Opportunity
Related to the consumable idea, instead of having individual players have individual bonuses have these items triggerable via earned events in a match. Ie. Take these actions out of individual's hands and into the team's hands.
What are the events?
- Enhanced Radar Support
- Airstrikes
- Artillery
- etc?
How are they acquired? (note, quantities of resource points and the like are for example and not concrete)
Target of Interest on a map: (works best with Conquest)
- Example 1: Your current map has an Airstrip (location Tau on the map). If your team can cap and control the Airstrip for 200 resource points the team earns an air strike. Each 200 earned would earn an Air Strike if the team does not currently have one available.
- Example 2: Your current map has an artillery setup. If your team can cap and control this setup for 200 resource points they have access to an Artillery barrage. Similar to above, each 200 earned would earn a bonus if the team does not currently have one available.
- Example 3: Your current map has a Supply Depot. If your team can cap and control this Depot for 200 resource points they have access to a bonus based on the map or some other benefit. Examples include summoning a tank, a small platoon of battle armor, a UAV, etc. Similar to above, each 200 earned would earn a bonus if the team does not currently have one available or has a different bonus already applied.
- Example 4: Your current map has a radar station or ComStar Uplink station. The team that has active control has access to more radar information. Perhaps this would help coordinate Air strikes and Artillery.
For non Conquest maps (not as robust as above and needs work).
- Time Unlock. After 4 minutes, 7 minutes, and 10 minutes an event (described above) is unlocked and available.
- Enemy base is 1/4, 1/2, 3/4 capped.
How are they executed?
If it's an actionable ability like examples 1 and 2 above then a member of the team with a Command Console would be able to order up said items. In example 3, the Command Console player would select the bonus.
How is this scored?
Those players whom make the cap will share the damage (proportionally based on amount of cap) done by damaging events like Air Strikes and Artillery barrages. CBills could also be awarded to those whom make the initial cap if the benefit isn't damaging.
What else?
Perhaps these locations can be destroyed? Thus you remove them from the current game. Is your team having trouble infiltrating that Supply Depot? Blow it up with an air strike! Can't get access to that Air Strip, send in some Toads. This too would be executed via Command Console. Award CBills.
- - - - -
Benefits:
- This minimizes individual contribution and reenforces the 'team' mechanic.
- It smooths out the learning curve and battle experience for new players whom cannot compute the current battle and the addition of 8 enemies triggering explosive events.
- It creates a purpose to capping points and promotes a deeper strategical experience.
- It gives faster mechs which cannot, or choose not, to be damage dealers a chance to contribute and earn something quantifiable towards victory.
- It creates scarcity to these events which increases their value.
This works best for Conquest. I would rather have a solution for all game types as I feel individual executions of these does create a slight imbalance from the new->experienced player experience. I would rather take these out of the player hands and into the game hands. Thus the idea above.
Thank you for reading.
~CakeInTheBreakroom