Liao has received Intel that says a Clan Wolf Jump ship is headed to Laio space
time to add 8 vs 8 deep interdiction or special ops missions
this not a planetary assault but more a raid on a planet for Mech bays and MC and C-bills
now that we have most of the units documented
a message goes out to unit leader "comstar has tasked you with a special ops mission to so and so planet"
you can accept or decline the mission
time frame X to prepare for the drop
thoughts?


Time For Special Ops Missions
Started by Davegt27, Jul 29 2016 03:52 PM
4 replies to this topic
#1
Posted 29 July 2016 - 03:52 PM
#3
Posted 29 July 2016 - 07:18 PM
LOL your no fun
back in 2014 I sent this
Sent 14 December 2014 - 06:58 PM
I knew this was going to happen
I have only been around since June but based on the amount of crying on the forums there is nothing PGI could make or do that would make people happy
I had asked in several threads what is your idea of CW what do you want to see
I never received an answer.
But let’s over look all that and offer a few suggestions
1) Star lanes' or Jump corridors these would be like railroad tracks to different star systems connecting the inner sphere planets this would facilitate a sort of island hopping campaign
http://en.wikipedia....gging_(strategy)
basically how it would work is you click on the faction and you see the inner sphere map, click again and you see red connecting lines between the star systems (sort of like a rail line with major and minor lines connecting them) this would give a logical step by step of an invasion corridor.
2) Jump ship recharge time its illogical to expect after you take a planet that the opposing force can retake it right back. The gathering of forces and the Jump time to that system would dictate when you could try to take or take back a planet
For example we have been fighting over turtle Bay you have seven days of fighting whoever is on top at the end of seven days gets that planet for a certain amount of days (I picked 7 because some people can only play on weekends)
More on Jumping from system to system you can bypass major jump points but it will cost you in time this is to encourage a system be system campaign
This is also the major reason why battles are fought along territorial fronts also major star systems give greater rewards
Skirmish/spy/harassment, missions: this is where the other maps come into play
your unit receives orders for a spy mission location HPG manifold location (space) you go as a smaller unit and fight 12V12 or smaller you win you get a C-bill bonus and your faction gets reduced jump drive time
Faction heads, group and unit leaders: the faction head (or leader) decides the general direction of the campaign (I recommend PGI that way they can enhance game play)
Group or major unit leaders they decide by vote (would take coordination) which planet in there invasion corridor they want to attack. Basically you receive orders from PGI (faction head) these are the planets up for attack or defense the major unit leaders say yes or no
Minor units or mercenaries/loyalists/pugs etc., they are under contract to major units they go where they are told they cannot decide which planets get attacked just if they want to be part of the attack or defense.
Not very well written but I hope you get the idea
Davegt27
back in 2014 I sent this
Sent 14 December 2014 - 06:58 PM
I knew this was going to happen
I have only been around since June but based on the amount of crying on the forums there is nothing PGI could make or do that would make people happy
I had asked in several threads what is your idea of CW what do you want to see
I never received an answer.
But let’s over look all that and offer a few suggestions
1) Star lanes' or Jump corridors these would be like railroad tracks to different star systems connecting the inner sphere planets this would facilitate a sort of island hopping campaign
http://en.wikipedia....gging_(strategy)
basically how it would work is you click on the faction and you see the inner sphere map, click again and you see red connecting lines between the star systems (sort of like a rail line with major and minor lines connecting them) this would give a logical step by step of an invasion corridor.
2) Jump ship recharge time its illogical to expect after you take a planet that the opposing force can retake it right back. The gathering of forces and the Jump time to that system would dictate when you could try to take or take back a planet
For example we have been fighting over turtle Bay you have seven days of fighting whoever is on top at the end of seven days gets that planet for a certain amount of days (I picked 7 because some people can only play on weekends)
More on Jumping from system to system you can bypass major jump points but it will cost you in time this is to encourage a system be system campaign
This is also the major reason why battles are fought along territorial fronts also major star systems give greater rewards
Skirmish/spy/harassment, missions: this is where the other maps come into play
your unit receives orders for a spy mission location HPG manifold location (space) you go as a smaller unit and fight 12V12 or smaller you win you get a C-bill bonus and your faction gets reduced jump drive time
Faction heads, group and unit leaders: the faction head (or leader) decides the general direction of the campaign (I recommend PGI that way they can enhance game play)
Group or major unit leaders they decide by vote (would take coordination) which planet in there invasion corridor they want to attack. Basically you receive orders from PGI (faction head) these are the planets up for attack or defense the major unit leaders say yes or no
Minor units or mercenaries/loyalists/pugs etc., they are under contract to major units they go where they are told they cannot decide which planets get attacked just if they want to be part of the attack or defense.
Not very well written but I hope you get the idea
Davegt27
#4
Posted 30 July 2016 - 10:52 PM
i kind of think it would be a good mode for unit vs pug play. units have a lance and a randomized list of objectives, pugs have several lances and no clue what you are trying to accomplish. their job is to stop the unit lance from completing its mission.
#5
Posted 01 August 2016 - 12:30 PM
LordNothing, on 30 July 2016 - 10:52 PM, said:
i kind of think it would be a good mode for unit vs pug play. units have a lance and a randomized list of objectives, pugs have several lances and no clue what you are trying to accomplish. their job is to stop the unit lance from completing its mission.
You put a queue up for that in FW and you will rarely see solo pugs fighting for planets. Sounds like a legit plan, Im for it.
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