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Maps Are One Big Choke Point


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#41 SgtExo

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Posted 12 December 2014 - 08:08 AM

View PostLily from animove, on 12 December 2014 - 07:46 AM, said:


lest not forget, main forces are still tanks and infantry, ans so most military spots do have gates and walls. Mehcs are used in rather special conditions/critical fights And like in MMech commander 2, destroying or conquering the generator was a main part to open such a base, and claim it for your own. So the gates and generators are a good bunch of canon.

I am not saying gates are not a part of BT millitary, I have seen plenty in the novels, especially the last Grey Death novel on Hesperus. But to really be an obstical, you would need to be able to fire above it at the attackers. Right now it just makes a big chokepoint and stops an inital suprise attack from non JJ mechs.

#42 mithril coyote

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Posted 12 December 2014 - 09:44 AM

View PostSgtExo, on 12 December 2014 - 07:39 AM, said:

The thing about Battletech is that there is not really any force fields that are used in any military way. I think that there is on used on Solaris, but that seems to be one of the only ones.

actually, the Steiner arena on Solaris doesn't use a forcefield either. it uses mirrored windows (to defend against lasers) and what is called a 'detonator grid' (a metal mesh designed to detonate missiles and AC shells, and siphon off PPC blasts)

all basically technology used elsewhere to a lesser degree in the setting. (the windows are basically the same stuff used on mech canopy's, and the detonator grid is basically high end mech armor designed to be a mesh instead of a slab.)

that said, i there really should be some way for the defenders to get around the gates to hit the attackers.. personally i'm fond of the idea of having paths in the mountain-areas of the existing maps, where defenders can climb up a ramp on their side to reach, and which provides firing spots along the attacker's valleys. to be fair, make those firing spots accessible to jumping lights of the attackers, giving a risky alternative to the normal gate attack strategy (which is currently the only one)

this would add more tactics to the CW games.. and give a reason to take lighter units on either side. (right now, the main reason to take lights seems to be either ECM support or to free up tonnage in the dropdeck for an assualt.)





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