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Dropship Invasion (Mode)


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#1 Syrkres

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Posted 08 May 2013 - 10:30 AM

Dropship invasion mode, so the idea here is one team is setup as the defender while the second team would be the recon (or advance scouting/landing) party.

An invasion is about to start where a dropship will be landing (somewhere on the map) (the recon team knows where) but the defending team doesn't.

The defending team could logically start in the middle of the map while the recon team could either start together somewhere (random) on the edge or split up into the two lances (again possibly random) on the edges.

The recon team needs to get to the landing spot and secure the area (square) before the dropship will land.

Obviously the defenders want to stop the recon team from reaching the drop area and if not destroying the dropship.

Extras:
The dropship should have life which can be destroyed (as it slowly descends).

Orbital guns can be activated which will attack the dropship by the defending mechs getting to a area and activating the gun (capture square). Orbital guns only attack Dropship.

The orbital guns can be destroyed by the recon mechs.

Powerplant for orbital guns, can be (destroyed) or turned off by capturing point.

This would give reasons for capturing bases (by both teams) as well as killing mechs.
  • Need to capture base to signal dropship
  • Need to capture base to activate orbital gun(s)
  • Key points bringing mechs together (2 points for each attacker/defender)
    • dropship landing point
    • orbital gun(s)
    • Orbital gun activation point
    • Powerplant

Existing maps:
With some modifications the existing maps could be made to handle this game mode, they would need multiple spaces for the drop ship to land (so not predictable) as well as orbital guns and such added.

#2 Syrkres

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Posted 08 May 2013 - 11:58 AM

Thinking a bit more about this - this could be simulated in the current conquest mode with 8 man teams.

The Dropship lands at Espilon

Orbital Gun #1 activation Kappa
Orbital Gun #2 activation Theta

Neither team can cap the opposing team's starting base.

Defender - would need to be determined at start (i.e.- do you play invasion - yes we defend... i dont know...)
- Defender needs to cap and defend the orbital guns
- once the attacking team caps an orbital gun cap it is destroyed and cannot be re-capped by the defender.
---- Maybe attacker has to wait for defender to cap it at least once(i.e. they dont know where the guns are -or shouldnt)
- can't cap landing zone until attacker (recon) has capped landing zone and dropship has started to land.
- The landing zone can be taking by the defenders once it is identified but then it must be held, if the attackers take it back the dropship has landed.... (note should require a full cap - no partials).

Attacker (recon)
- attacker needs to defend landing zone
- they cannot cap Orbital gun until it has been capped by defenders (i.e. it has fired on dropship)


The pressure is on the defenders because they need to defend the orbital guns and at the same time try to take out the landing zone. if they lose a orbital gun it cannot be reactivated (repaired).


Obviously we(you'd) never get two groups to play this way, but this is how it could be implemented during a conquest game now. Probably want some more things put into it.Maybe different cap times for the different bases. Landing zone, etc.

#3 Kraven Kor

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Posted 08 May 2013 - 01:30 PM

I like this idea, and really just about anything would be better than what we have.

#4 Keifomofutu

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Posted 09 May 2013 - 09:07 AM

View PostKraven Kor, on 08 May 2013 - 01:30 PM, said:

I like this idea, and really just about anything would be better than what we have.

I support any game mode that incorporates more of the lore and has true objectives. Extra credit to variable objectives and locations.

#5 Prezimonto

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Posted 13 May 2013 - 11:45 AM

I love this idea. Check on the Objective based gameplay thread I've got going over in the Suggestions section, the link is in my sig.

#6 Corvus Antaka

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Posted 15 May 2013 - 11:52 AM

I love the idea of a dropship mode where dropships would come in to either side of the map and become unloading bays for mechs.

However, I'm still primarily in favour of a respawn/take 4 mechs to a match gamemode that involves CTF type gameplay to encourage better teamwork and strategy as well as mixed mechs. For the short term I feel this would add some real spice without much effort on PGIs part beyond making mechs be able to grab and drop/toss flags and being respawn functional.

#7 Syrkres

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Posted 15 May 2013 - 01:44 PM

This was not so much that you would bring multiple mechs, (though could easily be added to a map like this) but rather a drop ship is landing and the "scout" team (which is one team - currently two lances) has to take out the orbital guns and defend the landing site while the dropship lands (no new mechs come), while the other team has to defend the orbital guns and take out the drop ship landing site.

This would require (if using the current capping system) different cap lengths for the different areas as the landing site should take longer to destroy (capture) than the two orbital guns (or equal to the amount of time it takes to cap both of them - or slightly less since one team only has to defend one while the other team has to defend 2).

Edited by Syrkres, 15 May 2013 - 01:45 PM.






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