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Win by attrition or tactical victory


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#1 Teralitha

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Posted 05 June 2012 - 05:20 PM

In old BT on the table, a battle could be won tactically just be destroying more tonnage than the enemy, even if you lost all your mechs(or retreated before you lost them all)

And with planatary assaults, attrition played a big part of such battles, where if you ran out of resources, you lose, or retreated before you lost it all... It wasnt always a matter of taking the HQ(or defending it) but by eliminating the existing forces or making them retreat, since an HQ is just a building... and easily blown up.


How will this be incorporated in MWO?

Edited by Teralitha, 05 June 2012 - 05:24 PM.


#2 chappy

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Posted 05 June 2012 - 05:24 PM

I would have thought that if planetary control is the key concept (without knowing of any resource management side to the strat layer) then not holding the field at the end of the battle would by default class as a loss no matter how light your team was versus how heavy the other team was. Given that a player who can afford a larger more expensive mech is probably likely able to repair it through the use of credits or Gold purchasing, the idea of attrition seems at odds with an online mech combat game where the players pilot the actual mechs.

#3 Banshee Bullet

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Posted 05 June 2012 - 05:28 PM

I was fixin to fling plague ridden corpses over your battlements

#4 Teralitha

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Posted 05 June 2012 - 05:30 PM

View Postchappy, on 05 June 2012 - 05:24 PM, said:

I would have thought that if planetary control is the key concept (without knowing of any resource management side to the strat layer) then not holding the field at the end of the battle would by default class as a loss no matter how light your team was versus how heavy the other team was. Given that a player who can afford a larger more expensive mech is probably likely able to repair it through the use of credits or Gold purchasing, the idea of attrition seems at odds with an online mech combat game where the players pilot the actual mechs.


this concept was used in a planetary league I once played in, where one team assaultesd a planet, and brought a limited number of mechs with them to the planet, and the defenders also had a limited number of mechs, and they would fight several matches, removing mechs destroyed from the pool of mechs one had, and the assualt progressed in stages, the more battles you won, vs lost, you would get to the final stage of the assault, but sometimes, before the final stage could be reached, one side would retreat, saving what mechs they had left, or they ran out of mechs altogether, without the final assault stage being reached. This is a win by attrition.(or loss)

Edited by Teralitha, 05 June 2012 - 05:31 PM.


#5 Kartr

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Posted 05 June 2012 - 06:03 PM

Planets could have a series of battles fought over them. Each planet could also have a certain number of available Companies to defend it based on it's importance. To win a battle each side would have to either destroy all the other enemy 'Mechs or force them to withdraw by capturing the base. Base captures should only be possible if you have at least half as many 'Mechs as the other team. When the attackers win a battle in a campaign (series of matches fought on the same map) they unlock the next battle on a different map. If the defenders win the battle they force attackers back to the previous map.

When fighting over the LZ the defenders can only win by destroying all of the attacking 'Mechs. When engaged in the final battle for the planet the invaders can only win by destroying all the defending 'Mechs. When fighting over the LZ the attackers can win destroying all defenders or by capturing the defenders base as long as they're not outnumbered by 2 to 1 or greater. When fighting the final battle the defenders can win by destroying all the attackers or taking the attackers base as long as they're not out numbered 2 to 1.

Both sides total pool of available companies to attack or defend with (ie the number of battles they can fight) is reduced by every 'Mech destroyed. Only full strength companies can be committed to the attack or defense so if one side drops below 1 company they automatically loose the planet. The total number of companies available to each side is displayed on the galaxy map in decimal form. For example if a side has 20.5 companies showing then they can support up to 20 battles (assuming there's 240 people playing that side willing to enter that battle). If a battle is fought on that planet and the side that had 20.5 companies showing won and only lost one 'Mech then their available forces drop to 20.42 companies, if they lost six 'Mechs their available forces drop to 20 companies.

The campaign for the planet lasts until all companies on one side have been exhausted (that side has 0.88 or less companies). The other side wins the campaign and claims the planet. Taking a planet unlocks other targets within a radius of 30ly of the new planet. Number of companies available to attack/defend planets is established is determined by taking a Houses military score divided by number of planets the House has to defend along its borders plus the number of planets it can attack within 30ly of its borders. The military score of a house is determined by taking the number of planets that nation controls minus the number of planets it has to defend times and multiplying that by 10,000(for example) and then multiplying that by a ratio determined by the devs for each house (so they can easily adjust the ability for one nation to launch attacks).





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