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Attack The Dropship
Started by Poor_No_Culture, Oct 06 2020 02:34 AM
5 replies to this topic
#1
Posted 06 October 2020 - 02:34 AM
I think this would so awesome to group attack / defend an overlord class dropship.
![Posted Image](http://th06.deviantart.net/fs71/PRE/f/2013/238/9/1/battletech___unseen_moon_by_shimmering_sword-d6jvfsf.jpg)
#2
Posted 06 October 2020 - 05:34 AM
Poor_No_Culture, on 06 October 2020 - 02:34 AM, said:
I think this would so awesome to group attack / defend an overlord class dropship.
Yeah, that would be great.
Unfortunately, you are playing a wrong game.
![Posted Image](https://static.mwomercs.com/forums//public/style_emoticons/default/sad.png)
The Overlord DropShip assault was in MechWarrior 4: Mercenaries.
Check the screen capture:
![Posted Image](https://i.imgur.com/xdWLM.jpg)
#3
Posted 06 October 2020 - 10:01 AM
Would be cool to play as the gunner / gunners of dropship too.
#4
Posted 09 October 2020 - 05:13 AM
Poor_No_Culture, on 06 October 2020 - 02:34 AM, said:
I think this would so awesome to group attack / defend an overlord class dropship.
<<<image from http://th06.deviantart.net/fs71/PRE/f/2013/238/9/1/battletech___unseen_moon_by_shimmering_sword-d6jvfsf.jpg>>>
<<<image from http://th06.deviantart.net/fs71/PRE/f/2013/238/9/1/battletech___unseen_moon_by_shimmering_sword-d6jvfsf.jpg>>>
martian, on 06 October 2020 - 05:34 AM, said:
Yeah, that would be great.
Unfortunately, you are playing a wrong game.![Posted Image](https://static.mwomercs.com/forums//public/style_emoticons/default/sad.png)
The Overlord DropShip assault was in MechWarrior 4: Mercenaries.
Check the screen capture:
<<<image from https://i.imgur.com/xdWLM.jpg>>>
Unfortunately, you are playing a wrong game.
![Posted Image](https://static.mwomercs.com/forums//public/style_emoticons/default/sad.png)
The Overlord DropShip assault was in MechWarrior 4: Mercenaries.
Check the screen capture:
<<<image from https://i.imgur.com/xdWLM.jpg>>>
We could STILL implement this within MWO, and some of what is already present happens to be solid proof of that. It would NOT be that hard either, and I would be all for it. I can even provide some thoughts and details, in order to help make this idea more easily possible to be completed. Like, you DEFINITELY have my SUPPORT here, AND my complete Thanks for getting my brain bubbling full of constructive thinking!!!
![:D](https://static.mwomercs.com/forums//public/style_emoticons/default/biggrin.png)
However, I'm noticing that it would require a little new artwork added to MWO, but only to render such as the OverLord-Class DropShip and/or the Union-Class DropShip onto the battlezone, as well as render it being blown apart as it gets blasted to destruction. Perhaps we could make it a bit less work on behalf of PGI Staff to implement this if we just went with the already-existing Leopard-Class DropShip modeling that MWO uses now?
![:o](https://static.mwomercs.com/forums//public/style_emoticons/default/ohmy.png)
Expanding further, it would be as simple as making it a stationary Base Target protected by a whole metric [bleep]-ton of Turrets and a reasonably-sized wall, preferably one much higher than the Base Wall of the Incursion Mode, and possibly going on the order of the size of the Siege Mode walling height. I'll leave whether or not that Base Wall is destructible up to PGI's Staff, because I can not really figure which would be better in terms of Game Balance and other various effects. If there's no Turrets, then it would probably help to have the DropShip fire some weaponry of its' own, but have that weaponry be possible to get wiped out over time, just so it can have a chance to defend itself if nobody is nearby. I can not say that I know which would be better from a Lore-Based Standpoint on a matter like this, particularly if the Scenario suggests that the DropShip is "Under Repairs" while it's vulnerable to being attacked & destroyed.
![:mellow:](https://static.mwomercs.com/forums//public/style_emoticons/default/mellow.png)
Before it happens that I end up completely forgetting, here's my opinion on how much Health that those Non-Mech Objects should have for an enjoyable round of gameplay...
- DropShip Target — 1800 Armor + 700 Structure = 2500 Total Health ... This particular Prime Objective should be possible to start losing weaponry (if it has any, depending on presence of Turrets) and/or endure Critical Hits to Ammunition & Equipment after the Armor is all gone, but it should not be able to lose it too easily. Probably would be best to attach something like a "-25% Critical Hit Chance (Receiving)" Quirk or something close to that onto the DropShip Target as to prevent easy 'Weapon/Ammo/Equipment Knockouts' from happening.
- Turrets — At least 4 located around the DropShip Target, with Up To 125 Maximum Total Health Each (Distribution Unknown, but obviously a bit less Health if more than four are around the DropShip Target) ... They have to be strong enough to fight you while you're attacking the DropShip Target nearby, if that Prime Objective even needs them to be present at all because of lack of weaponry on it.
![;)](https://static.mwomercs.com/forums//public/style_emoticons/default/wink.png)
Now, I'll admit that we would need to overcome the issue between Lock-Ons & Base Targets on the map, and how that could become unnecessarily easy if not properly designed & handled, but explicitly AVOID creating an ugly & ruinous problem like the Incursion & Siege Modes have where a Streak-Boat is rendered unable to finish the battle if they're the only one left (except through the "Code Of Conduct"-violating action of "Self-Destruction"/"Out-Of-Bounds"/"Suicide" of the Mech which they brought, which is something that they should not end up forced/pushed into doing) after all the Enemy Team members are dead. To that end, ALL of the Base Targets would have to be under some kind of protection, but most certainly NOT that damned "Geezus-Boxing" (yes, I'm going to say it that way, particularly after other things I've ended up hearing) that's ruining both Incursion & Siege with the Complete Lock-On Blocking Mechanic that we have now. In this case, ECM+'Stealth Armor' Protection of the Dropship would be suitable, with simple ECM-only on random Turrets if they're present in the DropShip Destruction type of gameplay. How someone with Lock-On Weaponry would overcome this difficulty is that they (and/or a Teammate in the battlezone who decided that they would be helpful) would have to bring a NARC and/or TAG as a basic staple on their Mech, in order to reach a situation where they have put forth the required effort to get their own prerequisite Lock first before they can fire their Lock-On Weaponry which happens to be on their Mech in the battlezone. Obviously, this means that PGI would have to put in the effort of making it possible for NARC/TAG to have any interaction with the various Base Targets on the map, both DropShip and Turrets alike. But, at least the two elements of gameplay in force (again, ECM & 'Stealth Armor', versus NARC & TAG to fight it) would provide a proper Balance to play upon. This would be fully mandatory for Streak SRM Users even though other Lock-On Weapons can be dumb-fired at a target, but it would at least prevent easy remote bombardment by ATM/LRM attackers, while simultaneously avoiding ruining the game for those who included Streak SRMs in their build. We could even probably allow for UAV to counter the ECM on the Turrets, but NOT the 'Stealth Armor'-protected DropShip Target itself. On the plus side, such a design in Mechanics would also be possible to later translate onto the Incursion and/or Siege Modes in order to repair them for proper gameplay that everyone could enjoy.
![:huh:](https://static.mwomercs.com/forums//public/style_emoticons/default/huh.png)
Of course, I've gone this far in my helpful thoughts, but I've missed one Critical Question that could be asked... "How do I win in this crazy Match & Mode of play?" ...and it really is a good question. Well, there's actually several possible outcomes, and I shall avoid a disorganized mess by using a 'bullet point' format on them below...
- Winning — This absolutely REQUIRES destruction of the Enemy DropShip Target before time can run out, regardless of the status of the Enemy Team's Mechs on the field, possibly kind of like how "MechWarrior 2" and the Mission named "Mirror Edge" on the Zoetermeer planetary surface portrayed it possibly happening. (Destroying the entire Enemy Team realistically should NOT be allowed to act as a finish for this, and it may be worth forcing a Tie Condition as a response to wiping them all out if everyone thinks that should be enough to allow them to move onto the Next Match coming their way. It would be all too simple for PGI to pop in a voice clip here that says the Enemy DropShip made an Emergency Take-Off because the entire Enemy Team had become unreachable.)
- Tie #1 — Either of several things can result in this, particularly through measures provided by Lore that fits the situation. Here, it would be that BOTH Teams' Dropship Target survives all the way to time having run out. (Like previously noted, it would be all too simple for PGI to pop in a voice clip here that says the Enemy DropShip has made an Emergency Take-Off, but this one would be because the DropShip's Commander felt that the area had become too hot. Or they could even do a voice clip about an incoming orbital bombardment, and that everyone had to just get the heck out.)
- Tie #2 — As noted above in the "Winning" Condition, this Game Mode's Design could be set up to explicitly prevent the bloodthirst of players from being what decides a given Match that is played. Upon the destruction of the final Enemy Team Mech, a voice clip could be set up by PGI to get played that says the Enemy DropShip made an Emergency Take-Off because the entire Enemy Team had become unreachable. (Hilariously, this would make a very excellent teaching aid in showing that the Objective is worth a Team's time to complete properly. People would then have to understand the idea of leaving the last Enemy Mech alive, but short both Arms, and with one Leg and any required Side Torsos & Center Torsos remaining.)
- Tie #3 — While normally unlikely to happen, but still rather possible, it could come to pass that both Teams' Mechs get wiped completely out. At this point, it really doesn't seem like we should decide a Winner based on Damage to the DropShip Target, because that DropShip is potentially still capable of defending itself, taking off, and therefore leaving the planet. PGI could put a voice clip to this where both DropShip Target's Commanders are calling out to the Team that was supposed to defend them, gets no response, decides to make an Emergency Take-Off, and consequently leave the planet, which thereby ends the Match in a Tie Condition for all.
- Tie #4 — While possible, but permanently unlikely to happen, we could end up with BOTH Teams causing the destruction of the Opposing Side's DropShip Target at the exact same time. This is probably the most obvious of Tie Conditions that can happen, but equally the least likely. PGI would have to provide a voice clip here that says something about Your Team managing to succeed in one task, but failing in the other at the same time. (This one could even go so far as to say something about having hope that the player has better luck in some Match played in the future.)
- Losing — This one is obvious, but might as well be said anyway. Put simply, both your Team (give for maybe one Mech in order to prevent a Tie Condition happening) and the DropShip Target get wiped out before time runs out. (Refer back to the Tie Conditions about what happens if Your Whole Team gets wiped before the Enemy Team lands the Killing Blow against the DropShip Target which you're protecting, as that would be your only potential way of preventing them from having a Win against you & Your Team that you got put with.)
![B)](https://static.mwomercs.com/forums//public/style_emoticons/default/cool.png)
~Mr. D. V. "thinking they REALLY like the idea of a DropShip Attack Game Mode to play, with plenty of detailing provided" Devnull
[Quick Edit by the Post's Author for a few measly missed words in terms of understanding thoughts present in this post... NUTS!!!]
Edited by D V Devnull, 09 October 2020 - 05:21 AM.
#5
Posted 09 October 2020 - 07:35 AM
We could even do this now with the smaller dropship we have now, using it as part of a makeshift boss battle theme.
#6
Posted 09 October 2020 - 09:55 AM
Kalimaster, on 09 October 2020 - 07:35 AM, said:
We could even do this now with the smaller dropship we have now, using it as part of a makeshift boss battle theme.
Heh... I already said that, even though I said it in different words...
![:P](https://static.mwomercs.com/forums//public/style_emoticons/default/tongue.png)
Here, have a quote from me...
D V Devnull, on 09 October 2020 - 05:13 AM, said:
Perhaps we could make it a bit less work on behalf of PGI Staff to implement this if we just went with the already-existing Leopard-Class DropShip modeling that MWO uses now?
...which happens to come from the end of the second paragraph of my post... and I'm gonna go laugh with my head down... *facedesk* LOL!!!
![-_-](https://static.mwomercs.com/forums//public/style_emoticons/default/sleep.png)
![:lol:](https://static.mwomercs.com/forums//public/style_emoticons/default/laugh.png)
~D. V. "thinks they're hearing an echo in the room, albeit a helpful one" Devnull
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