Suggestion; Match Egress Point
I have been reading all the debates on the forums about matches going too long if there isn't a time limit or cap times. Also I've read several forum discussions about Pro's and Conn's of forcing a decisive end to a match with assaults trying to chase down a lone light. How about addressing these situations with a real world twist, a Match Egress Point
Have the Drop commander place an egress point on the map with the Battle Map feature at the start of a match and if things start going very badly for the team the survivors could try to reach this point to bug out and fight another day. Possibly to make things more interesting, make a rule to state only mechs NOT under fire for 1 minute could exit the battle field. (To avoid a hot LZ by the rescue drop ship) This could be a viable answer to the stalemate match question. Thanks...


Suggestion; Match Egress Point
Started by FireDog, Oct 09 2013 01:13 PM
2 replies to this topic
#1
Posted 09 October 2013 - 01:13 PM
#2
Posted 09 October 2013 - 01:39 PM
Interesting, but what is to stop people from going there from the start if they see a particular group of people on the other side? I'd say 50% casualties or so.....
#3
Posted 09 October 2013 - 04:42 PM
Gauntlet or "extraction" a-synchronous drops could be interesting, IF done properly. One of the best scenarios of Crescent Hawk's Revenge is Operation Liberty, and freeing Jason's father from the prison on Dieron, from those slimy, bad people, the evil Kuritans.
While there are a couple options, this has a few elements you're describing, AND, could possibly work decently for an extended campaign:
Phase1: fast advance, capture, and/or seize an objective
Phase2: Defend holding position for x time-frame (or other objective)
Phase3: Extraction - escape to an evac point, and survive until Y-time (Introduction of an AI or player-controlled drop-ship could be valuable here). While Dropships would be quite vulnerable here compared to Battletech (even at double Armor, any section would have 300-600 pts of armor - and could be torched in nothing flat), players could either defend the dropship until lift-off, or the dropship (depending on implementation and the actual mission) would provide covering-fire for the retreating units.
However - rather than having 12v12 in each of these phases, having each side allocate their forces for each phase would give an interesting flavor; If needing to speed things up, three phases of extended missions could be played out simultaneously (lance vs lance in 3 fields).
While there are a couple options, this has a few elements you're describing, AND, could possibly work decently for an extended campaign:
Phase1: fast advance, capture, and/or seize an objective
Phase2: Defend holding position for x time-frame (or other objective)
Phase3: Extraction - escape to an evac point, and survive until Y-time (Introduction of an AI or player-controlled drop-ship could be valuable here). While Dropships would be quite vulnerable here compared to Battletech (even at double Armor, any section would have 300-600 pts of armor - and could be torched in nothing flat), players could either defend the dropship until lift-off, or the dropship (depending on implementation and the actual mission) would provide covering-fire for the retreating units.
However - rather than having 12v12 in each of these phases, having each side allocate their forces for each phase would give an interesting flavor; If needing to speed things up, three phases of extended missions could be played out simultaneously (lance vs lance in 3 fields).
Edited by Hythos, 09 October 2013 - 04:46 PM.
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