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Optional Side-Objectives For Qp - Information Warfare


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#1 Freeman 52

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Posted 24 July 2016 - 10:04 AM

Each QP map will have 8-10 relatively secluded locations. On each match 2 objectives will be randomly dropped among those locations:
  • Mobile command bunker/vehicle: Capturable. Provides to the capturing team a radar reading on the enemy team: doritos only, no locks and no targeting info. Once it is activated it shows in the enemy's radar. Destructible like an 0-gen. It cannot be recaptured by the opposing team, but by destroying it its use can be averted or denied. Disupt ECM cancels. If there is a mech with a Command Console in the capturing team, the effect is on until the structure and that mech are both destroyed.
  • Jamming array/vehicle: Capturable. Provides target info jamming to the capturing team: the enemy will get all the usual target info upon lock except for loadout. Once it is activated it shows in the enemy's radar. Destructible like an 0-gen. It cannot be recaptured by the opposing team, but by destroying it its use can be averted or denied. BAP and counter ECM cancel.
  • Intercept array/vehicle: Capturable. Provides target info to the capturing team: mechs and loadouts (like in FP) but no radar positioning or locks. Once it is activated it shows in the enemy's radar. Destructible like an 0-gen. It cannot be recaptured by the opposing team, but by destroying it its use can be averted or denied. Disrupt ECM cancels. If there is a mech with a Command Console in the capturing team, the effect is on until the structure and that mech are both destroyed.
  • Others...
Give capturing these optional objectives a c-bill and xp bonus. And suddenly there is a clear role for fast (light) mechs beyond visual scouting on every single match, as well as an added bonus to ECM, BAP, CC. If you want to make it slightly costly add one MLas turret to each side objective.





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