Different Faction - Pirates
#41
Posted 20 May 2015 - 05:06 PM
Pirates conquering the galaxy seems out of line with their expected behaviour of loot, loot,loot.
Perhaps introducing a Raid option to CW would fit the style.
ie. A particular match type that is more akin to conquest mode but enabled in CW.
If these Raid matches had an effect on the standard Invasion matches, perhaps by effecting drop deck tonnage as a way of saying that the supply lines have been disrupted, that might work.
There are a lot of additional components that would need looking at.
At some point we might see pirates, but I would think it's so far off the to do list at the moment that it's still just a note on a beer coaster.
#42
Posted 21 May 2015 - 01:12 AM
Pirates! Becouse everything's better with pirates!
I would make them a faction, but with a twist. They can attack any planet, regardless of faction boundaries, but they cannot hold the teritorry. Instead, they get a faction coffer boost if they capture a planet. The planet never changes hands, they just get c-bills, salvage and etc.
I would give them a fixed single "homeworld" in each faction's space, except clan space.
This would offcourse mean that holding a planet in normal regular CW would have to have some benefit, and faction coffers some significant use..
#43
Posted 24 May 2015 - 07:52 PM
I'd also like to see lore Merc Units. Kell Hounds, Wolf's Dragoons, Eridani Light Horse, Northwind Highlanders, etc... This could be used as a CW balancing mechanism. But, I think i'll start my own thread for that one...
#44
Posted 24 May 2015 - 08:27 PM
#45
Posted 23 September 2015 - 01:30 PM
Edited by Fanto, 23 September 2015 - 01:30 PM.
#46
Posted 07 June 2016 - 06:43 PM
#47
Posted 08 June 2016 - 05:10 AM
Players form a unit, but rather than taking out a contract with a faction they can only answer call-to-arms like freelancers.
In essence pirates are nothing but a bunch of freelancers banding together.
#48
Posted 10 June 2016 - 07:54 AM
#49
Posted 14 June 2016 - 07:03 PM
#50
Posted 06 July 2016 - 10:14 AM
Whenever Faction Play will introduce specific mechanics balancing the game itself, this would be hilarious. Mechanics that will have high impact on "Pirates" gameplay, like for example:
- Supply-lines for Clans - because their factories are far away, and their equipment somehow need to get their way to Terra.
- Logistic-lines for Inner Sphere - for the all interstellar civilization purpose, either for transport, or sending equipment from the precious factory to the destination point.
- Equipment economy working around factories that produce it - that plus logistic lines above.
Lastly, being a pirate should be either "one way in", or "very hard redeem yourself", with serious reputation impact.
#51
Posted 07 July 2016 - 07:40 AM
50 50, on 20 May 2015 - 05:06 PM, said:
Pirates conquering the galaxy seems out of line with their expected behaviour of loot, loot,loot.
Perhaps introducing a Raid option to CW would fit the style.
ie. A particular match type that is more akin to conquest mode but enabled in CW.
If these Raid matches had an effect on the standard Invasion matches, perhaps by effecting drop deck tonnage as a way of saying that the supply lines have been disrupted, that might work.
There are a lot of additional components that would need looking at.
At some point we might see pirates, but I would think it's so far off the to do list at the moment that it's still just a note on a beer coaster.
I think you are right about a new game type in the base case..... what if there was an objective capture (i.e. a train, or small group of barges, or caravan of all-terrain transports depending on the map) where there was a single moving objective. Each defender and attacker would get major bonus XP and C-Bills for each additional percentage unit of the objective that survived until the end of the match. Would be a great to roll out with the introduction of the Pirate faction! I also think this would break up the stagnation of conquest, but not require duration of games like CW.
Tickets would accumulate for attacking team for proximity to the objective (simulating control of the objective), forcing the attacking team to move quickly and decisively. Defending team would be playing against the clock, or rather the speed of travel along the route. Defensive strategy will also require moving lines and skill to not expose rear armour from constant retreat. Would be fantastic to see games with pick-and-roll type gameplay! Not to mention the good ambush!
A raid gametype would also fit well with the houses and the clans, as this is still a standard objective gametype. Again, just slightly different loadouts, tactics, and team movements would be required for a moving objective.
Heck, Canyon network already includes a rail line!
Edited by Strattus, 07 July 2016 - 07:41 AM.
#52
Posted 08 July 2016 - 04:25 PM
Edited by Will9761, 08 July 2016 - 04:30 PM.
#53
Posted 15 July 2016 - 01:14 PM
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