Okay guys mid battle reinforcements or beginning a battle using HOT DROPS
#61
Posted 02 February 2012 - 11:13 AM
#62
Posted 02 February 2012 - 03:15 PM
Seriously though, what I'm seeing is somewhere along the lines of this. Before game, Lance A, volunteers for jumpin duty, and the battle begins. Commander A sees something that he could exploit by hot dropping Lance A into the fight a location unavailable by local ground troops, so he sends scout A out to mark the point for the hot drop. Scout A gets to the point and marks it for the Dropship that is carrying the hot drop mechs. Dropship A, then moves into position to drop the mechs. Now, Lance A, has a choice, they can either go in soft, and risk AA fire, or they can go in hard, and risk losing the entire lance. Since they do not have the module to properly gauge a hard drop, and they have not practiced it so they decided to go in soft. Then Lance A comes under fire from Team B's AA, and they are heavily damaged coming down. So now the Attackers have gained the position, but at a cost, and the Defenders have the advantage on numbers, along with the fact that they can also now take care of their flanks thanks to the turrets that can not only shoot mechs out of the sky, but also attack targets on the ground. hmmm.... sounds like the commander of the attackers has his hands full.
#63
Posted 02 February 2012 - 05:23 PM
words have meaning but we dont know what they are.
(Ive been forbidden to be a distraction), consider your freedom of speech, before you lose it like me.
#64
Posted 03 February 2012 - 06:09 AM
Quote
So that reads for me like sit 10 minutes around twiddling thumbs till being able to enter the (20 minute) battle that might have been decided by now. As one of the two options. So my statement remains - would I want that? Hell, no! Give someone else that job to sit around on his hands. Any unit commander suggesting to me to take that (stupid) reinforcement role is going to get an earful. Think it is a particular bad idea for MWO still.
See, that was all about the vocabulary/semantics used in the original post.
Edited by Dlardrageth, 03 February 2012 - 06:09 AM.
#65
Posted 03 February 2012 - 07:09 AM
Edited by guardian wolf, 03 February 2012 - 07:10 AM.
#66
Posted 03 February 2012 - 07:52 AM
If you are attacking a planet why not? Should be the decision of the commander. You could get some benefits if you do so like the defense troops are getting out in a few waves to defend, but your troop would be scattered. So there is the opportunity to earn your guerdon as commander. This way it can be beneficial, but also disastrous. Furthermore, the defensiv troops may not get any information where you are, of course not because you don't know either. The drop ships could be ordered down at a later time point.
Let's think about it, the defense troops are coming out to play with you and when they left their base the dropships will land in their cosy home base.
You could decide not to do a hot drop. The enemy knows more or less your starting location and all troops are completely in defense positions. Maybe the defense troops get also the information about your landing zone and are already on their way to kick your *** while you are boarding out.
If you keep this possibilities in mind a hot drop is giving both sides some points to think about their strategie and make it much more strategic.
A license for hot drops? Who said something about academy cadets? Would the be in the frontline? I don't think so. Would they be in defense, yes maybe, but no one makes hot drops as defense, so far you do not belong to relief forces. And here again, if you are in a relief force, you would be faster on the battlefield, but scattered, which is beneficial in this case? Both could be.
#67
Posted 03 February 2012 - 09:15 AM
guardian wolf, on 03 February 2012 - 07:09 AM, said:
Oh no, I got that point. I'm just not sure it is worth the extra development effort at this point. I mean, look at it from a RoI perspective. How many players/customers would really want to sit till mid-battle for matches that last a mere 20 minutes? And basically give up half their playtime because they are "reinforcements"? I wouldn't personally. And I doubt enough others would to make it worth it for PGI to pour money into that.
Apart from some minor issues like what happens if the commander never calls up the reinforcements because he went e.g. AfK or fell asleep at keyboard. Or what happens if none of the players wants the reinforcement role but the commander insists on it? How to handle it exactly when one team is completely wiped before the mid-battle point? Do they still get reinforcements to reinforce a non-existant team?
I can to some degree see and understand the reasoning behind this, I just personally don't think it is important enough currently. Something like this might be more suitably introduced once we get an expansion that allows for full-fledged "campaign play" with multiple linked battles. And introduction of logistics elements as well. (Yes, I know, asking for much with that, but didn't say it has to come right now or even this year.)
#68
Posted 03 February 2012 - 09:59 AM
Edited by KuruptU4Fun, 03 February 2012 - 10:00 AM.
#69
Posted 03 February 2012 - 10:20 AM
Quote
How did the scout get to a place unavailable to other local ground troops and why after he/she did manage to get there, did he/she not come under fire from those AA batteries?
morbid curiousity made me ask, really.
#70
Posted 03 February 2012 - 02:48 PM
1. I agree that a pilot needs the skill and maybe jumpjets module made for HD AND the commander has to have the skill to call it in.
2. HD mechs should be part of the intial Lance or forces. Also the dropship should be part of the usage and ton allocation when bidding for the contract. For example: if the contract is paying for up to 200 tons and you said you want to bring in a dropship, that dropship should allocate some of the tonage.
3. There should be passive interdiction and active/live interdiction. Passive would be in the intial planning phase. Did we take out their orbital guns? Do they have any AA? Do we control the air? Active/live would be a module that detects drop ships and a tareting mechanisms so that LRM and ER lasers can target that drop ships and blow it out of the sky.
4. NO RESPAWNS! However, if a pilot ejected and there was a mech with a dead pilot due to a lucky shot and the mech was still functionaly, and right next to where the other pilot's parachute landed, would that not be cool if he could climb in and pilot that mech? Assuming he had the skills.
#71
Posted 03 February 2012 - 05:32 PM
x vs x battles where x=x
premade team vs team (faction vs faction)
freedom in team mech composition
ballanced gameplay
no respawn mechanic
Fulfilling all these things at once, is NOT possible, one or more will always be excluded by others
Edited by steel talon, 03 February 2012 - 05:33 PM.
#72
Posted 03 February 2012 - 07:13 PM
I agree that this would be a cool tactic , but I agree with Dlardrageth, "who wants to sit around and wait for the commander?"
I think that many are so used to playing TT or mech commander games we only see the big picture , not the little picture of individuals, playing the mechs.
sorry Ive been forbidden to speak here.
#73
Posted 03 February 2012 - 07:31 PM
#74
Posted 04 February 2012 - 09:13 AM
Alaric Wolf Kerensky, on 01 February 2012 - 04:53 PM, said:
None of what you just said makes DFA out of a Dropship any less cool. In fact it possibly makes it more cool.
#75
Posted 04 February 2012 - 09:59 AM
#76
Posted 04 February 2012 - 11:03 AM
#77
Posted 04 February 2012 - 04:40 PM
The new arranged team will drop each X minutes to already running battle as reinforcements
Question is, prevent player from joining a queue to battle he died in?
Edited by steel talon, 04 February 2012 - 04:41 PM.
#78
Posted 09 February 2012 - 12:51 PM
#79
Posted 09 February 2012 - 01:50 PM
That would mean that you couldn't just drop in 4 more Atlas's. Check out how you do drops in MC2, do something similar to that.
#80
Posted 09 February 2012 - 02:44 PM
8 user(s) are reading this topic
0 members, 8 guests, 0 anonymous users