Spheroid, on 04 December 2017 - 11:24 PM, said:
Why does MW5 pre-alpha have a fully functionally Union class dropship and MWO does not? There is no reason not to. They have dropship A.I. and turret A.I already modeled , nothing more is needed.
I thought that they were going actually try to include it one of these years,but it is sadly absent.
Assault is a joke. Incursion is a joke. What battlefield has two identical opposing assets within walking distance of each other? The answer is none. Capturing or destroying dropships is very real in Battletech and PGI still has not given us the asymmetrical attack mode we have requested for years.
It is very simple. I will describe it in a paragraph. Team A defends, Team B attacks. Odds of success are modified by items similar to fuel cells. I suggest an artillery strike that targets the dropzone and the dropship hitpoints and ECM jammer which jams dropship lurm fire which counters long range plinking. Both items promote movement around the map instead camping although the winning behavior can lie on a spectrum between brawling or sieging. The important thing is a dropship is too dangerous and powerful to zerg rush, which is how many incursion matches end in an unsatisfying manner.
You have the necessary game assets, use them PGI!
Actually, an asymmetric Dropship attack mode would be a welcome refreshment!
Here's how I think it should be done..
1) Assign attackers and defenders like in the Escort game mode.
2) Mode objective is to defend / destroy the Union class dropship before it fuels up and takes off. The timer is 15 minutes for QP or 25-30 for FP.
3) The dropship has 4 "critical points" - ECM field generator (provides defenders with ECM in a 240 meter radius around the dropship until destroyed), Communications module, Command module (gives defenders same bonuses as Cyclops's tacticon until destroyed), and fuel cells module (accepts fuel cells like in incursion). Destroying each critical point is needed before the dropship itself can be destroyed. Fuel cell chargers are scattered around the map like in incursion. Placing a fuel cell in the dropship module shortens the game-time by 1 minute (out of the 15-30). The dropship itself has a huge amount of hitpoints (like twice the VIP's hitpoints), but it also defends itself by 12 ER Large lasers.(like the leopard dropship).
4) Union dropship is placed in random or obvious locations, depending on map.. For instance, in River City, it can be on the airfield, or in the water off the coast.. on Crimson, it could be on the island, or somewhere in the water also.. the point is that it should be somewhere where it has enough space to land, usually a wide open space, and the defenders must defend it as best they can. Some cover would be preferable, and the dropship should be smart enough to defend itself against sniper fire with it's ERLLs.. It's location should be random.
5) The attackers have the advantage of organization and avenues of approach, while the defenders have the dropship's abilities and the disability of wide open spaces.
6) Air strikes and artillary do not work against the dropship, but, the 12 ERLL mounts can be destroyed like turrets can.
7) When the timer reaches less than 1 minute, the fuel cells no longer decrease the timer since the dropship is fully fueled and everybody gets a "Dropship fully fueled" warning. 30 seconds before the timer runs out, the dropship's engines begin to fire, and the players get a warning. 10 seconds before the timer rouns out, the dropship begins to slowly lift into the air, but attackers can still damage it before it flies off too far.
8) in FP, Clan dropship is visually different than IS dropships. A random faction logo is displayed on each dropship. In QP, the dropship is randomly clan or IS, with a random faction insignia. (in the backend, PGI leaves itself the ability to precisely adjust whic faction's dropship is picked, so as to make future events more immersive).
9) If the dropship is destroyed, a massive explosion happens, (long Tom mechanics). The game is over, but those that were killed by the explosion get less cash for not surviving the match.
10) Killing all the defenders does not end the match, cose' the dropship can still defend itself and leave.
11) Winning by objective is a massive payout (150K minimum,. plus bonuses, since Union dropships are valuable A.F.). Destroying dropship critical components is 25K cbills, destroying dropship's ERLL components is 15K cbills. Fueling up a dropship is 25K cbills. Getting the dropship fully fueled rewards the defenders with 30K cbills. Killing the defender's fuel cell carrier is also 30K cbills.
12) As an alternative mode variant, the dropship can have variable random ammounts of damage for QP, depending on play testing..
So come on guys.. go make a new game mode!
Edited by Vellron2005, 05 December 2017 - 01:37 AM.