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Turret Hijacking


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#1 no one

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Posted 06 March 2014 - 01:28 PM

Add a module to the game that, in conjunction with TAG or NARC, allows a 'Mech to hijack the F.O.F. system on a turret. TAG would need to be held on the turret for a few seconds before the effect activate, and be held on target to maintain control. Anyone passing in front of the TAG beam disrupts the control of the turret, which reboots the F.O.F. system after a short delay. NARC would be able to hijack multiple turrets at a time and needs not maintain LOS, but requires that you get in close enough to use it. NARC controlled turrets remain hijacked until they sustain fifty damage, which destroys the NARC beacon, or three minutes have passed. Hijacked turrets do not fire on other turrets, and vice versa.

I think this would give speedy, lightly armed 'Mechs an interesting role to play in conquest and make NARC systems something people might consider carrying.

Edited by no one, 06 March 2014 - 02:35 PM.


#2 SilverStarDragon

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Posted 06 March 2014 - 02:19 PM

Hm...not so sure about being able to turn turrets against their starting owner that easily. That would make it too easy for a swarm of ecm lights to grab narcs and overrun an enemy base, capping in safety hiding behind the base while the captured turrets do the work.

But the idea of being able to capture is interesting... :rolleyes: Sort of like Mech Commander 2 when you have to capture the turret controls by standing near them for a certain amount of time or destroy the controls to deactivate the turret systems...I guess that would be more of a capture-the-fortress mode though :D

#3 Stingray Productions

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Posted 06 March 2014 - 03:31 PM

View PostSilverStarDragon, on 06 March 2014 - 02:19 PM, said:

Hm...not so sure about being able to turn turrets against their starting owner that easily. That would make it too easy for a swarm of ecm lights to grab narcs and overrun an enemy base, capping in safety hiding behind the base while the captured turrets do the work.

But the idea of being able to capture is interesting... :rolleyes: Sort of like Mech Commander 2 when you have to capture the turret controls by standing near them for a certain amount of time or destroy the controls to deactivate the turret systems...I guess that would be more of a capture-the-fortress mode though :D

that's a good start for a suggested game mode I think. Kind of like conquest, but instead of capping resources, you're just capping turret installations. But if you find it easier, you can destroy the Turret Command Tower so the turrets can't be used by the enemy.

#4 no one

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Posted 06 March 2014 - 03:50 PM

View PostSilverStarDragon, on 06 March 2014 - 02:19 PM, said:

Sort of like Mech Commander 2 when you have to capture the turret controls


Right! That was one of the most fun, strategic aspects of that game. Except you don't get permanent control here, and you need to invest a minimum of one tons and a module slot to capture, or four tons for NARC.

View PostSilverStarDragon, on 06 March 2014 - 02:19 PM, said:

Hm...not so sure about being able to turn turrets against their starting owner that easily. . .


Well, I wouldn't call it 'easy', really. A unit controlling a turret with TAG would have to remain (mostly) still, could only control one turret. While it's controlling, it would be relying on the turret to do damage for it and in most cases wouldn't be able to get close to the base without coming under fire from other turrets.

A NARC equipped unit would need a bare minimum of four tons invested, and would need to get inside the effective range of the turrets to pull it off. A raven 3L and commando 2D being the only fast ECM 'Mechs with a missile hardpoint, that would mean stripping off a quarter to a half of your firepower. Plus anyone can recapture their turrets by shooting the NARC pod off of them.

View PostStingray1234, on 06 March 2014 - 03:31 PM, said:

that's a good start for a suggested game mode I think. Kind of like conquest, but instead of capping resources, you're just capping turret installations. But if you find it easier, you can destroy the Turret Command Tower so the turrets can't be used by the enemy.


Could be. You could even add one one neutral, controllable turret to each cap point in conquest. Have it defend for the controlling team unless otherwise NARC/TAG controlled. Not sure about control towers, as that would make it pretty easy to knock out multiple turrets at range.

Edited by no one, 06 March 2014 - 04:02 PM.


#5 SilverStarDragon

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Posted 07 March 2014 - 06:43 AM

Was just thinking... Perhaps to make the turrets more effective/more strategy to the game is to put armoured walls around the base? That way mechs either have to jump over the (good sized) wall or blow a hole in it. This would make turrets more of a priority and again, more time for mediums/lights to return to base to defend? :lol:
But to counter the difficulty of raiding a base over skirmishing in the middle would be to put in terrain advantages? Like, a back route behind the defences or a module to sneak by the turrets for a certain amount of time before being targeted? (perhaps a 10 second sneak so only certain mechs can really use its potential?
Just a thought :D





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