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Game Mode: Capture the Relay (Radar?)station


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#1 ManDaisy

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Posted 01 February 2012 - 11:03 AM

Edit: Limit number of hotdrops per side, allow mech factory capture to add back to hotdrop. If one side runs out of hotdrops then they auto lose. This is to prevent ***** play.


Suggestion: Game mode where as victory is not determined by kill count, but by total area controlled after match time:

Ref: Fantasy Earth Zero.

Main idea,

Map is chosen? At start, X number of relay stations are randomly generated and placed though out the map. (Radar?)Relays stations are visibile to Both sides. Each Relay station has a radius of X, and has X percentage of area control. Higher grade stations have larger areas of control. At beginning of match all stations are grey neutral opaque map shading, After a station is captured, X time spent within X raidus uncontested, area controlled by side is shaded side color. Opposing team may recapture, station.

Key concepts during play: Scouting, Line of Defense, vantage points.

Additonal concepts: Dropship point respawn controls.

Suitable dropship locations are also randomly generated and captured. If all dropship placed are captured auto victory after total annilation.

Player deaths take away from raw score counting towards victory.

Vehicle bays, Power Plants for turrents, Repair sites, Large Area Map Lighting Watch towers / street lamps, Armories (bonus to salvage for raiders). Also randomly generated and subject to control .. Or destruction.

Summary of Non Player land features.


Relay stations (communications towers, think cellphones)
Radar stations (reveal map)
Repair Bay
Turrets
Powerstations, powerplants
NPC vehicle Bays
NPC infantry barracks
Military Armories, Mech supply depots, city warehouses, Banks, stores ( for raiding)
Mech Factories, Other factories
Military watchtowers
Street lamps,
Bill Boards,
Water Resovoirs

Edited by ManDaisy, 01 February 2012 - 02:07 PM.


#2 Mchawkeye

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Posted 01 February 2012 - 11:05 AM

Sounds a tad arcady...

#3 ManDaisy

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Posted 01 February 2012 - 11:16 AM

Arcadey...Maybe a little. Simulation of planet hot drop and planetary land grab? I think this come close without violating any types of cannon. Tho defenders side needs tweaking in the logic to give them home advantage. Perhaps starting by giving them control over all the relay (radar)stations at start. Invaders would have to exploit gaps in radar for positioning early in the game.

Edited by ManDaisy, 01 February 2012 - 11:19 AM.


#4 Kenyon Burguess

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Posted 01 February 2012 - 11:34 AM

needs infantry

#5 Mchawkeye

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Posted 01 February 2012 - 12:40 PM

View PostManDaisy, on 01 February 2012 - 11:16 AM, said:

Arcadey...Maybe a little. Simulation of planet hot drop and planetary land grab?


Fundamentally that sounds great.

Quote

I think this come close without violating any types of cannon.


I don't care too much about canon. I'm more bothered about maintaining flavor. Land grab does not violate anything.

Quote

Tho defenders side needs tweaking in the logic to give them home advantage. Perhaps starting by giving them control over all the relay (radar)stations at start. Invaders would have to exploit gaps in radar for positioning early in the game.


See this is my issue. you are concerned with maintaining control over flags. (lets face it...they are flags) I don't feel that is conducive to a simulator type atmosphere. I think it should be all or nothing. You either attack, drive away the defenders and gain your objective or you fail and flee.

Military objectives. Military outcomes. One life. Limited ammo. All or Nothing.


Otherwise it really is just Call of Doody. Also RADAR towers kind of kills a lot of the uses for scout mechs and their upgrades...

#6 ManDaisy

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Posted 01 February 2012 - 12:51 PM

I will have to object to that comment. Scouts are still essential because of radar gaps, also because if you don't control the radar you wont see anything. Who will benefit the most from scouts? Invaders will because all radar stations will be controlled by defenders. What happens when defenders lose control? They then needs scouts. If your assuming radar will give you Line of site and target lock, I see that as way beyond its scope. Also capturing the flag is oversimplifing it by a lot. One does not run with a radar station and relay station. They must be defended constantly or be subject to attack and counter attack.

As for military objective, how is capturing an opponents source of intelligence not a military objective? Unlimited ammo? Where did that come from? This game play is not a capture and leave type of thing, it is a mirror to occupying enemy territory and holding on to it which is the goal of conquest.

I take it your main reason for objecting is that you do not favor respawning of any kind tactical or not. If this is the case then I hope the devs have game modes specifically tailored for respawns and also for no respawns. The end result would be a fuller more enjoyable game for everyone.

Edited by ManDaisy, 01 February 2012 - 01:08 PM.


#7 KuruptU4Fun

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Posted 01 February 2012 - 12:56 PM

View PostMchawkeye, on 01 February 2012 - 12:40 PM, said:

Fundamentally that sounds great. I don't care too much about canon. I'm more bothered about maintaining flavor. Land grab does not violate anything. See this is my issue. you are concerned with maintaining control over flags. (lets face it...they are flags) I don't feel that is conducive to a simulator type atmosphere. I think it should be all or nothing. You either attack, drive away the defenders and gain your objective or you fail and flee. Military objectives. Military outcomes. One life. Limited ammo. All or Nothing. Otherwise it really is just Call of Doody. Also RADAR towers kind of kills a lot of the uses for scout mechs and their upgrades...


I agree, flags are flags and I think a win or loss of a battle should be based of off either straight team deathmatch or objective based matches. But the point of radar towers could go like this. The scout becomes the forefront and attacks to weaken the radar for a short time. Then allowing other mech to come and destroy it completely or use that gap to go farther into the map while it's disabled.

#8 ManDaisy

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Posted 01 February 2012 - 01:10 PM

You do not run with radar stations, I will say again the flag label is over simplyfing it. Get out of your frigging FPS counterstrike mind boxes. Both of you are too kill or be killed oriented.

Edited by ManDaisy, 01 February 2012 - 01:12 PM.


#9 Mchawkeye

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Posted 01 February 2012 - 01:27 PM

View PostManDaisy, on 01 February 2012 - 01:10 PM, said:

You do not run with radar stations, I will say again the flag label is over simplyfing it. Get out of your frigging FPS counterstrike mind boxes. Both of you are too kill or be killed oriented.



Easy there fella. relax.

As it happens I am against respawning, though if it were to happen hotdrops would be the way.

As far as over simplifiing it...I would suggest that simplicity is often a key to success, at least as far as such things like game modes go. but also look at any military plan in history. they tend towards "go here. take this" "defend this" and similar. I don't feel it needs to be any more complicated, as far as capturing goes.

I also don't feel RADAR towers are it. Again, too complicated; this game is tending towards people understanding their mechs as well as possible, knowing the ins and outs of thier systems. adding another layer of electronics equpiment like that, where you are battleing the assets as much as the mechs might sound intreguing (and it does) but I feel it's just a layer of sophistication to far when we'll already being running the sensors and systems on the mech.





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