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Cw Planet Upgrade Options


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#1 G SE7EN7

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Posted 05 April 2016 - 05:02 AM

In regards to the pending CW3 and the future addition of Units able to spend coffers on improving Planet defence, I propose the following considerations for purchasable defences:

Extra turrets
-near omega
-gates

Turret upgrades
-cool down module
-range module

Hardened Generators
-increasing time it takes to destroy
-ogens
-gates

Reduced dropship timers
-Friendly respawns are quicker

Reduction in simultaneous enemies
- Say only three(or so) enemy drops can be deployed at once.

Edited by G SE7EN7, 05 April 2016 - 05:09 AM.


#2 Repasy Cooper

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Posted 05 April 2016 - 06:43 PM

Good ideas, here are some others:

NODE DEFENDER UPGRADES:

Turret Upgrades:
-Auxiliary 2x LRM10 (primary target aerofighters & mechs)
-Infared Vision: negate effect of smokescreen on targeting systems & increase targeting range
-Magnetic Scanner: negate effect of dustscreen on targeting systems & allow indirect lock-on w/ LRMs

Minefields:
-Anti-armor
-Anti-infantry

Additional Garrison Forces:
-Fortified Infantry: 30 stationary troops w/ Autorifles (personnel lasers for clan - same dmg) (max 5 per node)
---Infantry Upgrade: Mobile (make troops mobile on patrol)
---Infantry Upgrade: Anti-Armor SRM x2
---Infantry Upgrade: Anti-Air AC2 Flak
---Infantry Upgrade: Anti-Infantry MG
-Light Tank Squad: 4 mobile light tanks on patrol (max 5 per node)
---Tank Upgrade: additional Anti-Infantry MG buggy
-Aerofighter Squadron: 3 fighters to clear enemy fighters (max 3 per node)
---Aerofighter Upgrade: single-use Arrow IV per fighter (requires mech w/ TAG to activate one)

Additional Upgrades:
-Anti-Air Overdrive: increase wait timer between enemy mech drops for 1 match (1 per node)
-Orbital Cannon Overdrive: destroy a random queued attacker upgrade (planetary cooldown: 3 mins)
-Covert Ops: enemy turrets will be disabled for 3 mins across all nodes (planetary cooldown - 1 hr)

NODE ATTACKER UPGRADES:

Auxiliary Assault Forces:
-Mobile Infantry: 24 mobile wheeled infantry troops w/ Autorifle (personnel lasers for clan - same dmg) (max 6)
---Infantry Upgrade: Hover (increased speed, less armor, incompatible with Treads)
---Infantry Upgrade: Treads (increased hill climb, more armor, incompatible with Hover)
---Infantry Upgrade: Anti-Armor SRM x2
---Infantry Upgrade: Anti-Air LRM x2
---Infantry Upgrade: Battle Armor Upgrade (increased dmg output & armor, swarm mech capable)
-Light Tank Squad: 4 mobile light tanks en route to nearest enemy (max 6)
---Tank Upgrade: minesweeper unit
-Aerofighter Squadron: 3 fighters to counter enemy fighters and turrets (max 6)
---Aerofighter Upgrade: single-use Arrow IV per fighter (requires mech w/ TAG to activate one)

Additional Upgrades:
-Orbital Strike: destroy 0-2 random queued garrison force units on an inactive node (planetary cooldown - 3 mins)
-Covert Ops: enemy turrets will be disabled for 3 mins across all nodes (planetary cooldown - 1 hr)
-Tactical Nuke: destroy up to 5 upgrades on inactive node or deploy nuke to active node (planetary cooldown - 3 mins)

OTHER MECH MODULES:

-Smoke Artillery: create thick smokescreen on designated target, preventing AI from lock-on through smoke.
-Refraction Dust: create hazy dust on designated target, diminishing laser effectiveness & preventing AI lock-on through dust.

NOTES:

- Minefields would be visible but indestructable. Their purpose is to soften auxiliary assault forces (and the legs of blind mechwarriors) before they come within range of the base.

- Clan Infantry Lasers would have the same dmg output, cooldown & range as IS autorifles. They are simply aesthetic in nature, and also to help tell friendly infantry from enemy infantry.

- AC2 Flak would only target enemy aerofighters.

- Anti-Infantry MGs would only be capable of damaging infantry.

- Light Tanks would be some kind of a generic treaded IS 25 ton Scorpion Light Tank w/ AC5 (cooldown 2.60 seconds) & Clan 25 ton Mithras Light Tank w/ ER Large Laser (cooldown 6.05 seconds), and tanks would acquire targets within their weapon's optimal range. This would give Clan tanks a slight edge in range & IS tanks a slight edge in dps. MG buggies would follow Tank squads, but break off to intercept enemy infantry that close within 500 meters of the Tanks. MGs would be very effective on the infantry.

- Aerofighters would acquire primary targets first, then strafe ground targets at random. The Arrow IV missiles would be activated one at a time, requiring a mechwarrior to hold TAG on a target while pressing a module activation key. Arrow IV will track target to an extent if the mechwarrior manages to hold TAG locks, or will travel straight to target if a non-mobile target / terrain was targeted. I think Arrow IV should play much like tabletop, dealing 20 dmg / 10 splash but traveling slow, allowing more mobile targets ample time to avoid it completely.

- Covert Ops would require coordination with some higher command outside of the battlefield to become truly effective. Same goes for the nuke.

- If the nuke is launched at an active node, the attacker is given 1 minute to designate an enemy target or area of the map w/ TAG. If successfully designated for an adequate amount of time, the nuke will hit near that target. If unsuccessful, it will hit a random area of the map, so beware of collateral damage to allies!

Edited by Repasy Cooper, 05 April 2016 - 06:55 PM.






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