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On Conquering A Planet


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#1 Malleus011

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Posted 15 December 2014 - 08:37 AM

In order to conquer a planet, the attacking force must engage the defending force and destroy their ability to conduct combat operations.

Operations other than direct combat can influence the course of the main battle - destroying or denying enemy logistics, gathering intelligence, reducing defenses, etc. However, none of these actions will bring about a decisive result - like conquering a world.

Ultimately, that is why base-capping and rushing Omega isn't satisfying, either as a victory or defeat. The main enemy force has not been engaged and destroyed, therefore the result, while deemed a 'win' is really just a minor victory which should deliver a tactical advantage, not a decisive victory which defeats the opposing force.

Community Warfare missions need to deliver decisive results if a faction is to gain or lose a planet as a result of these combats.

IMHO, operations like fast strikes to destroy air defenses, supply interdiction, etc, should occur (and possibly be smaller and faster than full-on conquest battles, or supporting actions during the major scenarios themselves), but these raids cannot directly conquer a planet - though they could supply extra/better UAV, arty/air, drop deck weight, or other advantages.

#2 Bluttrunken

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Posted 15 December 2014 - 08:41 AM

Interesting notions and I hope they do something in this vein to expand CW someday!

#3 vettie

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Posted 15 December 2014 - 08:46 AM

Like the post and the idea, and, for the most part, I agree.

However, (always a butt in there, huh?) it is EARLY Beta for CW, and as K05h3k1n says, there is room for expansion going forward.

Baby steps. We got CW in its early infancy, I am sure PGI will add to what we have if the support is there for it. i would love to see all of what you mentioned plus other things as this goes forward. For now, we got 2 maps and 48 mechs bashing about.

#4 Dawnstealer

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Posted 15 December 2014 - 08:55 AM

I remember a game in the long, long ago (2004) called "Joint Operations."

The numbers of players was larger than MWO, but they had a game mode that was loads of fun to play. It was similar to conquest in the sense that it had different "nodes" you had to claim, and they could switch back and forth throughout the game, but it was also progressive: you couldn't take "Theta" unless you held "Epsilon" first.

If you took a node, that became the new spawn point. Usually, you'd start with one neutral point in the middle, and then each team would have two nodes they controlled, one near the front and one way to the back.

This could easily be swiped by MWO. You could even have it so the attackers start with one neutral node they have to take (far away from the defenders so it would be unlikely they could get there before the attackers claimed it).

As each node is claimed by the attackers, the dropships can then arrive at that point, dropping the new wave of mechs closer to the front. This is a much more realistic mode than having one base to attack.

I'm guessing MWO's working on something like this, but I thought it was wildly fun to have to constantly be playing both offense and defense, being rewarded for being aggressive, or punished for being TOO aggressive.





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