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Mission Type / LP Suggestion: Defender Match Value above Attacker to simulate difficulty of missions/ missions pay quality


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#1 ManDaisy

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Posted 09 February 2012 - 08:42 PM

All this is based off of somewhat or another campaign mode in megamek. All values are just off the top of my head.

Missions may be the same in nature but have a higher match modifier given to the defender to reflect increased difficulty with increased payout, significance of target. In other words, quality graded missions. Modifier may even be negative and tipped in favor of attacker to reflect newbie missions.

In Short the more something pays out, the bigger advantage given to defenders.


(Zero Cost LP Recharge)

Solaris Battle Arena (LP cost = 0)
(No mission modifier)
Garrison ( LP cost = 0 )
(No mission modifier)

(LP Costing missions)

---------
Minor Least LP to Most LP * THESE missions are matched Against a Garrison Blind match.
---------

Recon (collect Intel, Id building, Id X units, then successfully retreat, may have multiple areas)
* 30% -% total modifier based on attacks match value that defender may have above attacker

Sabotage (Spend sufficient time in Area, then successfully retreat, may have multiple areas)
* 15% % total modifier -

Search Destroy (Destroy Building or structure, then successfully retreat, may have multiple areas)
* 20 % total modifier-
(targets: Office Building, Research Lab, Factory, Space Port, Military Base, etc)
*(in this case the modifier is raised to reflect the quality of difficulty for targets and higher payouts)

Destroy Supply Line (Destroy an AI controlled supply line, then successfully retreat)
* 25 % total modifier-
(targets: food, water, coolant, ammo, parts, troops, prototype equipment)
*(in this case the modifier is raised to reflect the quality of difficulty for targets and higher payouts)

Guerrilla Warfare (Destroy X defenders, then successfully retreat)
* 100/X defenders % total modifier-
*(in this case the modifier reduced by the amount of defenders needed to be killed)

Raid (Destroy all Units guarding factory or building)
* 10% total modifier-
*(in this case the modifier is raised to reflect the quality of goods raided)
---------
Major (These are not matched vs garrison)
---------

Conquest/Defend Conquest* (Land Grab)
(No mission modifier)

Conquest will start in two phases:

Units Requesting a Conquest Must first Wait For a Que time in "Defend Mode" Before they can choose
Switch to "Attack Mode".

This is prevent All attackers and no defenders.

Undefended Territories will be auto surrendered after a certain amount of time.

Edited by ManDaisy, 09 February 2012 - 09:13 PM.


#2 Paul Inouye

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Posted 09 February 2012 - 10:36 PM

Sorry.. title of this thread does not meet minimum length requirement. Skipping.





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