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Base Turrets To Make Cappers Think Twice


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#21 Bront

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Posted 11 August 2013 - 11:23 AM

I think adding a MOBA style base capture mode would be fun, but I wouldn't add defenses to the current bases.

#22 Zarlaren

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Posted 11 August 2013 - 11:24 AM

How about just defend your base with 3 or 4 defenders called strategy. No defense = lose. Alot of matchs I go to nobody defends and a simple light mech just one and sit there and nobody responds to the base is under attack or being capture alarm. Really annoying people rather fight in the middle or whereever and just ignore the alarm.

#23 Bigd4ddy

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Posted 12 August 2013 - 06:20 AM

What about having turrets as a consumable, 1 carried only and only if you could spare the weight 1 ton, medium laser at most, could cost perhaps 1mill c-bills or 200 MC, make them cost so the user feels that they using them strategically

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 Roadbuster

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Posted 12 August 2013 - 06:42 AM

View PostZarla, on 11 August 2013 - 11:24 AM, said:

How about just defend your base with 3 or 4 defenders called strategy. No defense = lose. Alot of matchs I go to nobody defends and a simple light mech just one and sit there and nobody responds to the base is under attack or being capture alarm. Really annoying people rather fight in the middle or whereever and just ignore the alarm.

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 Oppresor

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Posted 20 August 2013 - 01:51 PM

View PostBigd4ddy, on 12 August 2013 - 06:20 AM, said:

What about having turrets as a consumable, 1 carried only and only if you could spare the weight 1 ton, medium laser at most, could cost perhaps 1mill c-bills or 200 MC, make them cost so the user feels that they using them strategically

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 Shadowdragonne

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Posted 23 August 2013 - 05:29 AM

I think the primary issue is less the cap-ability of bases than "realism". Combat "drops" should have a defined objective, preferably different objectives for each side. Defending an actual base that can be hit and damaged by weapons fire (with accordingly fewer points awarded for having your own base damaged I think...). A variety of built in defenses that are not too strong but again not too weak (also a canon situation - bases did not only rely on 'mechs) that scale with the "importance" of the base. LARGER MAPS. Just doubling the size of the map will make scouting important. As will not knowing the specific objective of your opponents right from the get go. Are they hitting the refinery? The ammo dump? The fuel depot? The current setup can be left in place as a "tournament" style play - a la Solaris VII. Just add some campaign style play with more realism and complexity. Personally I get tired of the same old same old. Yay we have a new map. Other than I can't shoot as often and my sight lines have been cluttered, whats really new?

Edited by Shadowdragonne, 23 August 2013 - 05:30 AM.


#27 Sephlock

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Posted 23 August 2013 - 06:45 AM

View Postsabre wulf, on 05 August 2013 - 12:53 PM, said:

I remember in the older games, Gallope turrets would line a base, in order to make the concept of base destruction more of a challenge.
Wasn't it Calliope?

#28 Dazzer

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Posted 25 August 2013 - 09:28 AM

people do not stay back and guard the base because the main way to get cbills to do damage and people feel rightly or wrongly that they will miss out staying back and guarding the base. After all if the enemy does not try to cap you get next to nothing for the match.

#29 Oppresor

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Posted 29 August 2013 - 01:37 PM

View PostDazzer, on 25 August 2013 - 09:28 AM, said:

people do not stay back and guard the base because the main way to get cbills to do damage and people feel rightly or wrongly that they will miss out staying back and guarding the base. After all if the enemy does not try to cap you get next to nothing for the match.


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 Will9761

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Posted 29 August 2013 - 04:07 PM

I would love to see a challenge to base capping, making me think about these questions, "Hmm, should I maneuver around the turrets or destroy them for my scouts?". I could definitely live with this, as long as they get different varieties like, SRM, LRM, Laser, AC, Calliope Turrets, etc.

Edited by Will9761, 30 August 2013 - 05:30 AM.


#31 Straften

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Posted 29 August 2013 - 05:21 PM

View PostOppresor, 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.


View PostKhobai, on 05 August 2013 - 12:56 PM, said:

I think clown heads should pop up out of the ground with flamethrowers sticking out of their mouths.

LOL

Edited by Straften, 29 August 2013 - 05:22 PM.


#32 Johnny Z

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Posted 06 September 2013 - 02:29 AM

Defenses, ai defenses and units would add alot to the game. Great idea.

#33 Fooooo

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Posted 06 September 2013 - 03:48 AM

Most likely coming with CW.

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 Cybertek

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Posted 06 September 2013 - 11:39 AM

I would love turrets at bases, but whoever said it would have to be a module that would be a pretty interesting mix up. Especially if you could choose what type of turret you wants to place depending on the module. I think it is pretty much pointless to stay back and guard a base, why would I want to remove front line firepower only to have my team get rolled and then it is 11 vs me. Hell no, I will take my chances whacking mechs. Which is why I suspect a lot of other people also don't bother defending the base. In matchs where I did that I got 25k C Bills, I would rather take the 75k-120k that I usually get per match duking it out. If there were defensive turrets that would go after the closest target I think I would probably stay behind because at least there would be more firepower that would be brought to the table expecially if 3 or 4 people dropped them there.





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