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Pve Ideas For Cw: Ways Pve Can Add To Mwo Immersion In Cw.


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#1 AlphaToaster

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Posted 05 December 2014 - 11:04 AM

Hello,

Here are some rough ideas that I have been thinking about for a while now on how to add a PVE element to CW. The general idea is for PVE to add to the PVP experience in some way.

Supply Lines:

Russ states there's no logistics yet and they were going to look into that in later phases. I think once they have logistics, PVE would be a crucial part of that system. Think of a supply rating on a planet that can be + or - for the attacker and defender. This supply rating would determine the amount of npc forces that spawn on a map for the attacker or defender.

Say 10 "units" and by unit I mean a platoon or company size force counts as 1 unit. There can be a static scale, so if you are at -10 supply, you have no npc forces. If you are at +2 supply, you get 12 units. If you are neutral for forces, you get the planets base 10 units (or what I would call a garrison value which determines the baseline value of NPC forces on that world)

Prior to an attack or defense on a planet becoming activated for the call to arms, there is a period where players can chose to disrupt or defend supply lines. Add into the maps npc forces defending a supply depot or have a convoy or something, lots of choices here. The idea is I can load up a disrupt mission, drop into a map, I have to then destroy the enemy convoy and supply depot, depending on the mission type. Have npc forces all over the map with the ability to call airstrikes and arty on me. Have an artillery battery someplace I can destroy to remove that asset, or an airfield I can destroy to remove that capability. A radar array I can destroy etc. Basically force me to pick away at a puzzle with scattered and placed "units" of tanks that have small lasers on them, or infantry dug in with heavy machine gun batteries.

If my mission is successful, and I successfully disrupted the supply lines, then a -1 shows up in the defenders bucket. If I defend my factions supply lines, then attacking forces for my faction will receive a +1 in the bucket. Defenders successfully complete a defend mission, then it's a +1 in the bucket for the defenders. That's the rough idea. Then once a planet becomes activated for attack/defend, the current tally of + and - get worked out into a supply line value for attackers and defenders. PVE missions for that planet get frozen until the PVP battles end and the battle is determined.

For attackers, supplies can mean things like NPC forces that defend the drop zones along with the turrets on the drop ships. If the attackers gain the full +10 bonus, then those forces have autonomous assets like their own radar, airfield, and artillery batteries which can be destroys as part of the PVP battle, though I would wait for the drop ship to be away before assaulting the defenses.

For the defenders it can mean extra NPC forces entrenched around the objectives. These units/npc forces are things like tanks and infantry. My idea of a tank is little npc vehicle that has a small laser on it, and dies in 1 shot from anything but MG's and flamers. The idea is that the "tank unit" is a small formation of 12 of these. Same with the infantry, an "infantry unit" would be a company of troops manning some heavy machine gun batteries or maybe a streak 2 battery.

This is a work in progress and I wanted to share what I had so far to see what people think.

This wouldn't allow for PVE to overwhelm PVP by any means, and it gives players a way to help and contribute to CW outside of the PVP aspects the game is currently built around.







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