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Turrets On Cap Points


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#1 tresspaser

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Posted 14 March 2016 - 07:54 AM

Ever since the turrets where taken out of assault mode I miss them a bit. I started thinking about having a turret on top of the cap point with small lasers and be indestructible or with a medium laser and be destructible.
The main idea for the turret is to make it more interesting. The turrets will attack enemy mechs but as soon as the cap point turns friendly it will defend the friendly units and attack the enemy units. While in transition from red to blue it will be deactivated.
This creates lots of alternatives for gameplay actions. One scenario would be if your in a mech that has lost all its weapons and are trying to win by caps it gives some hope for the weaponless mech. If you are very hurt it also provides some hope to survive.
The turrets don't need to be lasers, they could also be Streak SRM2, and this would make more sense in design and logic. And the damage output is not so much as to be overpowering. Also give an edge to ECM mechs but may lock on to it at some point.
Maybe a combination of small laser and Streak SRM2 and they may be destroyed or deactivated until a change in cap point, from red to blue or viceversa.

One extra point that is besides this thread. The developers should consider that instead of a cap point for base assault, they should have a mobile field base like in Community Warfare that you have to destroy. Of course with quite some Hit Points so its not decimated at a distance in 10 seconds.
I would like to thanks the developers for this game, wish it had come out sooner.

#2 NoiseCrypt

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Posted 14 March 2016 - 08:14 AM

https://www.reddit.c...ation_infodump/
(press crtl+f and type assault)





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