{{This is for the replies after 13...Please be aware that many other ideas are taking place in this suggestion, not just repair for armor. I will always appreciate constructive criticism, even if the repair part of this suggestion is avoided. Alternative ideas are always welcome that increase the diversity or of a mission and how it would operate.}}
As a Mechwarrior 2 fan all the way up to the current version of MWO, one thing that made the game interesting was the variety of mechs, weapons, mission and the world that they tried to create.
I think MWO players would love to see more missions with more variety or a base that actually needs defense, thereby increasing the inherit nature of strategy, ROLE WARFARE and tactics in a given mission, besides team deathmatch and capture points. the first one MABD is a more expanded idea, while the ones listed later are much more simple and could be implemented (I think) easily.
Mutally Assurared Base Destruction
Parameters...
+12vs12 PCs/MEchs
+EAch team has a Base
+Mission is Timed, for a fictional reason of Planetary Orbital DEfence Cannons_See_Below...
{{ EDIT.. Added this as a option only to stop MWs from powering down to delay a clear win from a hostile force..This doesn't have to be added to this mission, I just know some MWs would rather annoy a clear win from a hostile team by powering dowen and make them wait the rest of the match....
+Parameters. Enemy PODC Destroyed. Few MEchs remaining (Team 10, TEam 2). 2 Mins left on mission. Orbital Dropship start shelling the surface of enemy mechs that remain stationary/powered down at least 10 seconds. Every 30 Seconds artillery hits those spots causing damage to the shutdown mech. Ally Mechs of the orbiting dropshop can see the shots come from the sky to help direct where the enemy powered down mech vinicity. This is purely to stop people from prolonging this mission from the 2 mins countdown by shutting down near the end aggrevate the other team. AGain purely optional as its the only current idea I can think of that would fit this mission.}}
A base is compromised with facilities and walls surrounding it. Bases contain few base defenses, with a specific purpose only. Please read below for further descriptions for each of the Facilities (or structures if you want to call them) are listed below.
--SIDENOTE: MWO has no repair class currently to repair structures ONLY, should one be made for this one or not? I am not sure so I leave that up to the replies and the constructive critism that follows...
-->FACILITIES
-->Command Building (Powered)
Used to relay information to orbital communications for orbiting spaceships. Is located in the center of the base and is the most Vital Besides the generator facility. Walled in at the top to prevent artillery spamming for a easy win.
-->Generator
Provides power to the facilities, itself and defensive buildings. If destroyed power to defensive structures will be shut down and the base wall door will not be able to be operated. Like the Command Building, it is also walled in from the top additionally to prevent artillery spamming, but like all the walls of a base can be destroyed by a copnstant barrage of firepower.
-->Base Gate Door (Powered) Optional idea....
Open and closes Automatically for friendly units to enter and deny access to hostile units.
-->Planetary Orbital Defence Cannons (Powered) (PODC)
Fictionally used to fire against enemy dropships when enemy dropships come in range to bombard a friendly base.
-->Base Defence Cannons Turrets (Powered)
Used to defend the base from a invading armor. Can be overtaken easily by fast moving mech avoiding their shots. The guns rotate slowly, making light battlemechs useful to scout a enemy base, thereby increasing the role warfare of this mode. Mean't to take out heavy mechs that would keep on alpha striking important enemy facilities, making for easy wins. Again Light mechs can easily out manuaver base turrets shots.
-->Radar (Powered)
Provides Radar coverage in the area inside and around the base in addition to each friendly battlemech. However enemy battlemechs equiped with ECM will remain invisible to this radar unless spotted by a mechwarrior. Provides ECM Coverage to base Base Defence Cannons and other base structures. Otherwise all the other current ECM rules apply.
-->Misc
+All walls have a given health number that can be slowly destroyed to open up buildings to Line of Sight weapons/Target weapons
+Mission is timed, No Xp is given out if the battle becomes a draw. This is to prevent a faster mech from running away froma havy mech just to get or farm XP at/near the end of the battle. Fictional reason could be is that Orbiting spaceships would bombard to area to dust than let the enemy take it over.Fictional element 2 could be used to say that Planetary guns in each base wil go online once the time runs out, thereby forcing orbital spoaceships to bombard the entire area.
+Repair/Rearm structure are in a given area inside the bases surrounded by walls and above with one door object on the side, entry automatically opens up when a allied mech starts waling toward the structure door and structure itself.
4/6/2015 Edit --> NOTE: Replace repair with dropship mode but drop ships must be deployed outside of base, with exception of defenders. Feel free to skip Section Below!
IMPORTANT NOTES ABOUT REPAIR/REARM STRUCTURE
+REPAIRS ONLY AFFECT ARMOR, NOTHING ELSE. Please Read below for futher descriptions and restrictions/conditions.
+Mechs in repair structure must be fully shutdown until repairs to start and while they are going on.
+First time Max repair done to any mech will cap at 60%. Sections blown off will NOT be replaced
+After every repair the max is lowered by 20%
+Every Repair from the 4th time and on will only repair 10% armor and ammo will NOT be refilled
+heavily damaged sectoins take longer to repair, this would need to be adjusted/balanced so that instant repair CANNOT happen
+After the first repair, more time is added is taken to repair/rearm, it will be maxed at 20-25 mins, depending on how many times the mech/pc used the structure, The fictional part of this is that repairs take less because the entire process is automated. this would need to be adjusted/balanced so that instant repair CANNOT happen
EXAMPLE...
-First REpair 60% / 20% ammo REfill, section containing ammo is destroyed then weapon recieves no ammo.
-Second Repair 40% / 20% ammo REfill, section containing ammo is destroyed then, weapon recieves no ammo
-Third Repair 20% / 10% ammo REfill, section containing ammo is destroyed then weapon recieves no ammo
-Forth Repair 10% / 0% ammo REfill,
-No parts blown off can ever be replaced, no internal components. Repairs only affect armor.
+Designed so that NO mech can be constantly be repair to near max
+Cannot be abused in terms of ammo, a mech that has been in many fights, will gain almost no benefit the more times rearm is used
+Mechs being repaired are taken out of the fight thereby, making every unit/weapon on the battlefield useful. For example a Lightly armred Hostile units do not need to kill the enemy mech, just cause enough damage to force it back to base to repair. Brings more strategic thinking to to the game, making every mech more useful than most other mission modes.
+One time use items will NEVER be rearmed with this structure.
+if it makes it more balanced maybe make a seperate structure that can be killed by Line of sight, that would rearm mechs similarly? These are just ideas, concepts, constructive discussion in apphreiated.
{
Future thoughts, in relation to CW...
+When CW does happen every 4 mins MWO allows new MW Pilots (ones that have NOT been in the current battle fought) to dropship in on the given team, depending upon if the MW belongs to a House or is MErcanary.?
+Allow NPC Team base to use dropships periodically to drop in tanks, Battle Suits and other NPC weapon Platforms that will autmatically go toward the enemy base to destroy its turrents, generator than Command Center.
+Have small bases that need to be captured to advance your NPC units. that have some repair/rearm functioality? Make the map size bigger to accomidate this.
}
How to Win
NOTE:: Destroying all Battlemechs and their parts will not end mission The surviving team will then use the time left to try and finish main objective and if possible complete the secondary objectives. If the mission timer reaches zero for the remaining team and the Objectives are not complete surviving team gets a small c-bill bonus. If the objectives are completed for one team the mission still goes on with the mission timer still counting down. This gives a chance for a surviving team from a attack to mount a counter-attack to still try to complete a objective.
+Destroy Enemy Planetary Weapons that Target Orbital Spaceships
+Destroy Enemy Command Building
Objective Based Rewards Levels 1-10 (1 = small reward, 10 =largest reward)
C-Bill/Loyality Points Reward range from level 1 being the smallest to 10 being the largest reward for the Objective Based Rewards.
9- Destroy Enemy PODC
10- Destroy Enemy Command Facility
Bonus / Secondary Rewards 1-10 (1 = small reward, 10 = largest reward)
C-Bill/Loyality Points Reward range from level 1 being the smallest to 10 being the largest reward for Secondary Rewards.
2- Surviving team gets a C-Bill/Loyality Points reward for enemy mechs destroyed.
8- Friendly Command Facility STill Operational
8- Friendly PODC Facility STill Operational
Purpose of game type...
To Provide more vatriety and tactics/strategic depth than MWO currently has. To provide a game play aspects that other consumers can enjoy too. To give each mech a more fullfilling role, in the ROLE WARFARE (Scout ECM, Scout, Catapult hitting static defences, etc) part of MWO. This mission type would be inaddition to all the other types created and would NOT be forced on the players, but main purpose is to give much more depth to MWO in many multilayered ways. It also makes the mission with different objectives to win, lending to more strategies for the player base and allow more cerative thinking... the brain is a useful tool, why not use it...
Gametype 2 this ones easy...
Escort
+8_Escort_ vs 12_ or 12_Escort_ vs 12 with no staging points.
+Defend a given mech/NPC enroute to his location
+staging points between waypoints can be adjusted to provide smaller escorting force some balance using turrets at staging points.
How to Win...
+Destroy all Mechs or distroy the mech being escorted
Purpose of game type...
See above..wil copy and paste here if asked
End TRansmission

Edited by zolop, 06 April 2015 - 05:17 PM.