

The Next Consumables I Would Like To See - Infantry And Armor
#61
Posted 07 March 2013 - 05:45 PM
#62
Posted 08 March 2013 - 02:40 AM

#63
Posted 08 March 2013 - 02:47 AM
good ideas

How about a call in for an elemental/power armour support group?
or a helicopter attack squad?
#64
Posted 08 March 2013 - 09:54 AM
Edited by Byk, 08 March 2013 - 09:54 AM.
#65
Posted 08 March 2013 - 10:07 AM
I once had a unit of Anti-mech jump infantry shoot a hunchback in the front, through-armor crit the AC20 ammo, and cause an ammo explosion. One shot, one kill. With nothing more than a blazer rifle!
#66
Posted 08 March 2013 - 10:11 AM
Infantry should also be able to be killed by being stepped on. It would be imperative actually. I say that because I've spent the last 5 minutes chuckling at the thought of a Raven stomping it's feet madly to eliminate infantry.
Even better. A module that just displays a video of that constantly on one of the cockpit monitors. I'd pay dollars for that.
#67
Posted 08 March 2013 - 10:14 AM
1, it's Dropship Mode, 12 players (so total of 48 lives on each side)
2. Main base spawns Infantry, Armor, and Strikes. (Artillery and Air) It also has turrets to protect itself. Each type of spawn has a particular building which is destroyable (and killing that building stops that type of spawn)
The base is captureable, and this is the only way to win. (Besides killing all other players 4 times) Strike and artillery only spawn to people that have It (takes 2.5 minutes, and they have to pay using their portion of the unit resources) has an anti-artillery and AAA turret, both of which protect the base from strikes and artilery until they are taken down. It has a coolant and ammo truck which will refuel coolant pods you have and refill ammo (you have to go back to base and shut down), it won't repair you however. You can only refule/reammo once every 2.5 minutes. This takes from your personal resource pool
3. Your main base spawns stuff only at the rate of money you're making from mining bases you capture from further out in the map. Each player gets a portion of the resources captured which they can use to spawn things for which they have modules for (armor, infantry, airstrikes, artillery, etc) (this little nugget makes sure PGI gets their bit) You can also capture radar towers which give you a better view of the area. These are also destroyable.
4. Also using money made from captured mining bases, you can buy a dropship for your team, at least 4 players must opt in to buy the dropship, and it costs 1000 points, one of those mechs that opt in must have a command console. This will slow down your spawnability for other things obviously for a while) The dropship can carry up to 4 mechs to any captured baseon the map very quickly, it is tough, but not heavilly armed.. When not in use, the Dropship will park itself in a landing pod near the main base. It can move at 400 KPH in ground hugging (about 50 meters up) mode. Units can also jump out while it is traveling somewhere if they are stupid,
Other resource buyable things could exist., including opt-in stuff like new buildinds which are carried in by dropships, etc.
Edited by verybad, 08 March 2013 - 10:16 AM.
#68
Posted 08 March 2013 - 10:37 AM
Infantry heck no... absolutely no way to make them workable. They would just end up being a chore.
#69
Posted 08 March 2013 - 10:42 AM
Before getting into tanks and infantry though:
How about a target alert consumable:
Place alert beacon that scans are 1-2 grid squares and lights up/ send out a warning : enemy spotted etc. Lights could run out and drop them in areas they have passed, like an early warning radar system.
#70
Posted 08 March 2013 - 10:53 AM
zverofaust, on 07 March 2013 - 02:01 PM, said:
I'm shocked by Zverofaust's continued disdain for the game and community when he admittedly no longer plays said game. Some people are just sad sacks no matter what.
#71
Posted 08 March 2013 - 11:04 AM
Trauglodyte, on 08 March 2013 - 10:53 AM, said:
I'm shocked by Zverofaust's continued disdain for the game and community when he admittedly no longer plays said game. Some people are just sad sacks no matter what.
I agree, it absolutely helps no one to put down another's idea, especially when it's being presented merely as a brainstorm. If you don't like the idea, fine. That's your prerogative. But that doesn't mean that you have to insult the man's idea because of your disagreement with it's merits.
It's neither constructive, nor required.
That being said, I think both ideas are interesting and though they could certainly use some tweaking in terms of values, have merit in that it would help bring some of that combined arms flavor that I've always loved about BattleTech.
#72
Posted 08 March 2013 - 11:11 AM
#75
Posted 08 March 2013 - 12:13 PM
#76
Posted 08 March 2013 - 12:41 PM
#77
Posted 08 March 2013 - 12:55 PM
#79
Posted 08 March 2013 - 01:31 PM
Khobai, on 07 March 2013 - 01:59 PM, said:
Regardless. Infantry and Vehicles play a huge role in Battletech. They should also play a role in MWO.
This is a mechwarrior game, and most often the MW games focus heavily on mech-versus-mech combat.
Even in the battletech "campaigns" my friends have run, infantry almost NEVER showed up. Vehicles, yes. Aerotech (choppers) yes (f k c h o p p e r s).
It's a cool idea but not one that belongs in MWO in my opinion. They haven't even got mech-versus-mech fully pegged down, much less mech-versus-mech-for-control-of-the-galaxy.
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