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Combat Assets.


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#1 verybad

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Posted 06 April 2012 - 04:00 PM

It would be cool if you could purchase things like Ammo relaod trucks or command trucks for use by your faction before games start. These would be non combat units (they wouldn't have any weapons) but would provide things like ammo reloads (duh) or shared rafar over the entire map (making command trucks viable targets)

What's more, these units would be subject to capture.

Other options might be
Tanks, (operate as a non moving turret unless/until AI is implemented)
Coolant trucks (they would spray freindly units with coolant while in the area, increasing their cool down capabilities-good for defense of that area),
ECM trucks (prevent remote tracking/targeting in the area),
AAA defense tanks (prevent air strikes or remote drones in the area)

They would be call in units (a drop ship would run in, hover and drop one).

You would use experience points gianed in the current game to purchase them. This means they would not be spammed, but used when it seems like they would be needed to win the current battle. Other options might be to purchase single use tickets for them before the battle using c-bills.

#2 Exilyth

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Posted 06 April 2012 - 04:15 PM

Nice idea, but I think additional combat assests should be available as modules, so you'd have to decide between them and airstrikes/zoom/whatever. Another solution might be objectives generating resource points when done/while held/while captured.

Also, combat assets shouldn't be better than any player in what they do, e.g. a tank shouldn't be a better defender than a player, a scout vehicle shouldn't be a better scout than a player, and so on.

Edited by Exilyth, 06 April 2012 - 04:19 PM.


#3 Kenyon Burguess

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Posted 06 April 2012 - 04:56 PM

the problem with tanks is that they are often more powerful than mechs, and those that arent, aint worth taking.

#4 wwiiogre

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Posted 06 April 2012 - 09:34 PM

This idea has been talked about by the Dev's and they do want to have combined arms in the game eventually. But for the base game it will not be there, nor will there be bots. So no AI. The game they are making is a mech Sim game. So every player will pilot a mech. MWLL has what you are talking about I think, as I do not play I am not sure. I myself would love combined arms cause then it really lets you see how much Mechs are the real kings of the battlefield. Especially when you throw in infantry, mines, VTOLS, Aero, Lifters, Underwater battles, Naval, tanks, haulers, convoys, etc, etc, etc. Throw in destroyable bridges on specific maps and you could stop an attack cold if the enemy didn't bring jumping mechs, or they would have to go under water which means their mechs without energy weapons could not even fire. Allowing a smart defender to ambush those mechs with energy boats underwater or even with torpedo armed mechs, been there done that on TT campaigns. Outthink your opponent in combined arms and you can turn an overwhelming advantage from his side to your side in a battle or entire campaign.

So I like the idea, would love to see it implemented, but according to the Dev's not gonna happen for awhile. I hope they eventually get full blown melee into the game not just DFA and Charging. Cause nothing says love like a Hatchet to the back arm or head.

chris

#5 stun

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Posted 06 April 2012 - 09:57 PM

I think the devs have a lot on their plate in terms of balancing mech combat alone. Added features to the game should be implemented over time to keep interest as well as to focus on balance. Of course the natural progression is to add more things like tanks and aircraft, but I think it would be more important to add more mechs to the game before this.

#6 CCC Dober

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Posted 10 April 2012 - 06:33 AM

I'm all for it. These assets, if static at first (dynamic later maybe), introduce additional gameplay elements and strategic components. We've seen a dropship artwork already, which indicates that the devs could be open to the idea of non-Mech units on the battlefield, so there's a little hope in this regard. Creating a small forward base, bunker, tank, ammo/coolant truck is not as much work either. The first implemented versions can be part of the maps, while the latter versions can be dropped/rolled in from outside of the map. It surely would help to test the concept and cut down on animation/script time without committing considerable dev resources to them. Just a thought ...





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