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How Would Incursion Fare In Fp?


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#1 Magnificent and Crepuscular

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Posted 29 May 2017 - 09:14 AM

And, in addition to the title, how about Incursion on the FP maps?

Obviously, the bases would need some reinforcing (they are too squishy for drop decks). And, it would fit asymmetrical play better than symmetrical play.

I think FP maps and Incursion would be pretty fun. You could change the battery structure - batteries can be used by defenders to power up dropship attacks, radar and jamming, also could power up turrets through out the fight to help suppress the attackers. Make the doors destructible, like the walls in Incursion, or make them powered, so batteries can shut the doors mid-match. You could even power up drop beacons that would reduce the drop counter by 10 seconds, potentially bringing your reinforcements quicker (or power up Drop Ship defenses, that would delay the attacking force's reinforcements by an additional 10 seconds).

Plus, it would fit the tug of war flow in FP better. Start off with Skirmish, move to Incursion, then onto Seige. It parallels the idea of landing your force and meeting resistance, once the initial resistance is crushed, you start to attack the outlying population areas/military installations, and then finally move onto the main objective once everything is neutralized.

If I could get my way, I'd have PGI develop new Seige maps with different flow than the maps we currently have, pulling elements from Escort (like the VIPs making a retreat, or cracking a command bunker rather than a giant Gauss Canon). But that might be too much to ask for a game mode generally un-played by the population. So, we'd make do with what we have.

I would remove Conquest, Domination and Assault from FP and make it Skirmish, Incursion and finally Seige, with each being 33% of the tug of war bar.

Edited by Magnificent and Crepuscular, 29 May 2017 - 09:17 AM.


#2 Kaoba

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Posted 29 May 2017 - 09:19 AM

I would love incursion in FP( I would love anything new more than the current X hours of skirmish/domination/conquest) my only concern is how to avoid base rushers.

#3 Agent1190

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Posted 29 May 2017 - 09:26 AM

Dammit, I was in my Alt Account when I posted this, did not mean to. Apologize if I broke any code of conduct here in the forums...

The bases would DEFINITELY need reinforcing, that is for sure. I hated the old days of CW where lights would rush en masse and destroy the canon. Maps like Boreal Vault and Grim Potato would work best because the doors are fairly close together, making surprise incursions easier to detect. Vitric forge would use E2 & E3 for the base, which also limits some approaches (with modification to drop zones). It would be tougher for defenders in Emerald Taiga - that's a lot of map to move around - but that would also make "battery farming" for static defenses and detection more valuable.

I didn't think I could make the recipe for a "perfect" game mode, but I do think the thought has merit. I am sure we forumites would hammer out the details.

Edited by Agent1190, 29 May 2017 - 09:27 AM.


#4 50 50

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Posted 29 May 2017 - 06:41 PM

I feel Incursion would be a good addition but might suggest it replace Assault, Skirmish and Domination in the stage setup.

The only thing that bugs me a little with the mode is the size of the bases.
They're huge.
But it's not Huge with lots of structures and building and what not, just big open areas with walls.

I would have thought a more compact base would have been better.
Closer grouping of turrets to provide more of a threat.
A variety of turrets to provide different ranges and types of threats.
Could have used the power generator and outer door like we have in Siege as well as the destructable walls.
Make the bases a tough nut to crack.
Just land the dropships outside, or have one of the lances deploy in the base grounds either by dropship or lifts.

Anyway, it would be worth trying in Faction Play so we can see how this type of mode plays out with the longer duration and drop decks.
Believe that was being worked on by the way. It was mentioned when Incursion was added so we just need to wait and see.

#5 justcallme A S H

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Posted 29 May 2017 - 07:14 PM

IMO it'll become the worst game mode in FP in a short period of time. People will loathe it more than Domination/Skirmish.

No one plays the actual objectives, most times I've played (granted, limited atm) it's just a base rush to whichever side has the map advantage as many maps are uneven.

The bigger issue with that will be where do the Drop Zones go in Incursion? Where in the base?
No one is going to walk into 3 dropships of LPL spam flying over you. So it will essentially be Skirmish - Kill 48 mechs and then go finish the base "objective".

#6 Pat Kell

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Posted 29 May 2017 - 10:55 PM

View Postjustcallme A S H, on 29 May 2017 - 07:14 PM, said:


No one is going to walk into 3 dropships of LPL spam flying over you.


They wouldn't?

#7 Spheroid

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Posted 30 May 2017 - 08:33 AM

It might have a place in scouting. Fuel cells are far more tactical than generic intel. Lights could do that while fatties protect the base.

#8 Agent1190

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Posted 31 May 2017 - 05:41 AM

You mean, instead of capturing randomly placed beacons that have something to do with... something... that can control something...

The first issue I see if Incursion was converted to Scouting would be 4 attackers converge on the base where 4 defenders just sit and wait for them. That's going to get very old very quickly. The flavor of the mission is better than what current scouting has, though.

@Ash:
Any game mode you create is going to become 80% Skirmish, 10% Base Rush, and 10% play the map as it's designed, until you realize it's better as Skirmish. That's why the game mode needs a small overhaul, and Faction play is a good place to overhaul it. In Quickplay, the simplicity works, because... Quickplay. But in Faction play, with 4 waves of Mechs, you can up the complexity some. That's why I think it would work on some of the Faction Play maps as an asymmetrical game mode. Keep the battery functions the same, but add a few more options to help the defenders and make battery-play worthwhile.

Like I said earlier, I don't have the perfect game mode down yet, but I think it would be workable, and with some tweaking, it could be fun to play.

@Pat
Not everyone has reflective armor like KCOM ;-)

Edited by Agent1190, 31 May 2017 - 05:42 AM.


#9 Willard Phule

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Posted 31 May 2017 - 05:55 AM

One thing is for certain, if it's going to be in FW, the bases are going to need a LOT more static defense. Try to see this from the "potato" point of view.....


Most PUG teams...and let's face it, the majority of matches are PUG matches...don't have a whole lot of organization. As soon as that first red target pops up, they migrate toward it like lemmings ( I've always wondered if that was a feature of Trial Mechs...automatically moving toward a target, automatically zooming and backing up when you fire).

Turrets work, but they need to be beefed up a little. I say add missiles back to them. SRMs for the Medium Laser turrets, LRMs for the ERLLs. Hell, throw some MGs on them and use the skill tree to beef them a little.

#10 MischiefSC

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Posted 31 May 2017 - 08:49 AM

Increase base component health to each one like Omega.

Triple base wall health.

Make the turrets like dropship turrets.

Then it would be awesome. Fighting over the fuel cell areas, push a team back into it's base and then call dropships on them to force them out. Solves a lot of spawn camping concerns. Jus sit the damage done by the dropships and turrets among the team who's side they're on. This way if a team just camps their dropzone/base the other team can burn them out with air support and still get damage/kills.

#11 Pat Kell

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Posted 31 May 2017 - 09:19 AM

View PostAgent1190, on 31 May 2017 - 05:41 AM, said:


@Pat
Not everyone has reflective armor like KCOM ;-)

Don't even know how to respond to that lol. I wish they would put up stats showing dropship damage somewhere. Would be interesting to see. All I can say is thank god for giant covering walls that allow us to advance a bit Posted Image

#12 MischiefSC

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Posted 31 May 2017 - 12:46 PM

View PostPat Kell, on 31 May 2017 - 09:19 AM, said:

Don't even know how to respond to that lol. I wish they would put up stats showing dropship damage somewhere. Would be interesting to see. All I can say is thank god for giant covering walls that allow us to advance a bit Posted Image


Dropship Pilot has more KCom kills than any 10 units put together.

#13 Agent1190

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Posted 31 May 2017 - 03:14 PM

View PostPat Kell, on 31 May 2017 - 09:19 AM, said:

Don't even know how to respond to that lol. I wish they would put up stats showing dropship damage somewhere. Would be interesting to see. All I can say is thank god for giant covering walls that allow us to advance a bit Posted Image


Petition PGI to add Dropship Damage dealt to the TUK3 stats. Dropship kills too.

#14 50 50

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Posted 31 May 2017 - 07:28 PM

I can kind of see what the mode was hoping to encourage.
We could have a scout lance getting the power cells to keep the towers running, having little skirmishes and playing cat and mouse all over the map.
We might have a lance of mechs providing long range support and protecting the base.
Then we might have the third lance assaulting the enemy base.

Any mode that allows some different objectives and options can have the result of breaking up the game play and really creating some dynamic events on the battlefield.
We've seen that with Conquest.
Incursion feels like it might be able to achieve the same thing.

#15 50 50

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Posted 31 May 2017 - 09:17 PM

Wild thought.
How would Incursion play out if the domination radar dish was in the middle and the drop ship tower called the dropship over the center?

If we had the option to either capture the radar dish, or the base to win?
Or even better, have control of both to win but the radar dish could swap control like the conquest points?

Edited by 50 50, 31 May 2017 - 09:18 PM.


#16 B0oN

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Posted 31 May 2017 - 09:55 PM

View PostAgent1190, on 31 May 2017 - 03:14 PM, said:

Petition PGI to add Dropship Damage dealt to the TUK3 stats. Dropship kills too.


2nd petition as addendum to yours :

"Dear PGI, let us KILL those dropships ."

:)

#17 AssaultPig

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Posted 01 June 2017 - 12:48 AM

I was really surprised they didn't make incursion an FP mode; it just seems so perfectly suited for it, especially since in QP things get decided by the kill counter before the collected energy really comes into play.

on the other hand incursion might have a tendency to snowball even worse than FP games already do

#18 Appogee

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Posted 01 June 2017 - 12:50 AM

I'd like to see the Siege mode and maps as every second segment in the tug-of-war.

They are far too infrequent at the moment. Mostly all I get to play is Conquest or Domination.

#19 Agent1190

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Posted 01 June 2017 - 11:43 AM

View PostThe Shortbus, on 31 May 2017 - 09:55 PM, said:


2nd petition as addendum to yours :

"Dear PGI, let us KILL those dropships ."

:)


We'do all drown in PUG tears if that was allowed...

#20 TWIAFU

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Posted 02 June 2017 - 03:29 AM

View PostMischiefSC, on 31 May 2017 - 08:49 AM, said:

Increase base component health to each one like Omega.

Triple base wall health.

Make the turrets like dropship turrets.

Then it would be awesome. Fighting over the fuel cell areas, push a team back into it's base and then call dropships on them to force them out. Solves a lot of spawn camping concerns. Jus sit the damage done by the dropships and turrets among the team who's side they're on. This way if a team just camps their dropzone/base the other team can burn them out with air support and still get damage/kills.


Been thinking on something like that as well....

What IF, CW was Incursion mode. Hear me out....

Wipe the maps clean, replace bases there with Incursion bases with your upgrades. Now, each side has a base of sorts and each side has the ability to have radar, ecm, and a dropship support.

Scouting would need to have some work done to support incursion base abilities. Maybe enable them? Longer duration? Dunno. But think the idea of scout and incursion working together has some possibilities.





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