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Suggesiton For Cw3


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#1 Sprouticus

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Posted 26 September 2014 - 07:45 AM

With the idea of tonnage based dropships in CW being bandied about, I have some thoughts on how we could leverage such a system to increase complexity of CW in CW3

This would add additional types of drops that would be part of the system:


Split the 24 hour planetary cycle into 4 'beachheads' (one for each timezone cycle) that represent four unique areas of the planet.


Each beachhead has 3 phases:
scouting/skirmishes phase(first 15 minutes of the 2 hour phase)
Primary attack phase (1.5 hours of the 2 hour phaqse)
retreat/counterattack phase(last 15 minutes of the 2 hour phase)


skirmishes (
matches during the first 15 minutes of a 2 hour planetary cycle
use skirmish mode, no respawn,
any map
1 mech,
20-35 tons

Rewards for this are NOT counted in 'capture points/tokens', but will be reflected in tonnage bonuses during the 2nd phase. Whichever team wins the scouting phase gets a 5 ton advantage to tonnage allowed in attack/defend.

main attack multiple battle types:

Attack/defend(75% of battles during the primary attack phase)
use attack.defend mode and map(s)
2-4 mechs
200-275 tons (+5 tons for the side that won the skirmish phase)

NOTE: This also includes the counterattack mechanism outlined in Paul's post.

Assault (10% of battles during the primary attack phase)
Skirmish mode
any map
1 mech
60-100 tons (+5 tons for the side that won the skirmish phase)

Resource capture (15% of battles during the primary attack phase)
Conquest mode
any map
1-2 mechs
25-55 tons (+5 tons for the sidethat won the skirmish phase)

NOTE: For this battle type the final score difference would dictate the # of capture points. Winner always gets max points, but if the loser gets a lot the # of points granted would be minimal. But a big win here could turn the tide of a battle, lots of points.

retreat/counterattack (last 15 min of a cycle)

attack/defend mode and map(s)
2-4 mechs
150-200 tons (+5 tons for the team that won the primary attack phase)

NOTE:

If the side trying to capture the planet (offensive side) have enough points to take the planet at the end of the primary attack phase, this phase represents them trying to push the side trying to maintain possession of the planet (defensive side) off planet and defensive side trying desperately hold out . The attacker in this mode would be the defensive side. The defender would be the offensive side.

If however the defensive side is winning, this would represent one last push by the offensive side to break through the lines and take the planet. The attacker in this case would be the offensive side, and the defender would be the defensive side of the conflict..

At the end of the retreat/counterattack phase the 'points' would be added up and the winner would be as outlined above.





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