
There are optional rules for Flammers, Inferno SRM or LRM, for AP (Anti Personal) equiped Warheads and so on doubling the dmg of each round.
Other optional Rules state that pinpoint weapons like Lasers or non AP AC or Gauss do only half their dmg to unarmored Infantry.
Non mech units and infantry.....nufsaid
Infantry in Citys is an other peace of cake.
Beeing in a building reduces the dmg according to the construction grade of the building. To 1/2 for light, 1/4 for Medium, 1/8 for Hard and 0 for Reinforced. All fractions round down so a light Mechlaser won't hurt your platoon in a Medium Building.

Edit: On Topic I would love to see something like Infantry, realy realy realy love it to see more than Mechs. But at the moment look at the few Maps they announced so far, look at the few mechs they announced so far. I think it will take time to get more than some more Mechs and Maps on the way and a bit more time to get additional meta game features running.

Edited by The Basilisk, 24 September 2012 - 01:30 AM.


#8 Skylarr

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Posted 24 September 2012 - 06:42 AM

Quote

Attacks Against Conventional Infantry
Unlike other units, conventional infantry are spread across a hex, with each man finding maximum protection using the terrain. This means that damage from a single weapon does not magically transfer from one trooper to the next; that is, the infantry unit does not simply take damage equal to the weapon’s damage value. Instead, the damage from a single weapon to a conventional infantry unit depends on the type and size of the weapon fired. Once a non-conventional infantry unit has made a successful attack against a conventional infantry unit, consult the Number of Conventional Troopers Hit column on the Non- Infantry Weapon Damage Against Infantry Table (see p. 216) and compare it to the type and damage value of each weapon that successfully strikes the target to determine how many troops have been liminated. Use the maximum damage potential for cluster weapons, instead of rolling on the Cluster Hits Table for damage. Successful non-infantry attacks against conventional mechanized infantry double the number of troopers eliminated in this fashion.


Burst-Fire Weapons:
When a conventional infantry platoon takes a hit from any burst-fire weapon (noted as Type AI on the Weapon and Equipment Tables), the attacking player rolls for damage based on the type of weapon used; see the Burst-Fire Weapon Damage Vs. Conventional Infantry Table, p. 217. Battle
armor units equipped with burst-fire weapons that fire on a conventional infantry platoon should roll the appropriate number of dice per the Burst-Fire Weapon Damage Vs. Conventional Infantry Table for each successful hit rolled on the Cluster Hits Table (see Battle Armor Attacks, p. 217). Add the die roll result for each hit to create a running total. This total represents the damage inflicted on the unit. As damage is taken, mark off the boxes indicating troopers on the platoon’s record sheet, left to right, one for each damage point inflicted. As with attacks from conventional infantry, double the damage each mechanized infantry trooper can sustain from burst-fire weapons. When an attacker uses burst-fire weapons against conventional infantry located in a building hex, treat such weapons as direct-fire ballistic weapons, with their standard Damage Values as noted on the appropriate Weapons and Equipment Tables (see Attacking Units Inside Buildings, p. 171).
Assign damage as appropriate according to the Non-Infantry Weapon Damage Against Infantry Table.

Clear Terrain:
Conventional infantry hit while in Clear terrain suffer twice the normal damage. This includes damage received from infantry and burst-fire weapons, as well as other non conventional infantry-mounted weapons, Area Effect weapons and so on.


NON-INFANTRY WEAPON DAMAGE
AGAINST INFANTRY TABLE

Weapon Type*............................................Number of Conventional Troopers Hit†
Direct Fire (Ballistic or Energy)...................Damage Value / 10
Cluster (Ballistic).........................................Damage Value / 10 + 1
Pulse**........................................................Damage Value / 10 + 2
Cluster (Missile)..........................................Damage Value / 5
Area-Effect (AE)........................................Damage Value / .5
Burst-Fire...................................................See Burst-Fire Weapons above
Heat-Effect Weapons................................See Heat-Effect Weapons‡

*See Combat, p. 113, for weapon terminology. If a weapon falls under multiple types, use the type that inflicts the most damage. For example, a rotary AC/5 is defined as a direct-fire (ballistic) and a cluster (ballistic) weapon. A cluster (ballistic) weapon does more damage than a direct-fire (ballistic) weapon, and so players should use the statistics for cluster (ballistic) weapons when determining damage against conventional infantry.

**Except for Small and Micro Pulse Lasers, which are treated as Burst-Fire Weapons (see Burst-Fire Weapons Damage Vs. Conventional Infantry Table, p. 217). †This equals the number of conventional infantry troopers hit and eliminated, regardless of armor protection. Attacks by non-infantry weapons against mechanized infantry double the number of troopers eliminated; round all fractions up.

‡Heat-Effect Weapon each has specific damage against conventional infantry, as noted on either the appropriate Weapon and Equipment Tables or in Other Combat Weapons and Equipment (see p. 129).

Taken from Total Warfare: pages 215 & 216


Adding AI controlled Infantry would make things interesting.

#9 Arnold J Rimmer

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Posted 24 September 2012 - 07:07 AM

This would be a nice addition for me. I realise that almost all people would have left a city or town that had become a 'mech-scale battlefield, but having infantry squads running about would help convey a sense of combined-arms warfare going on, whether or not the infantry are relevant to 'mech combat. From what I understand, the infantry would likely be having their own battle while the 'mechs duked it out above them.

Gets my vote!

#10 Skylarr

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Posted 24 September 2012 - 07:51 AM

This would add some nice visual in River City see infantry units in building firing at each across the river.

#11 Hexenhammer

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Posted 24 September 2012 - 06:25 PM

So basically infantry should be added so they can be indiscriminately slaughtered by MGs and burnt alive with Flamers?

Edited by Hexenhammer, 24 September 2012 - 06:25 PM.


#12 Grey Sky

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Posted 24 September 2012 - 06:30 PM

What? Why?

They'd just be more distraction. I think there could be some... let's say "leftovers" smeared all over as part of the maps. I doubt all the civilians and general infantry were able to evacuate the 'mech battlegrounds in time...

#13 JuiceCaboose

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Posted 24 September 2012 - 06:33 PM

I like this idea, like the shooting mines in TIE Fighter.

#14 Skylarr

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Posted 24 September 2012 - 07:46 PM

View PostHexenhammer, on 24 September 2012 - 06:25 PM, said:

So basically infantry should be added so they can be indiscriminately slaughtered by MGs and burnt alive with Flamers?


Infantry will not just stand out in the open. They will hide in buildings.

#15 Grey Sky

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Posted 24 September 2012 - 08:06 PM

Another would-be psychopath on his way. Like killing ants... shall it be the magnifying glass or the foot today?

#16 The Popes Face

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Posted 25 September 2012 - 08:32 PM

I like this idea a lot! However, there's still a lot of stuff that needs to be put into the game first. But certainly if there ever is a capture and hold kind of game mode, emplacements, vehicles, and infantry would be a super fun addition to the game.

#17 Bryan Kerensky

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Posted 25 September 2012 - 08:42 PM

They can be a dangerous foe to the unwary pilot,do not forget the infamous Inferno SRMs used by infantry against mechs.

#18 Kdogg788

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Posted 26 September 2012 - 07:41 AM

I'd rather see NPC control non-mech vehicles than infantry, but so far there hasn't been any official notice that I know of that would include either one. It's doubtful that they would include infantry and vehicles in the final game since it would affect play balance so much.

-k

#19 The Monkler

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Posted 27 September 2012 - 04:55 PM

View PostTheRuntMan, on 23 September 2012 - 11:06 PM, said:

This would actually be quite interesting to add in the game. Seeing a whole bunch of infantry runnning around in a dusty city, hiding in buildings and behind walls would add a little more depth to the fighting. Kinda reminds me of MW3's intro, the soldier getting squished by the Thor's foot while running away through the streets. But I honestly don't expect them to add anything like this.


I would also enjoy having the NPC Military units who were apparent series' past games. It added another aspect to the game and gave a more realistic feeling.

When these guys are around there is not only something else to shoot at, but something more to defend!!

#20 Freyzen

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Posted 27 September 2012 - 06:39 PM

I think its a pretty interest idea. It could be pretty fun





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