In the spirit of MechWarrior, during a mission complete whether it be captured enemy base or gathered max resources, I think you should have to call in a dropship to evacuate the field.
It would add to the dynamic of actually being dropped in versus instantly appearing and disappearing with the mech magically loaded and ready to go after every mission.
Currently it feels like another jump in, don't care, shoot and leave game.
Adding a required evac after resource collection and/or base capture, would result in a last chance effort to turn the tide, as in all MechWarrior games.
It isn't over until your dropship picks you up and evacuates you and your mech.
So if you have one solo legged mech that gathered all the resources and is surrounded, that mech has to call a dropship and evac safely to win.
None of this magical disappearing act.
Thoughts?
Dropship Evac
Started by Ryvucz, Sep 09 2013 04:50 AM
8 replies to this topic
#1
Posted 09 September 2013 - 04:50 AM
#2
Posted 09 September 2013 - 04:55 AM
Makes sense and a good idea. Someone said something about buying dropships to.
#3
Posted 09 September 2013 - 01:12 PM
I very much support your suggestion Ryvucz. We actually had this in Mission force Cyberstorm (Dynamix 1996)and as you say it would add to the dynamic. Another aspect that featured in Cyberstorm was that your Dropship could be engaged and taken out, so how about a fighting retreat scenario? This could be expanded to provide time to drag (literally - New type of Salvage Module) the wrecks of fallen Mechs (Both ours and theirs)into the Dropship as salvage.
The Vision
Imagine an Atlas dragging the top torso and one arm of a Highlander across the ground. High tensile cables wrapped around it, earth being ripped apart as the torn Torso gouges through it while taking heavy machine gun fire from a Recon Spider.
The Bounty
Of course it would mean you would get some sort of reward for either defending the Dropship or bringing in the salvage. How much would depend on factors like defending duration or proportional value of the enemy remains. Ideally this would come as GXP so that we can buy are modules a little faster.
What do you think folks?
The Vision
Imagine an Atlas dragging the top torso and one arm of a Highlander across the ground. High tensile cables wrapped around it, earth being ripped apart as the torn Torso gouges through it while taking heavy machine gun fire from a Recon Spider.
The Bounty
Of course it would mean you would get some sort of reward for either defending the Dropship or bringing in the salvage. How much would depend on factors like defending duration or proportional value of the enemy remains. Ideally this would come as GXP so that we can buy are modules a little faster.
What do you think folks?
#4
Posted 09 September 2013 - 02:46 PM
If this can be done many years ago it should be in game next week!
http://www.youtube.c...e&v=at9hxU864Fg
http://www.youtube.c...e&v=at9hxU864Fg
#5
Posted 09 September 2013 - 02:54 PM
No absolutely not... and Ill tell you why! as soon as the enemy team sees this dropship coming out of the sky they will gather around and camp the {Scrap} out of it! Say you had that 1 light cap there base and they still have 5-6 mechs up he would be slaughtered!
Having that mechanic would make it absolutely useless to cap making assault even MORE of a primary game style. Nobody plays conquest as it is because the time it takes Isn't worth it
It would add time to matches and reduce Cbills/ experience per hour.
If it where an animation only I could get behind that but as a game mechanic would break the only current 2 modes we have.
Having that mechanic would make it absolutely useless to cap making assault even MORE of a primary game style. Nobody plays conquest as it is because the time it takes Isn't worth it
It would add time to matches and reduce Cbills/ experience per hour.
If it where an animation only I could get behind that but as a game mechanic would break the only current 2 modes we have.
#6
Posted 09 September 2013 - 04:28 PM
Kell Morgan, on 09 September 2013 - 02:54 PM, said:
No absolutely not... and Ill tell you why! as soon as the enemy team sees this dropship coming out of the sky they will gather around and camp the {Scrap} out of it! Say you had that 1 light cap there base and they still have 5-6 mechs up he would be slaughtered!
Having that mechanic would make it absolutely useless to cap making assault even MORE of a primary game style. Nobody plays conquest as it is because the time it takes Isn't worth it
It would add time to matches and reduce Cbills/ experience per hour.
If it where an animation only I could get behind that but as a game mechanic would break the only current 2 modes we have.
Having that mechanic would make it absolutely useless to cap making assault even MORE of a primary game style. Nobody plays conquest as it is because the time it takes Isn't worth it
It would add time to matches and reduce Cbills/ experience per hour.
If it where an animation only I could get behind that but as a game mechanic would break the only current 2 modes we have.
Killjoy. =P
Although I understand your argument, it just doesn't feel like MechWarrior right now.
No dropships, no Aerospace fighters, no infanrty, tanks, nada.
Just POOF in game and POOF exit game.
I want depth, story, a war of times. Not some... "Hi, I'm Bob (no offense meant to anyone named Bob, by the way), >SPLAT< --- EXIT--- next match.
#7
Posted 10 September 2013 - 12:21 PM
To see the dropship landing would be a sight for sure. Then maybe have an exit zone for the mechs to get to nearby for evac.
This sounds like it could be worked into a game mode of some sort.
This sounds like it could be worked into a game mode of some sort.
Edited by Johnny Z, 10 September 2013 - 12:23 PM.
#8
Posted 10 September 2013 - 04:03 PM
I would argue for the exact opposite scenario. As soon as the objective is capped, then a massive wave of air units comes in to mop up the remaining mechs. Of course, they can attempt to exact revenge before their death, but their loss would still be inevitable because... well, because they did already lose.
#9
Posted 11 September 2013 - 06:28 AM
How about a dropship evac mode where one team has to escape and the other team has to cut them off from escaping?
The way to prevent a dropship from being "camped" would be to make the Dropship shoot back. Dropships are loaded for bear and literally bristle with weaponry to discourage anything from getting to close.
Union-Class Dropship example:
3 x PPCs
6 x AC/5s
6 x LRM-20s
12 x Medium Lasers
5 x Large Lasers
The enemy should be able to shoot off the weapons, but it would definitely take a while and would be dangerous anyways.
The mode could be done in one of two ways.
A. A team spawns in by the dropship itself and must "defend" the location until a certain amount of time has passed. If the defending team does not hold their ground, they are defeated. If they do hold their ground and the counter time has elapsed, a new timer iniates for "Take Off" where the surviving Mechs have a limited time to get onto the Dropship and "Win."
B. Evac across a map. The "escaping" team starts far away from where the landing zone will be, and must fight their way to the dropship, which is already landed.
If enemies get close to the dropship, in either case, they will be met with devastating fire from the dropship. The attacking team should have additional respawns, while the defending/escaping team is limited.
These are the types of game modes that should have been worked on imo. They would be far more immersive and true to the "Battletech" spirit.
The way to prevent a dropship from being "camped" would be to make the Dropship shoot back. Dropships are loaded for bear and literally bristle with weaponry to discourage anything from getting to close.
Union-Class Dropship example:
3 x PPCs
6 x AC/5s
6 x LRM-20s
12 x Medium Lasers
5 x Large Lasers
The enemy should be able to shoot off the weapons, but it would definitely take a while and would be dangerous anyways.
The mode could be done in one of two ways.
A. A team spawns in by the dropship itself and must "defend" the location until a certain amount of time has passed. If the defending team does not hold their ground, they are defeated. If they do hold their ground and the counter time has elapsed, a new timer iniates for "Take Off" where the surviving Mechs have a limited time to get onto the Dropship and "Win."
B. Evac across a map. The "escaping" team starts far away from where the landing zone will be, and must fight their way to the dropship, which is already landed.
If enemies get close to the dropship, in either case, they will be met with devastating fire from the dropship. The attacking team should have additional respawns, while the defending/escaping team is limited.
These are the types of game modes that should have been worked on imo. They would be far more immersive and true to the "Battletech" spirit.
Edited by General Taskeen, 11 September 2013 - 06:30 AM.
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