I could have sworn there was a specific area for this but cannot find it. I remember a Battletech book where the captain was very concerned about preserving the city they fought in. I think it would be a cool game mode that dings in either party when they hit buildings, houses, factories. Both Offense and Defense have stake keeping the infrustructure kept together rather than grinding it to dust. Also you can set it up as capture the city or military base/factory where you you have to secure or defend multiple objectives withing the are. Unlike traditional FPS when a position is secured it cannot be regained.


Game Mode: Collateral Damage
Started by PropagandaWar, Mar 15 2012 11:03 AM
8 replies to this topic
#1
Posted 15 March 2012 - 11:03 AM
#2
Posted 15 March 2012 - 11:15 AM
I think that would be an appropriate and enjoy game mode for this format.
#3
Posted 20 March 2012 - 07:22 AM
What about something where the defending team had to "protect" a certain building... Lets just say... a VIP is in it. The attacking team doesn't know which building their in. I think this would be interesting to see if the defending team bluffs the building or not.
#4
Posted 20 March 2012 - 10:06 AM
I like the option of a Hide 'n Seek type scenario where a VIP/Informant/Lostech cache is hidden in a building and the aggrssors don't quite know which one - makes for some interesting scouting/scanning, defensive strats (do we gaurd a dummy location to draw them out?) and general carnage.
#5
Posted 20 March 2012 - 10:24 AM
The book was flashpoint and the passage in question was when the female pilot dug her arm into a building to corner and stabilize her Mech while she turned. Her ride of choice was a Bushwacker.
#6
Posted 22 March 2012 - 03:24 PM
That's the one all right. During a simulation she racked up a huge bodycount, while her C.O. opponent kept his collateral fatalities to a handfull and still pretty much ruled the engagement. One of my favorite Mechwarrior passages in fact.
#7
Posted 23 March 2012 - 03:30 PM
It's been added to a few discussions, but I agree it should be added in at some point. Also, once the dust settles a bit and more dedicated units are formed, it would be interesting if collateral damage made a unit's reputation go negative. A specific group might be very elite but if the damage to cities is out of proportion a city may prefer a group much less damage prone on defense.
#8
Posted 23 March 2012 - 06:13 PM
@ Anvil - That's a very cool idea, I just have a feeling it'd be very hard to calculate and incorporate into the game properly.
#9
Posted 24 March 2012 - 09:53 PM
Hits to buildings are events much like hits on a mech. A tally of hits on buildings vs hits on mechs would show a basic trend.
It could be fairly simple:
Defend a city +3 with a win
Defend outside city limits +2 with a win
Attack staying outside city limits +1 with a win
Attack inside city limits -2
>25% hits on city objects -1
>40% hits on city objects -2
>60% hits on city targets -3
>80% hits on city targets -4
Something like that. About the only place it would be useful is awarding contracts to defend a city. Units with good scores could get a better fee from the more important clients. Units with a large negative over, say their last 30 missions, should not be hired to defend.
It is fun to bounce ideas around to add depth over time. Things that might be considered two years from now.
It could be fairly simple:
Defend a city +3 with a win
Defend outside city limits +2 with a win
Attack staying outside city limits +1 with a win
Attack inside city limits -2
>25% hits on city objects -1
>40% hits on city objects -2
>60% hits on city targets -3
>80% hits on city targets -4
Something like that. About the only place it would be useful is awarding contracts to defend a city. Units with good scores could get a better fee from the more important clients. Units with a large negative over, say their last 30 missions, should not be hired to defend.
It is fun to bounce ideas around to add depth over time. Things that might be considered two years from now.

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