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Resources, Mines, Rehcharge Stations And Jumps


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Poll: Resources, Mines, Recharge Stations and Jumps (0 member(s) have cast votes)

Which, if any, of the metagame options would you like to see added?

  1. F-Bills (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. Faction Bays (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. Faction Mechs (0 votes [0.00%])

    Percentage of vote: 0.00%

  4. Faction Storage (0 votes [0.00%])

    Percentage of vote: 0.00%

  5. None (0 votes [0.00%])

    Percentage of vote: 0.00%

Which, if any, of the game modes would you like to see added?

  1. Secure/Defend: Factory (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. Secure/Defend: Mines (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. Secure/Defend: Recharge Station (0 votes [0.00%])

    Percentage of vote: 0.00%

  4. Secure/Defend: Mech Hangers/Faction Storage units (0 votes [0.00%])

    Percentage of vote: 0.00%

  5. Scavenge: Destroyed JumpShip (0 votes [0.00%])

    Percentage of vote: 0.00%

  6. None (0 votes [0.00%])

    Percentage of vote: 0.00%

Which, if any, of the strategic map assets would you like to see added?

  1. JumpShips/DropShips (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. Recharge Stations (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. Mining Planets (0 votes [0.00%])

    Percentage of vote: 0.00%

  4. Factory Planets (0 votes [0.00%])

    Percentage of vote: 0.00%

  5. Faction Bases (0 votes [0.00%])

    Percentage of vote: 0.00%

  6. Jump Points (0 votes [0.00%])

    Percentage of vote: 0.00%

  7. None (0 votes [0.00%])

    Percentage of vote: 0.00%

Which, if any, of these dropships would you like to see added?

  1. Buccaneer (Civic Aerodyne) (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. Mule (Civic Spheroid) (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. Trojan (Civic Spheroid) (0 votes [0.00%])

    Percentage of vote: 0.00%

  4. Cargomaster (Martial Cargo Spheroid) (0 votes [0.00%])

    Percentage of vote: 0.00%

  5. Behemoth (Martial Spheroid) (0 votes [0.00%])

    Percentage of vote: 0.00%

  6. Colossus (Martial Spheroid) (0 votes [0.00%])

    Percentage of vote: 0.00%

  7. Lion (Martial Spheroid) (0 votes [0.00%])

    Percentage of vote: 0.00%

  8. Overlord (Martial Spheroid) (0 votes [0.00%])

    Percentage of vote: 0.00%

  9. Titan (Martial Aerodyne) (0 votes [0.00%])

    Percentage of vote: 0.00%

  10. Triumph (Martial Aerodyne) (0 votes [0.00%])

    Percentage of vote: 0.00%

  11. Union (Martial Spheroid) (0 votes [0.00%])

    Percentage of vote: 0.00%

  12. None (0 votes [0.00%])

    Percentage of vote: 0.00%

Which, if any, JumpShip features would you like to see added?

  1. 32 martial JumpShips by default (canon) and x civilian JumpShips (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. 20 Martial (2 per faction) & 16 Civic JumpShips by default (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. Destroyed JumpShips (0 votes [0.00%])

    Percentage of vote: 0.00%

  4. Build JumpShips (0 votes [0.00%])

    Percentage of vote: 0.00%

  5. Scavenge destroyed JumpShips (0 votes [0.00%])

    Percentage of vote: 0.00%

  6. Jump Point cycles (0 votes [0.00%])

    Percentage of vote: 0.00%

  7. Pirate Points (0 votes [0.00%])

    Percentage of vote: 0.00%

  8. Misjumps (0 votes [0.00%])

    Percentage of vote: 0.00%

  9. Spatial Anomalies (0 votes [0.00%])

    Percentage of vote: 0.00%

  10. Kaetetôã (0 votes [0.00%])

    Percentage of vote: 0.00%

  11. None (0 votes [0.00%])

    Percentage of vote: 0.00%

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#1 990Dreams

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Posted 06 April 2015 - 10:46 AM

So planetary conquest is kind of fun. But why bother conquesting? Let's just grab a decent sized hunk of planets and defend them. Maybe we'll go out and tease Steiner or Marik once in a while to amuse ourselves, but we really don't need planets, unless we want to rule the Inner Sphere, which is really hard.

So how do we introduce value in conquest and seizing planets? Simple. Ladies and gentlemen, I propose that PGI at least consider what I call...

Community Warfare: Phase x+1
x = Whatever phase PGI is on

(Note that values, names, prices, etc. are just examples and should probably be changed if this is actually implemented)

New metagame:

F-Bills : F-Bills (Faction Bills) are currency units earned in Community Warfare and used in Community Warfare. This prevents using Community Warfare to grind C-Bills that would be used excessively in the normal queue. F-Bills are earned by selling things, charging others to use services such as a Recharge Stations, succeeding in missions (Invading, Defending), etc. For example, a successful invasion could give a unit four million F-Bills.

Faction Bays: Faction Bays are Community Warfare exclusive Mechbays built using F-Bills.

Faction Mechs: Faction Mechs are Mechs that a unit buys using F-Bills and uses ONLY in Community Warfare.

Faction Storage: Faction Storage Units store equipment/weapons produced by factories. They are built using F-Bills and, as with all of the above, exclusive to Community Warfare.

Assembly Parts: Assembly parts can be used to construct factories, Mech Hangers/Faction Storage Units, DropShips, JumpShips, Recharge Stations, etc. These are produced in Factories.

New faction map assets:

JumpShips: JumpShips are the pack mules of the Inner Sphere. Carrying cargo or DropShips, they can instantly travel across the Inner Sphere to designated Jump Points. Civilian JumpShips would follow a set loop set by PGI and be neutral. Martial JumpShips are controlled/mapped by only the highest ranking of each faction, due the the expense of JumpShips. JumpShips can be destroyed by Misjumps, collisions, or Orbital Attacks (planets with an Orbital Gun can be set to attack a JumpShip in it's system).

DropShips: DropShips are what carry cargo or attacking forces to their destinations. In order to attack a planet far away you must board a DropShip, hitch a ride on a JumpShip, and then travel to your destination. Attacking a nearby planet simply requires deployment from the frontlines, which is not hard. (In fact, it is similar to what is done now.)

Recharge Stations: JumpShips, before being able to jump, have to recharge the K-F Drive capacitors, which is a delicate and slow process. Recharge Stations are massive space stations with huge solar sails designed for the sole purpose of recharging nearby JumpShips. This shortens the recharge time from 411.84-221.76 hours to 176-6 hours, depending on the Station's design and the mass of the star. With the largest possible sail, advanced batteries and a beam upgrade the charge time can be shortened to six hours. Due to the value of recharge stations, they are expensive to construct and upgrade.

Factory Planets: Factory planets are host to (you guessed it) factories. These factories can produce Mechs, weapons, equipment, and, perhaps most importantly, assembly parts. Due to the importance and power of factories, factories can only be built on planets within one planet of a Faction Base and can only be built nearby popular civilian JumpPoints. Factories consume resources, which are obtained from Mining Planets. Different resources are needed to produce different parts. For example, a KF Drive requires, among other things, Germanium. Meanwhile, an ammunition factory needs saltpeter, titanium, nickel, iron, etc.

Mining Planets: In order to fuel factories, a faction must control Mining Planets. Every planet contains some resources, but some planets have more than others, making them valuable for mining. Mines can be constructed on any planet, regardless of whether or not they contain a lot of resources. A list of resources that can be mined to make things, along with their rarity (the rarer, the harder to find/more difficult to mine) (1- Common; 10-Precious):
Spoiler


Faction Bases: These planets host Mech Hangers, DropShip docking, Faction Storage, etc. Attacking these planets is unadvised, as the defenders often have a large advantage. Successful attack results in the loss of all assets stored there. Faction Bases can be built on any planet.

Jump Points: JumpShips can only jump to special points in a stars gravitational well. These are called Jump Points. All stars have a Nadir and Zenith Jump Point, which follow a regular cycle. However, the changing alignment of planets, electromagnetic field of a star, etc. create and destroy other Jump Points known as Pirate Points. Jumping to a Pirate Point can result in a misjump, which can cause the JumpShip to overshoot its destination. There is even rare chance a JumpShip could hit a Spatial Anomaly, which could cause the JumpShip to overshoot by light-years or possibly land in Kaetetôã. In rare cases, the Spatial Anomaly could collapse the K-F field and destroy the JumpShip.

Construction Stats:
(Upgrade costs are include the cost of producing parts in a factory)

Faction Base:
  • F-Bill Cost: 62 Million F-Bills
  • Initially comes with 1 Mech Hanger (four bays) and 1 Storage Unit (100 tons of equipment)
    • ​Hanger Cost: 32 Million F-Bills
    • Storage Unit: 20 Million F-Bills
Mining Planet:
  • F-Bill Cost: 76 Million F-Bills
  • Comes with a small turret grid and a gate to cover mining shaft
  • Rig v/s Shaft is either chosen or randomly selected
    • ​Turret grid upgrade: 10 Million F-Bills
    • Fortify Complexes: 18 Million F-Bills
JumpShip:
  • F-Bill Cost: 120 Million F-Bills
  • Comes with complete defense grid and 2 dropship docks
    • ​Lithium Fusion Battery upgrade: 14 Million F-Bills
    • Sail upgrade: 20 Million F-Bills
    • Additional dropship dock (max. 6): 10 Million F-Bills
Factory Planet:
  • F-Bill Cost: 180 Million F-Bills
  • Comes with turret grid, walls/gates, etc.
  • Initially only produces two items (all ammunition, weapons, equipment)
  • Upgrade tree (exclusive [i.e cannot produce items and Mechs]):
    • ​Third item upgrade: 12 Million F-Bills
      • ​Fourth item upgrade: 16 Million F-Bills
    • Omnipod upgrade: 6 Million F-Bills
      • Mech upgrade: 20 Million F-Bills
        • ​Two Mechs upgrade: 40 Million F-Bills
    • Assembly Part upgrade: 6 Million F-Bills
      • ​2 Assembly Part upgrade: 12 Million F-Bills
    • Speed upgrade (not exclusive): 2 Million F-Bills
      • ​Teir 2: 4 Million F-Bills
        • ​Teir 3: 10 Million F-Bills
          • ​Teir 4: 18 Million F-Bills
Recharge Station:
  • F-Bill Cost: 280 Million F-Bills
  • Comes with full defense grid, four batteries, and a 750 Meter Sail
    • New battery: 12 Million F-Bills
    • Sail Upgrade (1000m): 20 Million F-Bills
      • Sail Upgrade (1500m): 40 Million F-Bills
        • ​Sail Upgrade (2000m): 60 Million F-Bills
    • JumpShip Repair Dock (max. 4): 60 Million F-Bills per dock
    • DropShip Dock (max. 8): 10 Million F-Bills per dock
    • Beam Upgrade: 80 Million F-Bills
    • Advanced batteries: 40 Million F-Bills
New DropShips:

Spheroid DropShips:
Pros: Can carry more Mechs at higher tonnages; Has more powerful weapons; Faster redeployment time
Cons: Less armor; Cannot fly away (more vulnerable to damage); Cannot land if there is an Orbital Gun emplacement; Cannot land in zero-gravity; Takes longer to touch down (two minutes)
Cost: 40 Million F-Bills

Aerodyne DropShips:
Pros: More armor; Can fly away and back; Can deploy in any environment; Cannot be shot down by Orbital Gun emplacements; Fast touch down (apx. fifteen seconds)
Cons: Less weapons; Takes longer to redeploy; Cannot carry as many Mechs as Spheroid; Cannot carry tonnages as high as Spheroid
Cost: 20 Million F-Bills

New Game Modes:

Secure/Defend: Factory

The objective of this gamemode is to secure or defend the factories scattered around the map, similar to conquest. Factories can be recaptured, but the capture process takes longer or shorter based on how many there are around the map. Factories have turrets guarding them, but the turrets change sides once the factory is captured or once the generator is captured/destroyed.

Attacker Win Conditions:
  • ​Capture all factories
  • Destroy all defending forces
Defender Win Conditions:
  • Time-out with at least 1/3 of the total factories under defender control
  • Destroy all attacking forces
Secure/Defend: Mines

The objective of this gamemode is to secure or defend a mining area/resource collector. Key structures include the Mining Rig/Shaft, the Storage Complex, the Enrichment Complex and the Generator Array. In addition, a capture-able defensive grid is in place. Destruction of the generator disables the turret grid. The Storage Complex and Enrichment Complex are often fortified by walls, while the Mining Rig/Shaft often relies on defending Mechs and mobile turrets for defense.

Attacker Win Conditions (<& is required as a set [not standalone]):
  • ​Capture Mining Rig/Mining Shaft gate [<&]
  • Capture Enrichment Complex [<&]
  • Capture Storage Complex [<&]
  • Capture Generator Array
  • Destroy all defending forces
  • Time out with 2/3 objectives under your control
Defender Win Conditions:
  • Time-out with Mining Rig/Mining Shaft gate under your control
  • Destroy all attacking forces
Secure/Defend: Recharge Stations

The objective of this gamemode is to secure or defend the recharge station. Key parts of a recharge station include the Command Post, the Storage Deck, any Repair Dock Controls (not on all stations), the Sail Control, the Microwave Beam Control, and all the Batteries. A large turret grid defends each structure individually. Capturing the Command Post will switch the turrets sides. Care must be taken not to damage these structures, and the destruction of any structure will result in a severe penalty for the team that destroyed it. Due to the zero-gravity environment the attacking team can bring heavier Mechs, but they have a small drop bay due to the challenge of access in these environments. A unique function of these maps would be that falling off the sides would result in an instant death, similar to the out of bound penalty but without the 10 second leniency. Aerodyne DropShips are required to attack.

Attacker Win Conditions (<& is required as a set [not standalone]):
  • ​Capture the Command Post [<&]
  • Capture the Sail Control [<&]
  • Capture the Microwave Beam Control [<&]
  • Capture all batteries [<&]
  • Capture Repair Dock Controls (secondary, LP and FB bonus)
  • Capture Storage Dock Controls (secondary, LP and FB bonus)
  • Destroy all defending forces
Defender Win Conditions:
  • Time-out with Command Post, Sail or Microwave Beam Control and at least one battery under your control
  • Destroy all attacking forces
Secure/Defend: Mech Hangers

The objective of this gamemode is to secure or defend Mech Hangers or Faction Storage Units. The defending team has the advantage of being able to utilize on ground forces as well as dropped in forces, allowing each defending Unit to have an additional slot for a Mech in their drop deck, making attacking a risky choice.

Attacker Win Conditions:
  • ​Destroy all Mech Hangers/Faction Storage Units
  • Destroy all defending forces
Defender Win Conditions:
  • Time-out with one surviving Mech Hanger/Faction Storage Unit
  • Destroy all attacking forces
Scavenge: Destroyed JumpShip

This game mode is invoked when one or more factions attempt to scavenge a destroyed JumpShip. Whichever team is the last man standing is the winner. The surviving defense turrets of the JumpShip will shoot at all attacking units, regardless of their faction. Jump capable units are recommended to be able to jump on, above, and around debris, as well as to avoid falling off edges. The malfunctioning K-F drive give the JumpShip gravity, so you fall back down when you jump. This unfortunately means you can be flung into space by falling too fast off an edge. Aerodyne DropShips are required to preform this mission.

Win Conditions:
  • ​Destroy all opposing forces
  • Time out with most kills

Edited by DavidHurricane, 06 April 2015 - 11:03 AM.






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