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How Community Warfare Should Work


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#1 PocketAces

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Posted 01 April 2015 - 10:14 PM

There are 15 slots to take a planet and as it stands now the slots fluctuate between the BIG GUN map. These maps are just meat grinders, funnel in to a small space and fight it out. Where is the role warfare here? Lights are only good for the last push for Omega, it is just a slugfest and it is a little dull.

So my proposal would be to split the 15 slots into 3 groups of 5, the first 5 could be a recon mission, or take out vital infrastructure mission, the good thing is you can use existing maps for this. First five missions could be capture or destroy three tactical targets, say a comms tower, munitions dump, and a dropship landing zone. There are more rewards for capturing than destroying as you can use the three targets to help your advance, either in c-bills or extra tonnage for the next drop.

The next objective is to take the anti-dropship gun, still get your meat grinder, if that is your flavour, and the third and final mission is to take out the command HQ, or big city, and thereby capturing the planet.

This would definitely add some depth to the game, and it would feel more immersive, take point A to take point B and so on.

#2 aniviron

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Posted 02 April 2015 - 02:29 AM

I definitely agree that maps with an objective besides "Shoot the gun" are needed. Even NetMech back in the 90s had more imaginative scenarios.

Honestly, even if it wound up being a situation where the game mode was more or less the same but the item being destroyed was different (gun turret, office building, barracks, terraforming plant, air base, repair bay, mobile field base) it would add a lot of flavor. Ideally, maps with different sorts of objectives would play differently though.

#3 CyclonerM

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Posted 02 April 2015 - 02:32 AM

Absolutely agreed 100%.

#4 Karl Streiger

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Posted 02 April 2015 - 02:46 AM

Always liked the feeling in one of the last Missions in MW4 Mercs when you chooses to stay loyal - the charge into the mouth of hell - through the valley into the fortification was great.

You could made this a really good "King of the Hill"
Both teams have a route towards the objective (only if its not possible to have 2 alternate launch points) - including turrets that respawn (say its infantry in fortified buildings)

The defender should be able to get there faster - the attacker have to push trough and capture a objective - capture and hold. that would turn the defender into the attacker in one of the next waves

there could be some "tactical" play either - for example the attacker use lights only to get to the objective fast and bind and attack the defender before they can "man" the bunkers.

#5 Xarrthas

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Posted 02 April 2015 - 05:43 AM

that would be awesome, great idea!

#6 Sharfen

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Posted 02 April 2015 - 07:57 AM

They should have content to encourage the use and value of light mechs in CW. Frankly I don't care to drive anything that isn't fast. So far there isn't much use for lights in CW (single instance of the 'light rush' excluded). They should add physically restricted content that light mechs could excel at. Things like, destroy a power junction that is inside a building to small for anything bigger than a Cicada to get into. Or maybe make first-to-capture features, like take control of a relay station. Once the relay station is controlled it can't be taken again. Then the fast mechs would be in high demand to be first-to-capture.

I would love to take a full dropship loadout of lights but right now that just gimps my team.

#7 Mystere

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Posted 02 April 2015 - 11:46 AM

View PostPocketAces, on 01 April 2015 - 10:14 PM, said:

There are 15 slots to take a planet and as it stands now the slots fluctuate between the BIG GUN map. These maps are just meat grinders, funnel in to a small space and fight it out. Where is the role warfare here? Lights are only good for the last push for Omega, it is just a slugfest and it is a little dull.

So my proposal would be to split the 15 slots into 3 groups of 5, the first 5 could be a recon mission, or take out vital infrastructure mission, the good thing is you can use existing maps for this. First five missions could be capture or destroy three tactical targets, say a comms tower, munitions dump, and a dropship landing zone. There are more rewards for capturing than destroying as you can use the three targets to help your advance, either in c-bills or extra tonnage for the next drop.

The next objective is to take the anti-dropship gun, still get your meat grinder, if that is your flavour, and the third and final mission is to take out the command HQ, or big city, and thereby capturing the planet.

This would definitely add some depth to the game, and it would feel more immersive, take point A to take point B and so on.


I am going to take your idea even further ...

Consider this directed graph:

Posted Image


Treat it as a campaign for invading a "small" and "not so significant" planet:
  • Each node is a location on a planet.
  • Location 3 is a beachhead mission. If the invaders lose, then the invasion is cancelled.
  • Locations 1, 4, and 5 involve skirmishes.
    • If the invaders lose on 1 and 5, the defenders get to counterattack 3.
    • If the invaders lose at 4, they are pushed back to 5.
  • Nodes 2 and 6 are assaults.
    • While 6 is still in defenders' hands, they get to skirmish on 4 and counterattack on 2.
  • Location 7 requires a successful recon mission, before assaults on 2 and 8 are allowed.
  • Node 8 is an assault on the capital city.
    • Invaders take the planet if they win here.
    • Defenders get to counterattack at 6 while they hold the capital.
    • Defenders get to skirmish at 7, and if successful, push the invaders back to 1.

That is just one way of configuring a campaign using the very simple graph above.

For more ideas on this and others, please go here:

#8 Davers

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Posted 02 April 2015 - 01:04 PM

Well we have the CW versions of Skirmish and Assault. But the maps we have don't really look very good for a CW Conquest game mode. :(

#9 masCh

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Posted 03 April 2015 - 11:38 AM

This is a great idea.

Yes for exampl,the first 4 tokens could be the recon mission for a lance of 4 (4v4), for the 4 maps.
The next 4 tokens would be capturing the turret controls for two lances (8v8).
The next 4 tokens would be kill Omega with a drop weight of 180t (12v12)
If all 4 Omega's are down, then the attackers can finally land a proper dropship. So the last 3 tokens would be a skirmish.
Counter-attacks are only possible with the last 3 matchmodes.





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