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Community Warfare - Base Redesign Suggestions


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#1 David Sumner

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Posted 19 January 2015 - 01:34 PM

You know, I really like the idea of CW
But I have a bit of a problem with the design of the “bases”
Some are “wrong physics” that I can write off as genre
Like the Ground Naval Gauss.

Some of them are just illogical
Some of those can be addressed by image / naming changes
Some by moving stuff
Some by adding things.

Here are the majors:

1. The military, and space travellers do not build things to “FAIL OPEN” because that breaches security / safety, which is what the gates do
2. You have access to fusion power plants and multi megawatt lasers, why aren’t you using them to build your base?

In a realistic design, the power sources would be fusion reactors sitting 20 metres inside a hill, and only accessible via a truck sized opening at best

The “Gate Gen” should at least be relabelled as “Gate Control”
Really, killing the Gate Control should prevent you from opening the gate

Obviously, having the defenders kill the gate to stop you getting in is bad, so if they do that, they should face significant CB/Points penalty for collateral damage,
AND it should in turn require that the gate is destructible

Really, the gate control should be somewhere underground with the power source for safety.
Better would be replacing the Gate Control with a “capture zone”

Capture the zone (in say 20-30 seconds), and hold it for another 30 seconds to open the gate.
OR
Enter the zone, power down for 15 seconds (to exit the mech), at this point the gate WILL open in another 45 seconds, even if you die.
If you are still alive, automatically power up after another 1 minute (yay, you lived to fight on)

Leave the gate locked open (assume we slagged the controls)


Why do you have to kill three generators before you can attack the gun?
That makes no sense.
Again, the generators should be underground if this is a permanent installation.
If not, the generators should probably be integral to the gun

Change the logic:
Give the gun control more HP, say 1000-1200 HP
Relabel the O-Gens as “Sensor Arrays”
Move them into higher zones that make them harder to hit.
Let the sensors be not ECM covered (jam myself?), but the angles should make it hard to fire on/spot for LRMs/use Air strike or artillery


Change the win conditions:
Killing all the sensors = win
Killing the gun = win

For more fun / logic:

Add the Sensor arrays and instead relabel the current O-Gen as “FDC-1” to FDC-3” (Fire Direction Centre)
Each one is responsible for 1/3 of the turrets
As long as the corresponding FDC is online, ALL the turrets under its control can fire on the same mech (yes, that means concentrated LRM fire, duck)
If the FDC goes offline, the turrets revert to standard behaviour



Put in UAV pods.
Up in the hills on either side of the gates (and forward)
Say 100 HP each like a turret
No LoS from the ground, so they can only be destroyed by having jump capable mechs to shoot/spot them
(UAVs are of course already destructible)

Each one launches one UAV every minute (or say UAV lifetime + 10 seconds)

If an FDC is online, it can use the UAV data to co-ordinate LRM fire on a mech in range of a turret.


Make the Dropships “damageable”
For every 100 points of damage taken, delay arrive of that dropship on the next cycle by 1 second
Once a dropship takes 1500 damage, it missed that cycle.
This means it might be worth assaulting the drop points for a time advantage.
And really, if the dropship can shoot you, you should be able to shoot it


Make the gates destructible instead of needing the Gen – this might be hard, not sure
Split into say 3x5 panels per side with 500 points per section – hmm, do we need gravity logic?
Blow out say 2x2 to create an opening big enough to walk through





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