Recommended operational changes to the Assault Mode Play:
1. Correct the Turret system's AUTO ACQUIRE of all mechs, even those cloaked with ECM as follows:
A) Activation of individual Laser turrets by non ECM mech by LOS of enemy unit within 400 M
B ) Activation of individual Missle turrets by non ECM mech by LOS of ENEMY unit within 800 M
C) Activation of individual Missle turrets adjacent to activate laser turrets when enemy is within 800 M of Missle turret.
D) Activation of Individual Laser turrets by ECM mech by LOS of enemy unit within 250 M
E) Activation of Individual Missle turrets by ECM mech by LOS of enemy unit wtihin 250 M
F) Missle turrets are assumed to be equipped with target retention and 360 targeting module technology.
G) Missle and Laser turrets are assumed to be equipped with BAP technology, equal to mech mounted equipment.
These recommended changes to targeting are based on the WRONGNESS of turrets seeming to "break tech" and mysticallly hit everything regardless of mech, terrain or cover. This suggestion should be implemented immediately.
2. Recommend that the Capture Base segment comes with an in-game functionality as per OP.
A) Capture of base becomes a 3 minute (max) long function with 2 stages (Intel download & Jamming/Intercept stages)
A1) Intel download - 60 sec long (uninterupted) allows first capturing mech to download enemy com codes. If interupted by taking damage > 10% mech integrity, or mech leaves base area, it must be re-started. Once complete, Stage 2 begins. Multiple mechs may "begin downloading" simultaneously, once ONE mech is complete, all friendly mechs get announcement "Enemy Com Breached, prepare for upload"
A2) Jamming/Intercept stage - 120 sec long (for single mech, less with more mechs on base to a minumum of 60 seconds)
MINIUM of ONE mech MUST REMAIN ON BASE the remainder of the match to maintain the Jamming/Intercept condition. If, at any time NO players occupy the base once stage 2 has been started, the Jamming/intercept condition cannot be re-established and game timer contniues until time is out, base gets capped out, or last enemy unit is destroyed.
During the Jamming/Intercept stage, the "Breached Team" receives message "Planetside Communication Systems Deactivated" and their minimap / game map will no longer show the locations of friendly units. Enemy units are only shown on the mini map when directly targeted or when a UAV is launched. The Tech assumption is that enemy units have breached planet side HQ Coms, but battlefield conditional coms are still operational for UAV. NARC Beacons will still allow LRMS to home / lock better, but friendly TAG lasers no longer assist cutting through ECM.
During this time, all friendly mechs get announcement "Enemy Com Breached, prepare for upload". At that time, the position of all enemy units appears on friendly mini maps. This a hard com locations and will not allow a mech to target an ecm cloaked mech directly, unless a BAP, PPC, Tag (or some other means) is used to get a LOS Lock. Enemy mechs that are shut down show up on mini map like any other enemy unit.
If the Jamming/Intercept link is lost because no mechs remain in the base area, enemy and friendly mini map systems revert to standard operation with the announcement "Mapping Systems Nominal".
B ) Payout of the win condition be modified as follows:
CBills / XP for team wins remain unchanged if elimination of all enemy units.
C/Bills / XP for teams remain unchanged with the direct cap out of the enemy base.
For teams that Eliminate all enemy units while maintaining a jammed/intercepted condition, a 5% bonus in CBills and XP is provided for the whole team.
This approach encourages team play and tactical communications with the largely pug crowd which is over 80% of active game players. They may not focus fire, nor stay together.. but they damn sure will coordinate who's staying to keep the jamming going... and coordinate to get extra people off base so that the last enemy squirrel unit can be killed and a bonus secured !
3. Sole Survivor Planet Side Evacuation
When pilot finds themself in the unenviable situation of being the last survivor and there is nothing more that can be done to salvage the assault mission, they should have the opportunity to withdraw. The lone unit would simply signal the drop ship for retrieval, move to the pick up zone, and activate pick up beam.
They would be require to signal a drop ship for evac, and, within 15 sec, a pickup zone will be identified on their minimap (using a UAV symbol). That pickup zone location will be a minimum of 500 meters away and a maximum of 1000 meters away. Visually, the drop zone can be identified because the drop ship uses a UAV to illuminate the area. Enemy units CAN see the UAV the same as they see any other in-game UAVs.
The game mechanic for evacuation occurs in the background when there is a single unit left on either side. Once that condition has been met, the sole survivor can type "Evacuate" in the team chat and the sequence will begin.
WIthin 15 seconds, a pickup zone will be identified on their minimap with a UAV. The pickup zone is first marked by the dropship with a UAV located within 500-1000 M away from current position of the sole remaining unit. NOTE: Enemy units CAN see the UAV in the game and destroy it as per normal game mechanics. EVEN IF the UAV is DESTROYED, the UAV symbol will remain on the friendly units mini map.
Once the evacuating unit hs manouvered to within 50 yards of the UAV position, they must stop and signal for pick up (using spacebar). The evacuating unit raises into the sky as if equipped with 6(ish) jump jets then disappears from view at same height as UAV's are flown at.
The evacuating unit is subject to damage as per normal MWO conditions all the way up until it reaches UAV height.. then it is safe and evacuation is complete. Mechs that are killed as they are going up into the sky do NOT complete the evacuation and the mechwarrior who makes the kill shot gets a bonus.
PAYOUT and win conditions:
Evacuating player forfeits all earned CBills, Kills and XP by activating the evacuation sequence.
Evacuating player earns 100K Cbills and 500 XP by evacuating successfully.
Evacuating player earns 25K Cbills and 100 XP by dying during evacuation process.
Pilot who makes kill shot on evacuating pilot earns a bonus equal to the base defense kill values in Cbills/XP.
Evacuating players team earns a 5% increase in CBills and XP if the player evacuates successfully.
Winning team earns 5% less in CBills and XP if an enemy pilot is successfully evacuated.
Winning team earns 5% more in CBills and XP if an evacuating unit is destroyed.
This approach would allow the game to end without running a squirrel to ground on a huge map an allows the remaining mech to withdraw with dignity and rewards the activity and participants with CBills and XP for playing their parts. Looks like a win win.. and really.. who wants to play "find the spider" on Alpine Peaks with 7 minutes left on the clock?
Edited by Gofer, 13 March 2014 - 01:44 PM.