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Game Mode: Fighting Withdrawal


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#1 nostra

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Posted 27 January 2013 - 11:47 PM

So had an idea for a game mode: Fighting Withdrawal. Essentially, the concept is that one team is attempting to withdraw to its dropship (for Frozen City, this would be a repaired version of dropship in the center of the map, for others, i'm sure they could be added in easily enough), and the opposing team would try to destroy them. The dropship would have a "control zone" similar to those in Conquest. The withdrawing team would start scattered across the map in a disparate manner (perhaps spread evenly around the edges of the map), while the attacking team would be situated directly around the dropship, securing it until the withdrawing team manages to destroy them or is prevented (either by time running out or by being destroyed) from reaching their dropship.

Any thoughts?

#2 nostra

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Posted 29 January 2013 - 09:51 PM

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#3 Solis Obscuri

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Posted 30 January 2013 - 03:18 AM

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Oh wow, after reading the title I was waaaaaay off-base.

:blink:

In seriousness, though, it's a good concept - I'd implement it that the withdrawing team has to escape a larger weight-matched team of attackers to reach their dropship, then hold the LZ for a set period of time without being destroyed or losing the dropship to enemy fire.

#4 Wolf Clearwater

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Posted 30 January 2013 - 06:39 AM

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#5 Bobzilla

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Posted 30 January 2013 - 06:54 AM

Seems like the withdrawing team is at to big a disadvantage as the other team just needs to sit and wait and attack mechs as they trickle in. I do like the idea tho.

Maybe if time expires the dropship starts shooting enemies forcing them to hunt a bit befor time runs out. Or even if an enemy is in the drop ship control zone, the counter still goes anyways and the zone is larger than it is now.

#6 Soda Popinsky

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Posted 30 January 2013 - 08:17 AM

The problem for me is the logic of the scenario. Wouldn't the blocking team simply destroy the drop ship?


Maybe you could get the same game-type by having the blocking team defending an exit to a large valley. I would suggest a simple attack / defend the base style map (asymmetrical), but realized that would negate the idea of one scattered team.





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