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Planetary Conquest Politics


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#41 Risky

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Posted 04 June 2012 - 03:21 PM

To be honest, I wouldn't be surprised if the map was reset every month or so.

#42 Carl Wrede

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Posted 05 June 2012 - 04:53 PM

They havent said anything about resetting the map and with making core worlds off limit to conquest there really isnt any reason to reset the map.

#43 Blaze32

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Posted 05 June 2012 - 05:01 PM

View PostDraxern, on 03 June 2012 - 03:24 AM, said:

Well personally I feel the amount of tactical detail they place into the galactic map is almost as important as how fun each battle is. I personally don’t wish to see planets constantly changing hands every single battle. Or the attacker’s stealth striking down planets by attacking during non peak times.

I hope the system in place has already received extensive planning and if not yet implemented will be shortly.
I hope taking a planet involves more than a single 12 v 12 battle. Even on non tactically important planets.
I hope the system is similar to WW2 online where the attackers declare their future objectives. And need to capture a forward landing base.

Step one would be decided by the average result of 10 x company sized battles. If the defenders win then the attackers are pushed off the planet. And the attackers will then need to wait till next cycle of declarations occur before being able to attack that planet. ( Eg planets gets a safe time reward for successful defense)

If the attackers win then they can move forward and attack the capital city again the average result of 10 battles decides success or failure. Defender win they push attackers back to their drop ships. And then they can repeat step one and attempt to push the attackers from the planet.

Attacker wins go to step 3 pushing defenders out the space port. Again the average result of 10 battles would determine the winner. Defenders win they get the chance to retake the city. Attackers win they capture the planets.

Planets need to also have factional benefits this could be as simple as reduces purchasing costs by one percent on med lasers. Or on more important planets greater benefits for example controlling a planet with functional mech production factory could equal 5% reduction on purchasing a mech.

Just some ideas and i hope the system they have already thought up goes into 100 times more detail. But i places this up so we would have something to discuss.

Or you can have it so if the planet produces something ex)small lasers you get a discount on it for owning the factory

#44 PANZERBUNNY

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Posted 05 June 2012 - 05:12 PM

View PostBlaze32, on 05 June 2012 - 05:01 PM, said:

Or you can have it so if the planet produces something ex)small lasers you get a discount on it for owning the factory


My vision includes the above, alognside mech factories being captured etc.

A dream which I doubt will merge with reality would be "player rank missions", ie. When you level up with a faction you unlock the ability to post "missions" on planets to sort of direct players passively. These missions would be unique maps etc that are only available when placed in the game by someone with high enough rank.

I would like to see rank actually play a part in the game, much like WW2 online.

#45 Ziincarla

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Posted 05 June 2012 - 05:18 PM

Quote

Posted ImageAndrew Waltfeld, on 04 June 2012 - 05:06 PM, said:

Honestly I hope it's similar to what world of tanks does for planetary conquest. The system allows just about any group to get in the fight, but only the best groups have been able to conquer significant territory. The only downside is that the world map is a bit small so getting on the map can be quite tricky at first.

I feel the most eloquent part of the system is that each province (planet in this game) has a "prime time" attached to it so that it can only be attacked at that time. This gives your group the power to choose which "prime time" is best for the majority of your players and only go after territories in that zone.




This here is what I envision for the mercs planetary conquest system. There are many things wrong with WoT, but what they did get right is how they handle the UC map and the tournement style for landings as well as timezones for provinces and whe

Edited by Ziincarla, 05 June 2012 - 05:19 PM.


#46 chappy

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Posted 05 June 2012 - 05:21 PM

I don't much like to speculate about something that very little info has been released on, and which i've not had the opportunity to test myself but i would certainly want as many in this thread do and that is to see a deep strategy layer to the game rather than it just being a series of fps battles linked together loosely in a chain. A degree of High command, resource management and organisation of the larger collection of corps and factions would be good to see.

#47 Draxern

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Posted 05 June 2012 - 05:35 PM

View Postchappy, on 05 June 2012 - 05:21 PM, said:

A degree of High command, resource management and organisation of the larger collection of corps and factions would be good to see.


I feel the same and that a lot of emphasis needs to be placed on developing the galactic operational side of things. If done well could be a major element.

Edited by Draxern, 05 June 2012 - 05:36 PM.


#48 Revage

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Posted 05 June 2012 - 07:35 PM

I'd like to see a progression roughly as follows, with the first x representing an indeterminate number of missions, and the final X being the last victory condition.

1. A foothold mission, landing on the planet to assault and occupy a small base.
2. Defend against the retalitory strike of the controlling faction of the planet
3-x. Assault strategic targets to weaken the enemy
X. Seize the command point of the planet.

The final mission could even have a difficulty based on how many secondary/tertiary missions were executed to weaken the enemy forces on the planet. These missions could impact final drop weight availability or how many turrets are present in the base, generally altering the difficulty of that final objective.

#49 Carl Wrede

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Posted 06 June 2012 - 01:00 PM

View PostRevage, on 05 June 2012 - 07:35 PM, said:

I'd like to see a progression roughly as follows, with the first x representing an indeterminate number of missions, and the final X being the last victory condition.

1. A foothold mission, landing on the planet to assault and occupy a small base.
2. Defend against the retalitory strike of the controlling faction of the planet
3-x. Assault strategic targets to weaken the enemy
X. Seize the command point of the planet.

The final mission could even have a difficulty based on how many secondary/tertiary missions were executed to weaken the enemy forces on the planet. These missions could impact final drop weight availability or how many turrets are present in the base, generally altering the difficulty of that final objective.


This might work nicely for the merc company part.





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