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Dynamic Community Warfare Mode


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Poll: New CW Idea (12 member(s) have cast votes)

Do you like this CW idea?

  1. Yes! (100% satisfied) (8 votes [66.67%] - View)

    Percentage of vote: 66.67%

  2. No! (100% dissatisfied) (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. Yes. (like it, but it needs improvement) (please explain) (4 votes [33.33%] - View)

    Percentage of vote: 33.33%

  4. No. (don't like it, but it has merit) (please explain) (0 votes [0.00%])

    Percentage of vote: 0.00%

  5. Not sure. (50/50) (please explain) (0 votes [0.00%])

    Percentage of vote: 0.00%

What do you like? (general concept-wise or current setup)

  1. Turret Control Towers (12 votes [11.54%] - View)

    Percentage of vote: 11.54%

  2. HQ (12 votes [11.54%] - View)

    Percentage of vote: 11.54%

  3. Barracks (8 votes [7.69%] - View)

    Percentage of vote: 7.69%

  4. Mech Hangars (9 votes [8.65%] - View)

    Percentage of vote: 8.65%

  5. Control Points (9 votes [8.65%] - View)

    Percentage of vote: 8.65%

  6. Air Traffic Control Tower (9 votes [8.65%] - View)

    Percentage of vote: 8.65%

  7. Munitions Dumps (10 votes [9.62%] - View)

    Percentage of vote: 9.62%

  8. Orbital Cannon (9 votes [8.65%] - View)

    Percentage of vote: 8.65%

  9. Dropship Field (9 votes [8.65%] - View)

    Percentage of vote: 8.65%

  10. Turret Fields (6 votes [5.77%] - View)

    Percentage of vote: 5.77%

  11. Armor Support (11 votes [10.58%] - View)

    Percentage of vote: 10.58%

  12. Nothing (0 votes [0.00%])

    Percentage of vote: 0.00%

  13. Other (please explain) (0 votes [0.00%])

    Percentage of vote: 0.00%

Would you like to see additional base features?

  1. Yes. (please explain) (5 votes [41.67%] - View)

    Percentage of vote: 41.67%

  2. No. (please explain) (1 votes [8.33%] - View)

    Percentage of vote: 8.33%

  3. Not sure. (6 votes [50.00%] - View)

    Percentage of vote: 50.00%

What base features would you remove?

  1. Turrets (fields, or just in general) (1 votes [8.33%] - View)

    Percentage of vote: 8.33%

  2. Turret Control Towers (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. Armor Support (0 votes [0.00%])

    Percentage of vote: 0.00%

  4. Air Traffic Control Tower (0 votes [0.00%])

    Percentage of vote: 0.00%

  5. Barracks (0 votes [0.00%])

    Percentage of vote: 0.00%

  6. Mech Hangars (0 votes [0.00%])

    Percentage of vote: 0.00%

  7. Orbital Cannon (0 votes [0.00%])

    Percentage of vote: 0.00%

  8. Control Points (0 votes [0.00%])

    Percentage of vote: 0.00%

  9. Munitions Dumps (0 votes [0.00%])

    Percentage of vote: 0.00%

  10. Dropship Field (0 votes [0.00%])

    Percentage of vote: 0.00%

  11. HQ Building (0 votes [0.00%])

    Percentage of vote: 0.00%

  12. Nothing (11 votes [91.67%] - View)

    Percentage of vote: 91.67%

Do you think this CW style will accomplish any of the following? (please select what you believe it will accomplish)

  1. Foster teamwork (8 votes [16.67%] - View)

    Percentage of vote: 16.67%

  2. Remove obvious advantage of death-ball (8 votes [16.67%] - View)

    Percentage of vote: 16.67%

  3. Make less brawly mechs more useful (7 votes [14.58%] - View)

    Percentage of vote: 14.58%

  4. Encourage tactics and not just rushes (9 votes [18.75%] - View)

    Percentage of vote: 18.75%

  5. Increase rewards all around (8 votes [16.67%] - View)

    Percentage of vote: 16.67%

  6. Decrease rewards all around (please explain) (0 votes [0.00%])

    Percentage of vote: 0.00%

  7. Discourage teamwork (please explain) (0 votes [0.00%])

    Percentage of vote: 0.00%

  8. Won't change CW much (please explain) (0 votes [0.00%])

    Percentage of vote: 0.00%

  9. Draw in players who normally don't play CW (7 votes [14.58%] - View)

    Percentage of vote: 14.58%

  10. Discourage players who normally don't play CW (please explain) (1 votes [2.08%] - View)

    Percentage of vote: 2.08%

  11. Break PGI and MWO (0 votes [0.00%])

    Percentage of vote: 0.00%

  12. Encourage death-balling (please explain) (0 votes [0.00%])

    Percentage of vote: 0.00%

Do you like the idea of a bonus round?

  1. Yes. (6 votes [75.00%] - View)

    Percentage of vote: 75.00%

  2. No. (2 votes [25.00%] - View)

    Percentage of vote: 25.00%

  3. Not sure. (0 votes [0.00%])

    Percentage of vote: 0.00%

What do you like about the bonus round idea?

  1. Time limit (3 votes [20.00%] - View)

    Percentage of vote: 20.00%

  2. Extract conditions (4 votes [26.67%] - View)

    Percentage of vote: 26.67%

  3. Allied assistance (attackers) (2 votes [13.33%] - View)

    Percentage of vote: 13.33%

  4. Allied assistance (defenders) (3 votes [20.00%] - View)

    Percentage of vote: 20.00%

  5. Nothing (2 votes [13.33%] - View)

    Percentage of vote: 13.33%

  6. Not sure. (1 votes [6.67%] - View)

    Percentage of vote: 6.67%

What would you change about the bonus round?

  1. Time limit (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. Extract conditions (please explain) (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. Allied assistance (attackers) (please explain) (0 votes [0.00%])

    Percentage of vote: 0.00%

  4. Allied assistance (defenders) (please explain) (0 votes [0.00%])

    Percentage of vote: 0.00%

  5. Nothing (1 votes [12.50%] - View)

    Percentage of vote: 12.50%

  6. Remove the bonus round (1 votes [12.50%] - View)

    Percentage of vote: 12.50%

  7. Not sure. (6 votes [75.00%] - View)

    Percentage of vote: 75.00%

Vote Guests cannot vote

#1 BerserX

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Posted 07 May 2015 - 10:56 AM

I know CW is only in beta right now, and that the current maps were only meant to be temporary substitutes for the eventual planetary maps, so this is only a suggestion for the coming stages of CW.

When I envisioned Community Warfare, I thought we would see something more Battlefield 1942 style, with control points (and some destructible objectives thrown in). I was figuring would large, open maps with some choke points and series of "command posts" scattered throughout the base, along with communications arrays and objective buildings (turret control, air traffic control, central HQ, hangars, barracks, etc.) to be destroyed also. This style would facilitate the use of faster mechs (i.e.: Locust and light mechs that can't boat small pulses, like the Spiders) by combining a Conquest style game mode with an Assault style game mode. This would also make the fights a bit more tactics-oriented, and not so much of a "best brawler/death-ball wins".

My suggestion is to adapt the current model of CW to use more MW4-style base setups, where each base has the following: 2 turret control towers (control either half of the base, and prevent all turrets from being destroyed too easily), 1 main headquarters building (primary obective - attackers will receive a small group of heavy armor support will drop), 1 air traffic control tower (allow armor support vehicles to assist in holding control points - will explain this), 1 barracks (primary objective - make defenders respawn a few seconds slower - not ridiculously slower), 2 munitions dumps (attacker CBill bonus when destroyed), 1 orbital cannon (primary objective - give attackers a faster respawn time) 3 mech hangars (faster defender respawn - when destroyed, dropships resume defender respawns a bit slower, but with the LL's added back instead of the ML's), 1 communications array (primary objective - destroying this will slow defender respawn by a few seconds), and 3 control points (attackers must control these and destroy primary objectives to win).

The initial base layout will be such from the attacker's point of view: (keep in mind that PGI is working on NPC combatants)
  • No gates for attackers to destroy (walls still present), but a decent-sized turret field
  • 1 control point just inside the entrance, guarded by a small group of random armor support (Clan or IS specific vehicles, respectively) and turrets
  • Veering to the left will lead to the barracks, and a turret control tower a bit further, along with more turrets
  • Veering to the right will lead to the air traffic control tower and a munitions dump (separated a bit), with some more turrets
  • Going straight will lead to the second munitions dump, a small turret field just beyond, a mech hangar just past that with a pair of large armor support vehicles, and the HQ beyond that
  • All three "paths" will reconnect past the HQ, with the second two mech hangars positioned several hundred meters to the left and right, behind the HQ, each with more armor support vehicles, and the second turret control tower offset to the right
  • The orbital cannon will sit beyond the mech hangars, with an open field beyond it for subsequent defender dropship respawns
  • The second control point will be positioned near the barracks, back on the left path, among some "objective buildings" (maybe data centers)
  • The third control point will sit along the right path, past the air control tower, among some other kind of important buildings (maybe research centers or something?)
  • The communications array will be offset to the left, past the barracks and second control point
When the attackers drop, they will fight past the first turret field of LL turrets (maybe 6-8?), and take the first control point from the armored vehicles. Taking this control point will drop a small group of heavy allied armored vehicles (maybe 4-6) to assist in holding that point. Destroying the barracks on the left path will cause the defenders to respawn about 5 seconds slower, and destroying the turret control tower will make half of the middle turret field go dead (maybe about 3-4 ML turrets dead?). Taking the nearby control point will drop a small random group of attacker armor support vehicles (4-6? - hovercraft or light tanks?) to assist in holding the point. Destroying the communications array will make defender respawn 3-5 seconds longer.








Attackers moving right will destroy the first munitions dump, and the air traffic control tower (this must actually be destroyed first for allied armor support to drop in the control points). Just past, they will capture the third control point and receive a small medium armored vehicle drop to defend it (4-6 medium tanks or tracked launchers?).

Attackers moving up the center will destroy the second munitions dump, and encounter a field of about 6-8 ML turrets (half of which will be dead if left control tower is destroyed). Destroying the mech hangar will force the defender Alpha lance to respawn via drop ship in the field behind the other mech hangars and orbital cannon. Destroying the HQ building just past the mech hangar will allow a small group of heavy tanks (4?) to drop to assist the attackers in the final push.

All three attacking groups will convene on the two remaining mech hangars, turret control tower, and orbital cannon. Destroying the second turret control tower will kill the remaining LL and ML turrets. Destroying the last two mech hangars will result in the remaining defender lances being forced to respawn via dropship in the field behind the orbital cannon. The orbital cannon generator will be positioned on the dropship field side, and must be destroyed to kill the gun. Destroying the orbital cannon generator will result in a faster respawn for the attackers (10 seconds? - to simulate more dropships making it through).

Attackers win upon destruction of all primary objectives and capture of all control points, or elimination of all defenders (all NPC's included). Bonus CBills are earned for each building destroyed, and the elimination of all primary objectives. Bonus XP is earned for destroying all mech hangars.

Defenders win upon successful defense of their base (elimination of all enemies - NPC's included), or time runs out. Bonus CBills are earned for each building or structure successfully defended, control points held, and turrets and NPC's remaining. Bonus XP is earned for defending defending the HQ building and munitions dumps.

The timer should be extended to about 25-30 minutes to allow attackers sufficient time, and large lasers should be restored to the dropships to give defenders assistance in repelling attackers when pushed back to the orbital gun. Armor support vehicles will have approximately the same armor as comparable turrets, and more firepower (depending on the size of the vehicle). In addition, when the attacker armor support vehicles are brought in, heavy choppers will deploy them, escorted by reasonable combat choppers (Nightwinds?). The transport choppers may be destroyed before deployment, destroying the armor support and causing the escort choppers to do a low fly over and barrage close targets before leaving the battlefield. All armored vehicles will be mobile, but will have preset objectives which they will defend or attack.

This style of CW should result in hefty bonuses that will make it worth playing for less competitive players, and heavily reward players who do well in CW. It should foster a teamwork environment (which already exists in CW) while scattering the battle a bit into large pockets of fighting more typical of Public matches (not intending scattering-and-dying-style pockets, just the more effective groups fighting on multiple fronts). It should also favor a reasonable spread of mechs of different specializations - not just the ones that can front-load the most firepower, and should not be heavily weighted toward death-ball tactics (not discouraging necessarily - just not in clear favor).

*Phew!* long post

If you like it and are 100% satisfied, please just check the poll. If you don't like it, please explain why so I can do my best to include appropriate poll options. This poll is a work-in-progress, and is not complete. I am looking for pertinent feedback to help make sure good ideas are represented, and my concept is improved to better balance CW and make it more dynamic to draw in more players.

**EDIT:

As a possible bonus round of sorts:
  • If the attackers succeed in destroying the main objectives, and control all the control points, defenders must retreat to the dropship field where dropships will come to load the individual fleeing mechs. Dropships will hover in place over the extraction point and provide extra firepower until defenders have held the extract point for a period of 20-30 seconds. If the zone is contested, dropships will continue to lend firepower, but no extract will occur until control is reestablished for the set period of time. Only dropships of player whose mechs are in the uncontested extract point will come to the zone (player dropships fly in after about 15 seconds of uncontested control - not counting shot fired into the zone). Retreating mechs will have about 3-5 minutes to extract. Bonus CBills and XP will be awarded to the defending team for attacking mechs destroyed, and number of defenders "extracted" after the time period. A point multiplier will be applied if all defenders are successful in extraction. Attackers receive points for destroying the fleeing mechs and successfully thwarting the retreat.
  • If the defenders succeed in protecting the base for the set time period, attacking mechs will retreat to their drop zone, where representative (of the group - not individual players) allied dropships will be hovering for extraction. A small group of light armor (about 4-6) will be deployed at the drop zone to cover the retreat, one aerospace fighter flyover will occur for each control point held by the attackers to deter pursuing defenders. All remaining attackers must return to the extraction zone to successfully retreat (this means if you're a straggler, to take a hit for the team and turn back to fight and provide cover fire). Attackers will have a short countdown timer (maybe 5 minutes - tops) to return to the extraction point. Bonus CBills and XP will be awarded for pursuing defenders destroyed and successful extraction. A percent multiplier will be applied for number of attacking mechs extracted. Defenders receive points for destroying the fleeing mechs and successfully thwarting the rertreat.
It should be noted that though the retreating attackers have ground and potential air assets to cover their retreat, they only have 3 dropships waiting for them (one dropship holds an entire lance), and all of the must extract. The defenders have a much shorter distance to run, and one dropship per retreating mech in the extraction zone (for a theoretical possible of 12 dropships lending their firepower). There are also no respawns in the bonus round, so whatever you have, you're stuck with (even if you have mechs that have not been deployed). It should also be noted for the fleeing attackers that, in the event a "stick" Atlas is left by the defenders so that the attackers cannot retreat, the eject button is still a viable option to allow your teammates to extract without you.






**Note: The poll has been updated to reflect the bonus round idea.

Edited by BerserX, 08 May 2015 - 01:15 PM.


#2 Nightmare1

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Posted 07 May 2015 - 11:08 AM

Pretty cool! Got my votes! :)

#3 Neput Z34

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Posted 07 May 2015 - 04:50 PM

That is a rather well thought out, certainly better then the current 2 modes that we have. Kind of reminds me of some custom missions/ maps that were on Sunder mission play server back in MW4 Mercenaries.

Honestly I would rather avoid having a mission entity/ objective called a "generator" if possible. An APU, power relay station, power plant, "perpetual motion device", etc would be preferred.
Having varied and limited objectives per map or even varied objectives per match, would be nice, so it doesn't resemble the current "Kill Everything" or "Rush 0-Gens & Ω" game mode.

Also have defenders fail scenario / bonus round. If attackers succeed in destroying all primary objectives, they will not get any more reinforcement and all "surviving" mechs should try to make it back back to their Drop Zone for extra C-Bill / LP bonus. This gives the defenders a chance to "Reclaim Their Honor" or at the very least every one gets a chance to make some C-Bills if they lost to (or performed) an objective rush.

Edited by Neput Z34, 07 May 2015 - 04:53 PM.


#4 BerserX

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Posted 07 May 2015 - 06:40 PM

I definitely agree with doing something other than the current "Kill all/Rush Omega" game mode. It gets old pretty quick, especially considering the small population of casual gamers that play CW. I like the idea of a bonus round. I'll try to add something to the poll to reflect that.

#5 BerserX

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Posted 07 May 2015 - 07:29 PM

The poll has been updated to reflect the bonus round idea.

Also, if anyone has good feedback or ideas regarding features to add to the base, or substitutes for things currently suggested (even rewards/support NPC's), please let me know so I can better-update the poll.

#6 50 50

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Posted 10 May 2015 - 07:23 PM

Definitely like the idea that completing certain objectives will have an effect in game.

#7 BerserX

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Posted 11 May 2015 - 03:21 PM

View Post50 50, on 10 May 2015 - 07:23 PM, said:

Definitely like the idea that completing certain objectives will have an effect in game.


50 50, if you haven't, please fill out the poll. I believe there were 7 participants previously (I apologize if I'm wrong).

Thanks for the bump and feedback!

#8 Satan n stuff

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Posted 11 May 2015 - 11:58 PM

I personally don't think we need to have only one CW game mode at all. I had an idea which I'll try to dig up once I finish writing this post, that involved multiple game modes and a lot more strategy when it comes to territory control.

Found it, I don't intend to hijack the thread but there's no reason we can't mix and match, maybe come up with something better than what any of us have now.

View PostSatan n stuff, on 28 March 2015 - 10:23 AM, said:

I'd very much like to see different types of missions in CW and planetary zones that are more than just a slot to be taken or lost.
Imagine having a planetary map with each zone representing a specific map and game mode. To take a planet, you'd have to capture and hold most strategic targets ( specific zones ) for a certain amount of time.
You'd have to invade from one or more specific unprotected zones and work your way to the defenses to open up more of the planet's zones for the invaders. Then you'd have to take specific zones which can be cities, bases, space ports etc. You'll be able to attack any zone that isn't covered by an orbital gun, and you can attack any zone that's connected to a friendly unprotected zone by friendly territory. Defenders can counterattack any zone connected by friendly territory to a friendly zone with a strategic target on it.

Zones without strategic targets would require the attacker to either kill all the defenders or get a specific number of mechs to a point at the other end of the map without any defenders being in the general area, defenders win by killing all attackers, they also get ( destructible ) sensor towers to spot incoming attackers. These maps would be big and would have mostly homogenous terrain, ( meaning no LaneWarriorOnline ) this is intended to give the attackers lots of possible routes to reach the other side of the map.

Zones with strategic targets would have several targets scattered around the map, each one with it's own defenses, the attackers would need to take out all of these targets while the defenders try to kill them. These can be city maps, industrial areas, bases or the current CW maps and probably more.


I'm a bit too tired to give a more indepth description, I'll probably edit some stuff in later.

View PostSatan n stuff, on 29 March 2015 - 03:38 AM, said:

Instead of editing, I'll just quote it and give some additions.

Any zones that are cut off from the occupying side's reinforcements ( see quote ) will be automatically flipped after a set time, a timer of several hours would probably be best to give the occupying side a chance to clear the way for reinforcements to come in.

A space port is intended to be the final objective of the first phase of the invasion, to capture it you'll have to first take out all orbital guns covering it so your reinforcements can land after you've taken the space port. Once that is done you can attack the space port directily and if successful, the second phase starts where the invaders have to hold the planet against enemy reinforcements. The defenders and attackers will switch roles and a countdown will start, with a minimum time of 24? hours, this will be significantly longer if not all strategic targets have been taken by the invading faction, and the timer will adjust dynamically. If the invaders manage to hold the space port for the entire duration, the planet will be flipped.
I am thinking mechanically each strategic target would be worth a certain number of points per minute, once enough points have been collected the planet flips, the timer displays when the planet will be flipped at the current rate. Reducing the invaders' territory to just the space port could potentially extend the timer by weeks, so holding on to as much territory as possible is encouraged.
The faction that currently owns the planet does not get a timer regardless of whether or not they control the space port, their only objective is to hold the planet until their faction's attacking players can cut off access to it. If the countdown ( if active ) hasn't ended when this happens the invasion will have failed.

Taking a zone with an orbital gun will not automatically flip it's area denial effect, instead the effect will be disabled. The faction that holds the space port will reactivate all orbital guns in friendly zones, orbital guns in enemy controlled zones will retain their status when the space port is taken.

Taking or defending zones with strategic targets would give significant benefits to the players and/or units involved. For specific zones on specific planets, these benefits may include discounts on items or mechs. For all zones with strategic targets a significant loyalty point and cbill bonus is awarded to players on the winning team and a smaller bonus is awarded to the units of these players, the amount depending on the number of affiliated players participating in the battle.
Unit cbills bonuses would go to the unit coffer if it can be put to use, but I don't really see a good way to do that without making CW pay2win, so if that's not an option they would be split between unit members. Giving unit members a daily allowance to pay for consumable uses in CW could be a start, but that alone isn't a good reason to have a unit coffer. Unit loyalty bonuses would be split between unit members.

Edited by Satan n stuff, 12 May 2015 - 12:04 AM.


#9 Vellron2005

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Posted 13 May 2015 - 05:19 AM

Well, I think we are all in agreemnet here... CW desperatelly needs more game modes, and those game modes apsolutelly MUST make it more beliveable and realistic that you are conquering a planet.

So, for the Dev's..

CW needs:

1) More game modes

2) More maps of the same general theme / graphic pack

3) More objectives other than gens and omega

4) More fluff - descriptions of planets, planet uniqueness, and such.

5) Ability to prepare drop decks and mechs according to the map pack / planet you'r dropping to.. (Not gonna bring the same mechs to a planet with 6 hot maps as I would to a planet with 4 temperate maps and two hot maps)

6) Real game-affecting and pilot affecting value of conquering a planet other than laughing at Clan Smoke Jaguar for getting pushed back to their homeworld (Sorry clan brothers)

7) Live news feeds of what's going on on the front lines.

That sums it up rather nice, yes?

#10 TheArisen

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Posted 13 May 2015 - 07:44 AM

View PostVellron2005, on 13 May 2015 - 05:19 AM, said:

Well, I think we are all in agreemnet here... CW desperatelly needs more game modes, and those game modes apsolutelly MUST make it more beliveable and realistic that you are conquering a planet.

So, for the Dev's..

CW needs:

1) More game modes

2) More maps of the same general theme / graphic pack

3) More objectives other than gens and omega

4) More fluff - descriptions of planets, planet uniqueness, and such.

5) Ability to prepare drop decks and mechs according to the map pack / planet you'r dropping to.. (Not gonna bring the same mechs to a planet with 6 hot maps as I would to a planet with 4 temperate maps and two hot maps)

6) Real game-affecting and pilot affecting value of conquering a planet other than laughing at Clan Smoke Jaguar for getting pushed back to their homeworld (Sorry clan brothers)

7) Live news feeds of what's going on on the front lines.

That sums it up rather nice, yes?


Indeed, I agree.

#11 BerserX

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Posted 13 May 2015 - 12:51 PM

In response to the previous couple of posts:

I agree with the idea of a generic (for the time being) planetary map with multiple sectors to be conquered. This doesn't seem like something that would take too much coding to implement (I may be completely wrong). The sectors could be broken down possibly into research, supplies, and primary and secondary bases; with one primary base (which would be conquered last), one research facility (idk, Lostech maybe?), two supplies bases (could be big-time CBill/XP maps with LOTS of munitions dumps and such), and one or two secondary bases (maybe attack this first to gain a landing zone/base of operations on the planet) and some other area (maybe a city).

The different facilities/bases could be based on variations of the previous base idea (or whatever layout/concept decided upon). This would allow the devs to port over multiples of the same buildings/structures and layouts into distinctly different bases. Different game modes could be used to add variation to the different sectors (i.e.: conquest style game mode for the supplies bases to simulate raiding for supplies), and skirmish style for the research facility to simulate destroying all opposition and capturing the base).

The company commander should be in charge of selecting the sector (an appropriate map will be pre-assigned for the sector). A map overlay should pop up (using typical keybinding) while in the waiting queue (only once the attacking forces are fully grouped) to simulate the real world ability to go over intel and strategies prior to battle (a small map picture should also be displayed next to the planetary picture and information during the waiting queue). As a later installment (I'm sure this will put a bit more strain on the servers), a news bulletin should be updated in the galactic map for each faction, with the latest faction and galactic news (automatically generated - not asking a PGI guy to sit at the computer all day and type up stories for what's happening in the IS).





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