Pgi needs to do this.
Get a story board and make some scenarios.
Example.
Set Objective to this: Whatever the current time limit for a match.
If the objects are not met, the scenario is failed.
Aggressor Block 1: Small Unit infiltrates planet to eliminate whatever objective. Radar Installation etc.
Defender Block 1: Protect given asset again small unit allocated to defense.
The rest of unit unable to land until Block 1 objectives are complete.
Block 2: If Block 1 is completed rest of unit can land. Beach head.
If not drop deck is used until Block one completed.
Protect or destroy dropship: Designated temporary base and must be guarded.
Block 3: Move to main objectives. A random number of set objectives.
A.Destroy planetary defenses in various locations.
B.Control grid location for x amount of time.
C. Eliminate x amount of defenders.
D. Destroy command and control. 1 mech designated the command mech must be destroyed.
Command mech must hold designated grid location or considered destroyed to prevent hide the command mech syndrome.
E. Capture or destroy supply cache. Goodies spoilers.
1. Aggressor recieves X amount of weapons, ammo or even modules awarded for this one to each player.
2. Defenders receive X amount cbills, gxp or MC.
All or a percentage of the scenario must be completed in said time limit 30 minutes or until all mechs are destroyed.
Anyway scenarios or real objectives would add some real spice to CW.
Smaller scenarios within the match will prevent a unit putting all it's mechs in one basket.
Sure a unit can hide behind the base for protection, but their going to lose the rest of the planet and the scenario.
Any way just a really rough draft until I get some more ideas.
Feel free to chime in.
Cw: Pgi Should Do This.
Started by Novakaine, May 23 2015 12:15 PM
4 replies to this topic
#1
Posted 23 May 2015 - 12:15 PM
#2
Posted 23 May 2015 - 01:56 PM
That's essentially what CW is already doing on a larger scale, because the attacking 12man is the path-finding force that has to destroy the Omega cannons that's preventing the main invasion force from landing, then hold that location against the defender's counter-attack to re-take it. By successfully completing the sequence of Attacker objectives, you are essentially opening your block to a mass(but unseen) landing that occupies the block which counts toward the capture of the planet.
I do agree that we need varied objectives that affected different areas of the theater of war other than the direct capture a planetary block.
One avenue for varied objective affecting other areas of the theater war is going to be logistics. Logistics provide many ways to have actions impact the enemy or one's allies for an area/region, without the objectives themselves necessarily contributing directly to planetary capture.
I do agree that we need varied objectives that affected different areas of the theater of war other than the direct capture a planetary block.
One avenue for varied objective affecting other areas of the theater war is going to be logistics. Logistics provide many ways to have actions impact the enemy or one's allies for an area/region, without the objectives themselves necessarily contributing directly to planetary capture.
Edited by CocoaJin, 23 May 2015 - 02:07 PM.
#3
Posted 23 May 2015 - 02:35 PM
True, however therein lies the problem.
Because all a unit eggs are in one big basket it leads to Camp Campalot syndrome.
And a long boring game if the unit is well trained and using min max weaponry.
These maps are large,but you fight on really only a third of it.
Secondary and tertiary objective not behind a wall adds a little spice to the game.
And a real sense of playing for something.
I especially like the supply raid scenario.
I'll bet a ERPPC that will increase the CW queue if people can get some tangible assets.
Because all a unit eggs are in one big basket it leads to Camp Campalot syndrome.
And a long boring game if the unit is well trained and using min max weaponry.
These maps are large,but you fight on really only a third of it.
Secondary and tertiary objective not behind a wall adds a little spice to the game.
And a real sense of playing for something.
I especially like the supply raid scenario.
I'll bet a ERPPC that will increase the CW queue if people can get some tangible assets.
#4
Posted 23 May 2015 - 02:52 PM
Novakaine, on 23 May 2015 - 02:35 PM, said:
True, however therein lies the problem.
Because all a unit eggs are in one big basket it leads to Camp Campalot syndrome.
And a long boring game if the unit is well trained and using min max weaponry.
These maps are large,but you fight on really only a third of it.
Secondary and tertiary objective not behind a wall adds a little spice to the game.
And a real sense of playing for something.
I especially like the supply raid scenario.
I'll bet a ERPPC that will increase the CW queue if people can get some tangible assets.
Because all a unit eggs are in one big basket it leads to Camp Campalot syndrome.
And a long boring game if the unit is well trained and using min max weaponry.
These maps are large,but you fight on really only a third of it.
Secondary and tertiary objective not behind a wall adds a little spice to the game.
And a real sense of playing for something.
I especially like the supply raid scenario.
I'll bet a ERPPC that will increase the CW queue if people can get some tangible assets.
Secondary objectives outside the gate would be good...but they shouldn't go toward the completion of the main objective. They can provided boosts and bonuses for the holder, or they can be points that go toward a background objective for the region as a whole...but one shouldn't be able to work toward a defended objective that's then placed outside the defensive gate. No military would do that.
Secondary objectives outside the gate can provide some tactical advantage right the and tree during the battle, and/or have logistical significance for the planet for future engagements by the opposing sides. Maybe there are industrial facilities outside the gate, keeping them intact could boosts the occupyer's tonnage limit...while destroying them could slow the process of re-supply after a a fight, so a counter-attack is improved. Do you destroy the facilities as an attacker, while potentially hurting yourself if you win the match? Destroying them might leave you weakened against the counter-attack. But if you lose the map, destroying them could make the next attack easier.
Destroying them and winning the match, and the coming counter-attack could then give your side the option of rebuilding them to your benefit, but it would have to come at some other cost...or maybe they just slowly rebuild as you hold the block, slowly bolstering your defense in the process.
Edited by CocoaJin, 23 May 2015 - 02:55 PM.
#5
Posted 23 May 2015 - 03:05 PM
We also need the incoming 4v4 CW matches potentially have some regional logistics significance. They already will be non-capture matches...which is fine. But if you aren't capturing territory, then you need to be contributing to your allied frontline forces that will.
Currently 4v4 are supposed to be the forces that fight over drop zones to see which planets become open to invasion....which is great! But these same matches and other matches need to also affect logistics, resources and re supply for the planets themselves and the area.
Some planets may initially be just logistic hubs, resource/industrial centers with no capture option...but that's not to say 4v4 can't be dropping into planets not to open it up for attack, but to disrupt supply to other planets in the area that are/will be potential capture targets. If you can reduce the max tonnage for opposing drop decks on, then you have a very important role...one that the enemy must use assets to defend against and/or commit to do to you.
Currently 4v4 are supposed to be the forces that fight over drop zones to see which planets become open to invasion....which is great! But these same matches and other matches need to also affect logistics, resources and re supply for the planets themselves and the area.
Some planets may initially be just logistic hubs, resource/industrial centers with no capture option...but that's not to say 4v4 can't be dropping into planets not to open it up for attack, but to disrupt supply to other planets in the area that are/will be potential capture targets. If you can reduce the max tonnage for opposing drop decks on, then you have a very important role...one that the enemy must use assets to defend against and/or commit to do to you.
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