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Suggestion For Community Warfare Balancing


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#1 Tankenka

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Posted 15 January 2015 - 11:00 PM

So, yes I started this with a preposition, there is a great deal of discussion about community warfare and possible solutions to balancing between attackers and defenders. I, like many others, have come up with a few solutions that I believe would be effective and sit well within the MWO universe and the current mechanics of the game itself. Ah, I should say, I and my brother came up with these ideas by using each other as sounding boards.

On with the suggestions.

The first two suggestions are both specifically pertaining to the issue of defenders jumping the gates then rushing the drop-ship and camping the drop-off points so it's little more than a crap-shoot.

One: In line with the current map boundaries, where a player travelling over the edge of the combat zone is granted a small amount of time before they are obliterated, it would be reasonable to say that because of the arsenal on the drop-ships, it's not possible to get close enough to the drop-zone to hit a mech (unless you're in something that travels at 150km/h and you race in, take a pot-shot and race out). Simply, attackers would get a full map - defenders would get a restricted map (say, 2/3rds the size) which would put attackers being dropped under a protected zone akin to the outside edge of the map. This would stop the drop-zone camping pretty much dead in its tracks.

That said, after a little of BC's finest, we found a hole in it... it's part of the combat strategy and therefore doesn't sit quite in keeping with the MWO universe where strategy for a win can be brutal and ruthless.

Which led to the second idea...

Two: An added sub-loading graphic that is timed from the first drop... and one that translates into physical items that "spawn" (but are only needed to be destroyed once). Once players start, a light mech on the defender or attacker side would be able to come just within the gates (this is for timing reference) when the three dropships would do a low flyover and each would launch 2 (to as many as 4) objects that would propel to the ground. These would deeply embed themselves into the planet's surface and convert to offensive turrets. These turrets would be a distance back from the doors towards the attackers, this would effectively create a barrier (of between 6 to 12) of turrets that would defend the attackers against an early drop-zone rush.

This method allows for PGI to leave the map as is, and stay within keeping of the MWO universe (that kind of defense is feasible in an offensive strike, especially in an advanced warfare universe). Not only that, but it means that the tactic of storming the attacker's drop-zone is still viable - the turrets need only be destroyed first. Coupled with some "dropped" ammo bunkers (permanent fixtures, but clearly not buildings) etc that would grant dropped attackers some basic cover - this would serve to maintain some balance as well as create a barrier between rushed wins (akin to the added generators on the defensive side).

Running in tandem with the second suggestion is an extension that would generate a battleground in the attacker drop-zone which would provide cover for both counter-attack (an offensive defence) and attack (attackers defending their drop zone)... that is to add more cover beyond just a smattering of dropped crates... these would be nature elements - nothing fancy... a couple big rocks, some steeper slopes, jagged angles, that kind of stuff. This was more of a consideration to favour some of the strategic 'trash the attackers where they land' options... making it possible for attackers to have a chance to survive... while not making it too easy for them should the defenders really want to practice wolverine tactics.

Finally, I recognize that my and my brother's concepts are likely not new ones and that there are always going to be better ideas. We're sure to have missed a couple holes... such as the tweaking on the defender's side... possible extra damage options (ejecting from a mech under 40% causes it to explode, doing radial blast damage in a localized area... don't stand next to it)... but I'd probably write a book of ideas and only have a couple be worth anything.

OH! I almost forgot!

So, we wait between about 5 seconds and 30 seconds to drop... how about... you die... and you have 30 seconds to man drop-ship mounted turrets from the sky (the dropship flies, you shoot)... THEN you get into your mech, and drop. Perhaps there'll be no one around, but... if the dropship flies over battle to the drop-zone (this would be available to both attackers AND defenders) and gunners get to take pot-shots (the mechs would be 'loading' in the background). Once arrived, players would get a quick jump into the cockpit of their mech, powering up as they drop.

This would give people a chance to have some fun in the drop-ships. To flesh it out a bit more... it's a 30 second wait... why not have a seat in a gunner's seat before you are dropped back into battle. There just might be an enemy to shoot!

Anyways, thanks for reading if you got this far =^_^=

~Tankenka





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