50 50, on 07 May 2019 - 08:23 PM, said:
Counter attack as a second half of siege might have been interesting.
They kind of tried this by running it as a second separate drop but it didn't link in anyway to the first part. Bit like what is happening with the story campaign idea at the moment. There was (is) no attachment to our efforts at a personal level.
Where as, if you had the one siege map and as an attacker took the base, if you then had to use those same mechs to hold the base against a final wave of reinforcements, like if the attacker and defender roles and drop locations got swapped around, that would have made more sense.
id love to see something where multiple teams drop on a persistent map. if you completed your invasion match with half of the team's mechs in tact, you could continue defence/attack on the next team. this might provide a means for low skilled teams to play against high skilled ones without getting the short end of the stick (full pug team vs a half diminished pro team). pros might get extra rewards for defeating 2 teams, and if the pugs win they get a win.
persistent battles, that's the thing this game should have. do it royal rumble style with a new lance dropping every time there is room. of course objective would need to be reversible so you could lose ground. it would be kind of like assault from ut. you have a sequence of objectives you need to complete to win the match, except it could go both ways and you could take back objectives you previously lost. all this should happen on megamaps (take the biggest map in this game and quadruple it) with dynamic drop zones, many objectives would be retaking a drop zone near where the next objective is, and you might have multiple options where capping any one of a number of bases counts as a complete objective. the final objective, for either side needs to be significantly harder than the others and results in the end of a story node. battles could span days.
Edited by LordNothing, 08 May 2019 - 07:01 PM.