A counter-attack is typically made right on the heels of an attack. In CW the counter-attacking unit is attacking a base. Presumably this is a base they recently occupied. The unit defending the base would be in the process of consolidating its gains, replacing damaged equipment, rearming, and dealing with casualties. The base they are occupying would be heavily damaged by the attack they made to take the base.
I propose in CW the defending team should not have fully functioning turrets, fully functioning gates, and perhaps not even a cannon/generator at 100%. The attacking team might suffer a penalty in the number of mechs (or the tonnage) they have to bring to the counter-attack -- after all they just got pushed out of their base.
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Idea: Counter-Attack
Started by MacCaileanMor, Dec 17 2014 09:20 AM
7 replies to this topic
#1
Posted 17 December 2014 - 09:20 AM
#2
Posted 17 December 2014 - 09:36 AM
I agree! I was also toying with the idea of having both the attack/defend phase, and the counter attack phases built into the one game.
Something like this:
I think this would be really cool to see. The assaults standing around components, defending, and the light mechs running back and forth retrieving supplies to repair the components. That'd be so neat. And all that happening while trying to fend off the counter attack?! Yes please!I presume that the timer on the counter attack is when "rienforcements" would arrive. So, as an afterthought, when the match reaches 00:00, about 4 more drop ships fly in, and drop 4 mechs each with AI. And those mechs would come in and storm the base and kill all remaining mechs. I think it'd be a real neat finisher to the mode/match.
Something like this:
Quote
The usual what-we have now, with the orbital canon. But in the same match, we would re-drop with our same deck, but instead we are counter attacking the base that they destroyed. The gates would already be open, the turrets are already destroyed, and what is different is they are now converting the canon for their use and we are trying to stop them.
The counter-attacking team must destroy the other team, or halt their progress until the timer runs out, doing so results in a successful counter-attack.
The former attacking team must attempt to repair the canon by standing near it, they can also repair the turrets by standing near those. But it all takes time (even with 12 mechs). The less mechs surrounding the cannon, the slower it takes to repair/convert.
Maybe, to avoid all the mechs standing around the canon the whole game, they must run out to get supplies that are dropped nearby and bring them to the areas they want to repair. The counter attacking team can then defend these supplies (which the former attackers need to continue repairing the canon). The supplies will replenish, say, 15% of the component that they are brought to over 30 seconds. The more mechs standing beside the component, the faster the 15% will replenish.
The timer in the counter attack phase would be 15 minutes, if the attackers cannot convert the orbital cannon within that time limit, their attack is considered as countered, and they would not get the point.
The counter-attacking team must destroy the other team, or halt their progress until the timer runs out, doing so results in a successful counter-attack.
The former attacking team must attempt to repair the canon by standing near it, they can also repair the turrets by standing near those. But it all takes time (even with 12 mechs). The less mechs surrounding the cannon, the slower it takes to repair/convert.
Maybe, to avoid all the mechs standing around the canon the whole game, they must run out to get supplies that are dropped nearby and bring them to the areas they want to repair. The counter attacking team can then defend these supplies (which the former attackers need to continue repairing the canon). The supplies will replenish, say, 15% of the component that they are brought to over 30 seconds. The more mechs standing beside the component, the faster the 15% will replenish.
The timer in the counter attack phase would be 15 minutes, if the attackers cannot convert the orbital cannon within that time limit, their attack is considered as countered, and they would not get the point.
Edited by MoonUnitBeta, 17 December 2014 - 09:41 AM.
#3
Posted 17 December 2014 - 09:40 AM
You should not be re destroying the generator to take back a base that just had the generator destroyed. It makes no sense.
The gates should be down, turrets damaged or gone, and it should be a location capture or just a simple wipe out the remaining forces.
The gates should be down, turrets damaged or gone, and it should be a location capture or just a simple wipe out the remaining forces.
#4
Posted 17 December 2014 - 09:45 AM
Wolfwood592, on 17 December 2014 - 09:40 AM, said:
You should not be re destroying the generator to take back a base that just had the generator destroyed. It makes no sense.
The gates should be down, turrets damaged or gone, and it should be a location capture or just a simple wipe out the remaining forces.
The gates should be down, turrets damaged or gone, and it should be a location capture or just a simple wipe out the remaining forces.
#5
Posted 17 December 2014 - 12:35 PM
Another idea would be to have the defending team have a temporary command post and a supply dump that would need to be guarded. I do like the idea of having an opportunity to get the turrets back on-line through some sort of scheme.
#6
Posted 17 December 2014 - 12:37 PM
This is an interesting concept. Since the defender was originally spanked, and would, theoretically, be calling in reinforcements, could the counter-attacker have a much slower dropship respawn timer?
#7
Posted 17 December 2014 - 01:21 PM
MacCaileanMor, on 17 December 2014 - 12:35 PM, said:
Another idea would be to have the defending team have a temporary command post and a supply dump that would need to be guarded. I do like the idea of having an opportunity to get the turrets back on-line through some sort of scheme.
I sort of like this.
Instead of a command post, it could just be a drop ship that has NO mechs (less programming on PGI side as th drops ships already come and go, 1 just stays with no mechs on board placement could be random. The doors (on the ship) open and guns on board work. The "dropship" could be the temp command and control 'post' that the new owners would need to defend.
Whatever turrets that were NOT destroyed would still be operational, but additional ones could be installed (set up on tripods to give the mobile / temporary look) and the new owners would need to protect the command ship as the counter attackers try to move in to destroy it.
After so many tokens (PGI could decdie the number) gained in successful DEFENSE, the base becomes operational again as new. If the Command ship is destroyed / all defenders destroyed - the counter attacker gains a token on the way to retaking their base / planet.
I dont know, just a thought...
Edited by vettie, 17 December 2014 - 01:22 PM.
#8
Posted 17 December 2014 - 02:09 PM
I like the drop ship command post. It is more of a hardened target than a truck or tent command post but if the attackers could target it and hit it with LRM they would still have a chance.
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