Each team gets a new structure somewhere near their starting location, an Ammo Depot.
The Ammo Depot will replenish a friendly mech's ammo stores. To do so, the mech must shut down for 15 seconds inside the Ammo Depot activation grid. There is a 30 second global cooldown for the depot to recharge after replenishing a mech, and each mech has a 3 minute individual cooldown on using the depot.
However, the Ammo Depot is destructible. When it is destroyed, the depot explodes, damaging all nearby mechs.
Provides a new offensive objective for swift attackers, and new defensive responsibilities, further penalizing slow, over-weight teams. Also provides a means for fast mechs to earn c-bills and xp other than the slugfest.


New Objective: Ammo Depot
Started by HansBlix WMD, Aug 07 2013 02:00 PM
3 replies to this topic
#1
Posted 07 August 2013 - 02:00 PM
#2
Posted 07 August 2013 - 02:34 PM
This is similar to a domination style gamemode I suggested.
There would be 5 random structures spread across the map. The structures would be battletech-themed like hyperpulse generators, mech repair bay/ammo depot, aerospace field, orbital guns, dropship gantrys, etc... and each would give your team a unique strategic bonus for controlling it in addition to bleeding reinforcement points away from the other team. There would be respawns and dying would cost your team points. First team to run out of reinforcement points would lose.
There would be 5 random structures spread across the map. The structures would be battletech-themed like hyperpulse generators, mech repair bay/ammo depot, aerospace field, orbital guns, dropship gantrys, etc... and each would give your team a unique strategic bonus for controlling it in addition to bleeding reinforcement points away from the other team. There would be respawns and dying would cost your team points. First team to run out of reinforcement points would lose.
#3
Posted 07 August 2013 - 04:28 PM
They ought to do those five structures for conquest. It would beat the living tar out of the silly drilling rig.
And if there is a supply depot, it should be destroyable. They already have a standing mechbay and crates they use in alpine that would fit that use.
And if there is a supply depot, it should be destroyable. They already have a standing mechbay and crates they use in alpine that would fit that use.
#4
Posted 07 August 2013 - 06:14 PM
I think the idea of combining a strategic objective (take this square to win!) with a tactical one (destroy your enemies' source of ammo!) is good, whether it's an ammo depot or a portable john. Do it PGI!
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users