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Planet Intel


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#1 Davegt27

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Posted 25 April 2016 - 06:32 PM

From the patch notes

Quote

Planet Intel
For every Data Point that an Attacker captures during a standard Scouting match, 1 Intel Point will be contributed toward the Attackers Intel value for that Planet.
Likewise, for every Data Point that an Attacker captures during a Counter-Scouting match, 1 Intel Point will be contributed to the Defenders Intel value for that Planet.
For example:
During a standard Scouting match the Attackers successfully escape with 10 Data Points.
Those 10 Data Points directly translate to 10 Intel Points for their side in the Scouting Info window.
For example:
During a standard Scouting match the Defenders manage to destroy all of the Attackers, and capture 8 Data Points.
As those Data Points were already under control of the Planet Defenders, the Defenders do not receive an Intel Points for their side in the Scouting Info window.
For example:
During a Counter-Scouting match the Attackers (actually the Planet's Defenders) successfully escape with 10 Data Points.
As those 10 Data Points are being reclaimed from the original Attackers, the Defenders have now earned 10 Intel Points for their side in the Scouting Info window.




Example 2 has me scratching my head
Anyone want to explain things?


#2 KODIAK-AU

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Posted 25 April 2016 - 06:52 PM

Basically there are two modes, gather Intel and protect Intel. You can add Intel when you are on gather Intel. If you are on protect Intel, any Intel points your side captures don't count as they are already under your control, any points you capture are denied to your enemy.

#3 slide

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Posted 25 April 2016 - 06:57 PM

Look at it like this. In any given game there are Hunters (protect mode) and Gatherers (collect mode). The sides are chosen randomly, although as the intel bar moves further to one side or the other expect to see more of one mode. (Depends on attacking/defending factions, in much the same way as you see more defensive drops on a nearly conquered planet).

Gatherers - objective, collect as many beacons as possible and escape to drop ship, any points collected moves intel bar in your factions favor.

Hunters - objective, stop the gatherers, any beacons collected, preventive measure to limit gatherers, otherwise useless.

#4 LordNothing

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Posted 26 April 2016 - 12:38 AM

capping intel points in counter only serves to deny them to the enemy. frankly i dont think the counter players should even be able to cap them. you still get paid extra for them though, and that kind of distracts from the mission. you will see 4 players slefishly scatter to go cap hunting on the counter side while the scouts walk off with 10 points of their own.

the other thing that doesnt make sense is yo cap the intel, but another mech can escape with it. if one mech can send the data to another mech, why cant it send it to the dropship? its one of those head desk things that makes this game mediocre! i kind of think survival needs to be an aspect of the game for the scouts, and failing to get out alive will result in fewer points being collected. so i kind of think only points that are in the lz when the game ends should count. also for every mech in the lz the countdown needs to accelerate by about 20%, so the lance that dusts off together dusts off faster.

Edited by LordNothing, 26 April 2016 - 12:50 AM.






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