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Use Clan-Invasion-Waves As Balancing-Tool.


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#1 DI3T3R

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Posted 30 September 2013 - 04:32 AM

How Community Warfare will play out: A map of the Inner Sphere, cut up into various areas ("fronts"), each consisting of several planets. Each won match means a gain of 1% control over that front for your faction. If a House wins 100% control of a front, it will flip.
Each planet?/front? offers its own bonuses, as an incentive to conquer/defend them.
(There's an interview-transcript somewhere on MWO where a dev describes this.)

BUT:
Clans don't own territory in the IS. They are out there, far out there... Until they start their invasion-waves.

It would be a really nice feature if the Clans start out without planets or with just one planet per Clan/invasion-corridor.

Initially the Clans will start out in 5vs8-matches, insanely overpowered.
Then, as they get deeper and deeper into the IS, it will turn into 10vs12, 10vs16, 10vs20, 10vs24... until the invasion grinds to a halt.

The best part: It will occur "naturally". No need for fixed borders. Both sides can be matched via the ratio in the match-maker. The long-term situation will be a continous back and forth along the established border of the Clan-Occupation-Zone. Eternal skirmish, with no side being able to gain the ultimate upper hand: Too large territory-gains and the matchmaker makes your matches next to unwinnable.

The worst part: No need for a Battle of Tukayyid.





Something similar could be used for special campaign-events, e.g. the invasion of Luthien by Clan Smoke Jaguar and Clan Novacat: At the beginning, the ratio of the matchmaker is in favour of the Clans, then, as IS-reinforcements arrive, it will flip in favour of the IS, and will then ultimately go back to normal.





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