Halflight, on 03 November 2011 - 07:17 AM, said:
That might be a bit tricky since all the opposition needs to do is send one mech to cut off your retreat by plinking at you with something like an AC/2, completely preventing your retreat.
Not preventing, just giving you pause. You defeat the 'Mechs blocking your retreat which are, by the way, generally going to need to be faster than the retreating element as a whole, meaning also they're lighter on weapons and armor, and you continue your retreat.
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Perhaps each side would have a drop ship at either end of the battlefield that would act as their pull out zone (especially since dropships are strictly hands off).
Are you going by the fluff and the Conventions here, Halflight, or by something I may not have read that has come from the Devs? If you look at the picture at the top of any web page -I really wish they would dog that down in the code, make it stop scrolling with the page- you'll see a crashed Union-class behind and to the right of the Atlas.
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That way, you could still have your retreat cut off and you'll need to fight your way to safety, but those trying to prevent you will actually have to work for it a little. They won't be able to stop you just by chipping your paint. But once you make it into your dropship, you're home free.
I could agree that there would be a time limit to lock down 'Mech berths inside the DropShip and get the door(s) closed, but then you would be considered home free. That means beating a hasty retreat and, possibly, losing your slower 'Mechs to combat or trampling to get the rest of you.
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The only thing is that the dropships couldn't be too close to the action, by no means making the decision to retreat an automatic escape. You still need to get there. What that will do, for good or bad, is set up situations where lighter mechs have a better chance of escaping than the heavies. Likewise, if you're trying to chase down a retreating foe, it will be your lighter assets that will be most involved in harassing a fleeing enemy.
That could open a whole new bag of strategy, and I like the idea, frankly. Using Lights to circle around, harass the pursuers and pull them off for a while, or the entire element needing to take a detour and try to get some distance, due to terrain difficulty or whatever, just to keep them out of your LZ. I really like that.
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This type of thing might tend to draw combat out longer and make players more tentative about committing. Again, I'm not sure if that would be good or bad.
It actually sounds good to me, but what about this sort of solution: combat is not engaged until the first two enemy combatants come within range of LRM max range fire. Likewise, once combat has commenced, and once both elements are separated by that same distance for thirty seconds, combat is ended. Once outside twice that range, the retreating or maneuvering element is no longer considered to be under rout. That sound workable?
Barantor, on 03 November 2011 - 08:22 AM, said:
I am adamantly opposed to making the tonnage the advancement as it means you end up with Assault Brawler fights just like you do in clan wars in WoT.
Is it okay for me to say AMEN! here?