DANKnuggz, on 22 December 2016 - 01:33 PM, said:
FP is supposed to be more like open warfare (it isn't really but its supposed to be...) and as such my MAIN goal is to come up with the tactics that my enemies HATE... Let me restate that.... In WAR, if your strategy is pissing the enemy off, you're doing your job right...
you know, I read this and I went "A**H***", why post this unless you basically want to boast.
Then I went
Eh, maybe it's cultural, maybe it's a response to another post, maybe he's had a bad day, I'll write it off.
But something kept nagging at me about this.
And I figured it out.
This IS a game, NOT war.
Why?
Because if it was a war, and I was in the command hierarchy on EITHER side of one of these campaigns, your commanders would have been broken in rank, cashiered or executed for gross incompetence in the face of the enemy.
And I'm not talking about the "company commander" on either side either.
Badly picked drop zones
Failure to provide necessary logistic and support elements such as ammo resupply, armour repair, and air support.
Designing military defence facilities with systems that fail OPEN instead of closed.
Linking those defence elements to supply systems that are readily accessible to attackers outside the facilities
Failure to adequately provision a defence perimeter and security elements
Given just the elements available in various game modes:
UAVs - attacker
The sensor and ECM nodes from the escort missions - both sides - including drop zone defence
Conceal the gate and other generators under or behind real walls/roofs or embankments - defenders
Making the gates destructible
Making the generators vulnerable to artillery and air support
Screw taking out the naval rail gun generator -pump 200 points of damage into one of the barrels, cause a super conducting magnet to fail and destroy every 'Mech in a 300m radius - Yes, seriously, take a Gauss rifle explosion and multiply it by 20,000 to 50,000 given a multiple kilo projectile being launched at around 20kps in order to reach orbit at KEW strike speeds.
A cascade failure of the super conductor would have VERY severe energy release consequences.
Even at cube root decay rates, the blast would be sufficient to destroy a 'Mech head component outright at 300m.
If your only objective it to protect the dropships from fire during deorbit, kill the gun. You also get the bonus of wiping out almost all the defenders.
It's a GAME. There are actions and decisions taken because it is one. There are other actions and decisions made because people don't know any better.
If you really want it to be war, even I could give you a d@mn sight more realism than you currently get.
Edited by David Sumner, 02 January 2017 - 09:39 PM.