SilverStarDragon, 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.
SilverStarDragon, 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.
Stingray1234, 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.