Jump to content

Suggestions For Making The Maps More Tactical Beyond Beta


5 replies to this topic

#1 Destro1000

    Member

  • PipPipPip
  • The Slayer
  • The Slayer
  • 63 posts
  • LocationSpace... The Final Frontier

Posted 16 December 2014 - 12:11 PM

I am enjoying the beta (when I can get in a match) and many people seem to be excited for the possibilities of how this can become a great game mode so I wanted to see what minor changes people think can be made to the current mission structure that would make the game feel like more of an engaging tactical mission.

I have read a few people have mentioned having cooling towers to be a secondary objective and that you must destroy them to open the "hatch" exposing the primary objective that we know as the generator..... I think something like that would work with a few tweaks. To make it more of a back and forth challenge.

So I envision these two changes on the Map:
1) A Single Cooling Tower Structure which lies beyond the closed gates, most likely situated halfway between the gates and the attackers spawn point (destroying it opens the "hatch" exposing the generator because it needs to vent)

2) Defenders need to have a secondary dropship spawn point near the Cooling Tower Structure beyond the closed gates. But the catch is... ***Secondary drop point is restricted to only 6 mechs total before it can no longer be used***.

So what would just these two changes do??

Defenders
When the match starts they have the option to choose to drop behind the gates near the primary objective, or beyond the gates (well the first six who select it will) to defend the cooling tower structure. Defending the cooling tower structure would mean you are trapped beyond the gates (unless you have jump jets) but it would add a level of complexity to the games. So you have your six mechwarriors drop near the cooling tower, while your other six drop behind the gates as normal. This lance and a half gets to attempt to hold the line and inflict as much damage on the attackers before either retreating (guerrilla warfare) or dying in a blaze of glory taking down whoever you could defending the cooling tower to the end (and eating up valuable attacker time based on the skill & tonnage of those defenders).

Attackers
The attackers on the flip side have options to push towards the cooling tower with a combined overwhelming force or decide to split their forces and try to coordinate (12 mans, 6 mans... any group who can communicate even by keyboard) a simultaneous attack on the tower and the gates or the tower and the generator when it opens.


... imagine how fierce the fighting would be in that first wave for those who decided to defend... how long can they hold out.... would this not feel more like the lore in the books that we loved to read

... imagine a well coordinated attack where the attackers split their forces to engage the mechs defending the cooling tower structure.. but they also sent a force to open the gates and engage those left defending inside...

I may not be explaining this that well but overall I just believe by having the mechs on the board in different area's will promote different tactics and prevent a zerg rush.


... one final thought... maybe when the attackers take the cooling tower structure that dropship spawn also becomes available to them (***limited to 6 mechs total also***)

#2 SaltBeef

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 2,081 posts
  • LocationOmni-mech cockpit.

Posted 16 December 2014 - 12:31 PM

It is a good idea I like the cooling tower but I would keep it simple stupid instead of only 6 get to go. Defenders with the aid of turrets and good firing lanes normally annihilate a full wave before they reach the orbital guns. Give Attackers another whole wave 5 ttl. Make it a structure located in the middle , ( power plant ) too bad the base designers sub station switches power too slow and drops power off to the turrets for 2.5 minutes after the power plant gets destroyed. JJ mechs or laying succesfull arty and airstrikes can destroy the building from the ridges overlooking the gates. Attackers do not have it all easy though. Defense contractors have arrived and are testing out 2 Brand New Calliope Turrets, ( 2 lrm 20 and 2 lrge pulse lasers per turret ) with advanced sensor range modules installed. The New Calliope turrets are on thier own power supply and do not stall for 2.5 minutes until backup power switches on.


Personally I would like some NPC AI Bunker, Tanks, chopper, areotech, threats added to liven up the stakes a bit. Maybe even an assault chopper squadren that comes mid battle to work on the base a bit aiding attackers.

Edited by SaltBeef, 16 December 2014 - 12:35 PM.


#3 ContingencyPlan

    Member

  • PipPipPipPipPip
  • The Widow Maker
  • The Widow Maker
  • 105 posts

Posted 16 December 2014 - 12:35 PM

Defenders need a real reason to want to leave the base, or at least send a scout lance out. Attackers need the balance shifted a little bit more in their favor.

My suggestion: A communications array at the attackers' drop point that produces the same effect as intermittently "pulses" a signal on the map similar to the UAV over the defenders' base. Essentially, at regular intervals the attacking team gains complete minimap visibility/lock capability on the enemy team regardless of ECM. It can be destroyed in the same manner as the Omega generator can be, but doesn't have any real defense. If defenders want to take away the enemies' ability to see where they are and rain LRMs down, they're going to have to send a scout lance out to take this communications array down.

#4 BourbonFaucet

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 767 posts

Posted 16 December 2014 - 12:35 PM

View PostSaltBeef, on 16 December 2014 - 12:31 PM, said:

Personally I would like some NPC AI Bunker, Tanks, chopper, areotech, threats added to liven up the stakes a bit. Maybe even an assault chopper squadren that comes mid battle to work on the base a bit aiding attackers.


Considering the maps are already a bit DOTA-y with all the lanes, turrets, and one big building to kill to win, perhaps giving the attackers "creeps" would be a good solution to balance.

#5 SaltBeef

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 2,081 posts
  • LocationOmni-mech cockpit.

Posted 16 December 2014 - 12:52 PM

Aiding AI Forces could change randomly match to match so we do not get used to thier positions , size, force strength. 6 savannah masters 2 bunkers 2 pegasus 2 swiftwind one match.

2 swiftwind, 2 puma tank, 1 fury, 2 thor 4 assault choppers with entrenchments on the way to the gate. Dropships cannot pick up due to Swiftwind jamming.


Clan AI forces OF COURSE using Clan Assets.

Edited by SaltBeef, 16 December 2014 - 12:54 PM.


#6 SaltBeef

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 2,081 posts
  • LocationOmni-mech cockpit.

Posted 16 December 2014 - 01:01 PM

Or Could be a entirely new map ........Prisoner break. Or. Dignitaries escort. Mountain Ambush.......Citizen medi-vac hold off enemy forces until casualties can be evacuated. Recover missed Supply drop. Patrol missions ......respond to crashed dropship
........Pirate ambush.


Force link up half you team is in another part of the Map join forces........enemy awaits.

Edited by SaltBeef, 16 December 2014 - 01:04 PM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users