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Escort Mode!


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#61 Konrad

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Posted 05 December 2016 - 09:37 AM

View PostBombast, on 04 December 2016 - 08:06 PM, said:

Posted Image





lmao

#62 JediPanther

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Posted 05 December 2016 - 10:05 AM

I just want to see if it really is AI controlled. I'm not expecting Crysis 3 level AI though. Imagine if pgi decided to troll us by having that Atlas really be Captain "can't-kill-me" Adams from the mech academy for a month before switching to a kill-able ai atlas.

If it really is AI I'd love to see npc ai controlled scouts and reinforcements. Having a team of 12 player mechs and four or six ai npcs as scouts/reinforcements that you could command with the command wheel with limited ability like "move here" or "hold here" would be sweet.

#63 L1f3H4ck

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Posted 05 December 2016 - 10:18 AM

I'll withhold judgement until I actually see it. It's going to take some readjusting for sure, and the first matches will be a cluster cuddle.

#64 Jman5

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Posted 05 December 2016 - 10:44 AM

The best way I can think of doing an escort style mission is to make shooting the escort shut down for a period of time instead of out right dying.

So think of it this way. You have an atlas walking down a pre-set path. After it takes 500 damage it stops moving to get repaired. In order to repair it, one of the escorting players has to stand nearby until the repair bar goes back to 100% (think capping a point in conquest).

Once all the escorting players are dead, the escort becomes vulnerable to complete destruction.

What this does is 2-fold.

On the one hand it stops people from just zerging it at the start. On the other hand, it forces the escorts to actually escort the mech to keep it moving. So the escorters have to stick near the atlas to re-activate it or it will just sit shut down and they'll lose.

Finally at the top of the screen you have a running countdown that calculates when it will reach its destination at its current rate. If attackers are able to delay it long enough that it can't reach its destination before the 15 minute timer runs out, the escorting team loses. This will not only help speed up the end game when the escort can't possible make it to the end in time, but it will also inform players when they really need to go all out to defend/attack/repair the escort.

Edited by Jman5, 05 December 2016 - 10:45 AM.


#65 GabrielSun

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Posted 05 December 2016 - 12:07 PM

The only way it would work is if you were to do the maths and tabulate how much damage a team could do in the given time and then adjust the armour and health of the components in the VIP to make any realistic survivability out of it. Really, the game mode should focus on how to disperse fire from the target, when all human players will know that they can ignore everything but that target.

Maybe there should be shield generators that the defenders have to activate along the path, which the attacking team has to then disable to even be able to fire on the VIP.

#66 DAYLEET

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Posted 05 December 2016 - 12:22 PM

View PostGas Guzzler, on 04 December 2016 - 07:44 PM, said:

What do you guys think? My prediction is defense is going to be VERY difficult...

I dont think so, the attackers will be the ones under time pressure. The attackers will be the one having to show their faces and be coordinated. The defenders will have the opportunity to take the first crippling shots before the attackers gets near. Assuming the VIP move in cover and not in the open. The fast movers defending will need to be proactive at the start of the game with poking and flanking and maybe even missdirection. The defender have an extra AS7, hoping he uses his weaponry and can twist.

The attackers are the one that need to get there and cross the Rubicon. AI path will probably decide if the attackers have a hard time as i expect. The AS7 is supposedly running away, not AT the attacker. we shall see.

Edited by DAYLEET, 05 December 2016 - 12:26 PM.






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