Remember the days playing Mechcommander, having to storm locations by destroying walls/turrets/gens etc.
"[color=#00FFFF]These additions include (pending full testing and tuning) turrets, destructible walls, a jamming tower that produces an ECM effect, a radar tower that produces a UAV effect, and an air control tower that periodically calls in a DropShip to protect the base. While heavier 'Mechs might be better suited to directly assault the opposing base and team, lighter 'Mechs can hunt down and destroy the generators that power the opposing base’s towers, shutting them down to weaken the base’s defenses."[/color]
Honestly have been waiting for this kind of content since the game came out - yes we get a taster in the form of faction play, but this was kind of ruined by the generic channel rush structure the maps were designed around. How it will be implemented in QP, who knows, but it sounds like a step in the right direction (and further from the purely skirmish focus the game has typically had, even though perhaps unintentional in some game modes.)
Will be interesting to see how matches would play out - will teams focus on taking out heavier mechs first to try and improve chances of base remaining? Will light rushes pop up like they did in the first iteration of FP? Will balance be skewed towards the defending team or do both teams have a base? How is that last smashed up mech going to fare if it needs to take on the base.. ..so many questions!
What are your thoughts on the new Assault concept? Any concerns or questions for the devs?? Post up below!
Alistair Winter opens some discussion on destructible walls
Edited by White Bear 84, 11 May 2016 - 05:55 AM.