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
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.
**Note: The poll has been updated to reflect the bonus round idea.
Edited by BerserX, 08 May 2015 - 01:15 PM.