How to make all class of tanks valid in all matches ... (brain storming)
Posted 04 November 2011 - 12:42 PM
1) Multiple ways to win each match
A) Occupy 'x' number of location in quick succession. (lights and smaller meds)
kill everyone (heavies and assaults)
C) Cut off the enemies supply lines (grab and hold outer strategic points) (mediums)
D) Capture the base
2) Large maps (lights and mediums)
3) Fog of war (you don't see who is on the opponents team or know what their mechs are until they have been spotted) (lights and meds (cos they are fast)
Ideas on a post card please!
Posted 04 November 2011 - 12:49 PM
Posted 04 November 2011 - 12:50 PM
Posted 04 November 2011 - 12:55 PM
Posted 04 November 2011 - 02:23 PM
Edited by ELH_Imp, 05 November 2011 - 03:59 AM.
Posted 04 November 2011 - 07:03 PM
Scouting, spotting with Narc beacons, or getting in behind to tear up rear armour while your own heavies distract are probably going to be the most common methods. I imagine a skilled pilot with a light or medium will also be devastating against a heavier opponent simply through their ability to better utilize the mechs speed to their advantage and overall better skills.
But gameplay modes specifically suited to making lights or mediums useful, along with weight restricted games and gameplay that overall emphasizes teamwork and combining different play styles/roles will be the best way by far to ensure all weight classes and play styles are viable.
Posted 04 November 2011 - 07:07 PM
No objectives though, it is TDM only iirc.
Plain basecapping and "cutting off supply lines" (sersiously, what?) are poor ideas. Both should ultimately rely on orbital support.
What there is: captures and raids with different twists.
Former are basically breach, clear and hold an orbital defence station/airbase while waiting for reinforcements. Sounds boring at first.
It could start with various parameters like having the part of mech forces on duty be distracted by a bogus attack and thus having to start from a distance to the capture point with the attacking team being slightly closer to it or on completely opposite side. This immediately breeds various tactics employing force splits and a great deal of reliable recon.
Attackers will have to swiftly take control of good positions while remaining fluid if the enemy is not yet detected which means they could circle around and hit from the same spot you infiltrated the base while your scouts were looking for them somewhere else, etc and etc.
Distractions could also be generators for base radars and turrets (which are easily sniped visually with turned off radars, no big deal). Defenders could always go "**** it" and camp the
Raids are objective based. From structure, through a convoy to a VIP mech and everything else in between.
If you want simple TDM or DM there are always solaris arena and clan trials.
Edited by Razor Kotovsky, 04 November 2011 - 07:31 PM.
Posted 05 November 2011 - 09:21 AM
Posted 05 November 2011 - 09:43 AM
Ideally, lighter mechs will be the flankers and information specialists of the field, sussing out locations and automatically reporting that info back to their buddies while avoiding being 'shut down' and thus denying info advantage to teammates. Assault Mechs should have to be wary of them while duking it out with their heavier counterparts, for fear of a quick strike at their flank--one they can't respond to, because by the time they turn a light is back behind another building and lining up for a new angle (that most importantly, you can't see because you don't have an almighty radar that seamlessly tracks their movements through everything).
Posted 05 November 2011 - 11:54 AM
Other than that, mediums and heavies will always have a place in the battlefield, they are simply ubiquitous enough to fulfill either role.
Posted 05 November 2011 - 01:23 PM
This idea works best with some kind of custom battle generator/lobby where there are system generated battles for people to join.
E.g. There is a long list of battles ranging from 500BV upto 1000BV ... You select your battle (800bv) You then choose your mech ... (say a 55 ton shadowhawk at 100BV) and join the queue for that battle. 7 other people join 2 x riflemen (125+125) 2 Hunchbacks (100 +100) 3 Hermes (50 +50+50). At this point that side locks.
On the other side they have 2 Atlas (300 +300) and 1 Hunchback (100) 2 locusts (35 +35) and a stinger (30) and that side locks.
The battle begins with 8 on one side and 6 on the other but the teams are balanced.
You don't get to boot people from the battle ... its all controlled by the server.
(sure there should be a another lobby where you can make your own battles which you have control over) but the system should also run some.
NB All Build values are just off the top of my head.
Posted 06 November 2011 - 03:42 AM
Thats my point ... if you have different numbers of players per side but the BV is standard then the assaults on one team will be countered smoothly by the numbers on the other team.
So long as they also dont implement pinpoint hit clustering. Cos then the assaults would just one shot the lights.
Posted 06 November 2011 - 03:44 AM
There needs to be a whole system to ensure that the game is viable at all mech classes!
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