

Base Turrets To Make Cappers Think Twice
#21
Posted 11 August 2013 - 11:23 AM
#22
Posted 11 August 2013 - 11:24 AM
#23
Posted 12 August 2013 - 06:20 AM
These could be used on any map and only deployed in cap points/base that are fully capped, you might see games lasting longer too due to spiders not zipping round the maps capping with ease, perhaps even lengthen the games to 20mins.....
#24
Posted 12 August 2013 - 06:42 AM
Zarla, on 11 August 2013 - 11:24 AM, said:
I do and I ask other teammembers to stay back too. At least till our scouts (if we have any) are willing to do their job and find and report the opponents position.
The reactions I get just for making this suggestion range from a simple "you can stay if you want" to "YOU DON'T F**** SH***** TELL ME WHAT TO DO! **** YOU MOT*********!" (that's not made up).
Same people then complain about getting capped because nobody was defending, or they blame the 1-2 mechs which actually defend the base and get rolled by half the enemy team, to be incompetent noobs.
My favourites are the light mech brawlers which don't care about anything but kills.
Edited by Roadbuster, 12 August 2013 - 06:44 AM.
#25
Posted 20 August 2013 - 01:51 PM
Bigd4ddy, on 12 August 2013 - 06:20 AM, said:
These could be used on any map and only deployed in cap points/base that are fully capped, you might see games lasting longer too due to spiders not zipping round the maps capping with ease, perhaps even lengthen the games to 20mins.....
Wow! I think you are the first person to come up with this idea; a carried and deployable Turret. The last time I saw this was in Ground Control (Sierra - On - Line 2002) http://www.google.co....50952593,d.d2k . There take on it was that you needed to decide which special weapon to take with you into battle before being hot dropped. One of the options was a CAD (Close Air defence) Turret. I really like this idea; as in Ground Control you as the MechWarrior would need to decide if it is worth giving up a ton of ammo / weapon space to carry a Turret that could only be deployed once. This is Strategy at it's best.
#26
Posted 23 August 2013 - 05:29 AM
Edited by Shadowdragonne, 23 August 2013 - 05:30 AM.
#28
Posted 25 August 2013 - 09:28 AM
#29
Posted 29 August 2013 - 01:37 PM
Dazzer, on 25 August 2013 - 09:28 AM, said:
You may be right Dazzer. Here's one possible option that could solve the problem:
1. we need someone to assume command of the Lance.
2. He or She designates one or two Guard Mechs (Not automatically assaults).
3. The Guard Mechs accept the command and stay within a pre-determined radius of the Base.
4. New code is incorporated that picks up the relevant callsigns allocated to the Guard task.
5. If designated Guards stay within the approved radius (Perimeter)they automatically
Receive C-Bills for the Guard task + any GXP for enemy units repelled or destroyed.
6. Exception: Units are unbound if all other friendly's are destroyed, however C-Bills stand.
What do you think?
#30
Posted 29 August 2013 - 04:07 PM
Edited by Will9761, 30 August 2013 - 05:30 AM.
#31
Posted 29 August 2013 - 05:21 PM
Oppresor, on 29 August 2013 - 01:37 PM, said:
You may be right Dazzer. Here's one possible option that could solve the problem:
1. we need someone to assume command of the Lance.
2. He or She designates one or two Guard Mechs (Not automatically assaults).
3. The Guard Mechs accept the command and stay within a pre-determined radius of the Base.
4. New code is incorporated that picks up the relevant callsigns allocated to the Guard task.
5. If designated Guards stay within the approved radius (Perimeter)they automatically
Receive C-Bills for the Guard task + any GXP for enemy units repelled or destroyed.
6. Exception: Units are unbound if all other friendly's are destroyed, however C-Bills stand.
What do you think?
I like the idea of cbill pay for accepting orders. We are mercenaries after all. Currently, the only way to make money is to get assists. But some of the most important roles in warfare involve sitting and waiting. This would add a lot of depth to the game.
The player would always have the option of ignoring the order and going in to get assists anyway. But hopefully the base guard duty would pay well enough that they would at least consider staying.
Not to hijack the thread, but on topic of base caps:
I think that pilots who tap the cap but do not cap victory should get a "capture assist" bonus, even if the win is by elimination. This is because they effectively pulled off mechs from the main force, and gave their team an advantage. In doing so, they gave up a lot of potential dmg and asst bonuses.
Khobai, on 05 August 2013 - 12:56 PM, said:
LOL
Edited by Straften, 29 August 2013 - 05:22 PM.
#32
Posted 06 September 2013 - 02:29 AM
#33
Posted 06 September 2013 - 03:48 AM
Bryan has mentioned this a few times, however the latest NGNG he mentioned it again.
So it looks like turrets and destructable buildings (power generators / dropships etc etc) will be coming eventually, mainly for the new Attack & Defend game mode coming with CW. (and eventually to the public queues)
#34
Posted 06 September 2013 - 11:39 AM
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