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Mission Types I'd Like to See


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#1 Kattahn

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Posted 07 August 2012 - 07:14 AM

Ideas

Capture Enemy Base: Standard theories state that to remove a defender from your goal you must have between 4 and 10x the forces they do. Force multipliers (artillery/orbital strikes, defensive turrets) may or may not be allowed but for this scenario I would recommend a 2/1 Attacker to Defender ratio, like 12 on 6 or even 12 on 4 and have the base be an actual base with walls(destructible?) and player or commander run defensive turrets (maybe someday we could even get support for enough people in a scenario to have the defenders defending a small Castle Brian)

Capture and Hold Objective: First team to capture one or more objectives must hold off the other team for X amount of time to win. Opposing team must take objective away or destroy all defenders.

Breakout: One team must break out of a defensive position and move to a specific out-of-bounds position. Team gets XP for each mech that survives to reach this position and wins if at least X number of mechs survive. Opposing team gets XP wins for each mech they destroy and wins if they prevent the other team from achieving a win.

Advance/Retreat: Similar to Breakout but one team must come onto the map from an out of bounds location and reach another one. Same scoring rules as Breakout.

Escort: One team has the objective of escorting a convoy of vehicles/non-combat ready mechs from an out-of-bounds position to a location on the map, say a heavily fortified (ie. non-capturable) base. Team recieves XP for each convoy member that reaches the objective and wins if X number of convoy members reach the objective. Opposing team recieves small XP for each mech destroyed, large XP for each convoy member destroyed and wins if they prevent X number of convoy members from reaching the objective. Camping the base would be prevented by the base having massive area of affect defensive capabilities which would be unusable when the Escorting Team is within a certain range.

I have more but would like to see others people have come up with.

Kattahn

#2 Emriss

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Posted 07 August 2012 - 09:54 AM

Strike\Defense: 1 teams has to kill building\dropship; the other has to defend it.

Close quarters: 1 team defends a position, the other attacking team drops right on them via dropship, instant battle

Story line missions: Trellwan - 8-12 IS mechs protect Prince Victor Davion's damaged mech from a star (5) of Clan mechs, while he makes for safe LZ


More:
All the above with only night, magnetic or whatever vision modes

#3 CDLord HHGD

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Posted 07 August 2012 - 01:18 PM

I'd like to see something involving a Dropship. Also, since Mech's are environmentally sealed, maybe some moonscapes or EVA on the surface of a Drop/Jumpship....

#4 David Sumner

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Posted 31 March 2013 - 12:58 AM

I thought up some fun examples. Key point is they require command to be assigned automatically, and they allow each side to have DIFFERENT objectives in the same match.
Even ones

Designate first and second in command automatically
Within 1 minute of start, #1 can resign command
If so, falls to #2, who can also resign
If there is an open command slot

After 1 minute, command is fixed
Show near ECM icon in HUD, gold 1 or 2 icon
#1 gets extra 100xp, no matter outcome
#2 gets extra 50xp, no matter outcome
All ties resolved by greatest number of matches played
If there is a group, the group initiator gets command, more than one group largest group gets command
Then in order.
Heaviest mech with command console equipped
Heaviest mech capable of having a command console equipped
Heaviest mech

Implement vote during start up is another option, just press 1-8 or 1-= under 12 v 12
#1 and #2 are based on votes, tie breakers as above
Mission types
Defend - prevent destruction of facility
Destroy - opposing force must be killed
Assault - destroy facility
Scout - 1 mech with BAP must spend 60 seconds within 100 metres of X point without being jammed
Patrol - all surviving mechs must visit all 3-4 way points in no particular order
Assassination - destroy both opposing command units (who may be identified by name)
Raid - current conquest mission
Secure - capture a facility and hold for 2 minutes or until end of match timer
Evade - At least 1 mech must reach a designated point within a short time frame
These can be mixed and matched in many combinations, which adds variety
A gets defend, B gets assassination Different objectives
A gets destroy, B gets evade
A gets scout, B gets raid - oops, guess the base defences are side #3

Ground defences are deadly
1. Unlimited ammo, can use area suppression as a result
2. Complete terrain familiarity. LRMs can have specific approach profiles to ignore or avoid cover. AC's know exactly the range/time for every section of ground
3. Hardened - 300+ points of armour. Maybe even 1,000
4. Ground situated AMS, unlimited ammo
5. No heat limitation required, might have 30 heat sinks per weapon installation





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