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Base Destruction


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#1 PureRiffs

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Posted 24 April 2013 - 01:19 AM

May also be cool to have some bases on a map that need to be destroyed. One team can be on attack and the other on defend.

There could also be some bases under shields that need to have their power generators destroyed before the main base could be attacked.

As the defenders may feel at a disadvantage due to the fact they have to defend a set area there could be a time limit and if the base is not destroyed in 15min the attackers lose.

Map design would be good if the defending base was in the middle of the map and the attackers could decide from which side to attack / attack on 2 fronts at once.

There could also be walls and gates to breach with a bit of set destructibility :(

#2 Jam the Bam

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Posted 24 April 2013 - 03:50 AM

This is what i want too.

Also the devs have stated that they are adding destructible structures so we may yet see this happen.

#3 Mr G

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Posted 24 April 2013 - 03:51 AM

Shields are a no, but a power generator that they can knock out to powerdown automated base turrets could be good. I like having destructible walls and gates; that could be fun. the only real problem I see is consumables. Air strikes and arty strikes will give the attackers a good edge, especailly if they have a poptart that can jump from some bit of terrain and get a view inside the "base".

#4 Joseph Mallan

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Posted 24 April 2013 - 04:52 AM

destroying base.... Mmmmmm destruction. :(

#5 Syrkres

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Posted 24 April 2013 - 12:13 PM

You could have a single base with remote power stations - in the future they always seem to have Power stations in remote unprotected areas... (at least in the mech games).

Then one team drops in the base the other drops far, objective is to get in and destroy something in the base and all living mechs return back (unless kill all defending mechs).

Defenders have to defend what ever in the base / power station.
- kill all attacking mechs
- they can also kill defenders on way back to drop point.

While defenders may have advantage with help from turrets and such, attacks may have better "higher ground" - say base in end of valley, and/or other cover.

Defenders will also have to leave the cover of base to defend power station(s) or lose their defense, which will likely force them to spread out.

#6 80sGlamRockSensation David Bowie

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Posted 24 April 2013 - 12:34 PM

Again, taking a queue from MW4 mercs mission play servers.

Sunder Junkies II server always had these types of game modes (they were incredible fun).

The idea was one team was dropped on a far side of a map (most maps were at leas the size of Alpine or 2x as big.

The defending team was dropped inside a base to defend with static defense (mostly Calliope turrets, but sometimes tanks and other armor as well).

There were 2 objective buildings team 2 (the attackers) needed to destroy. Both were walled in the base and heavily defended. Usually on opposite sides of the base.

Team 1's win condition was if they kept both objective structures alive for the 10 minute round duration or all of team 2 was killed.

Team 2 won if they destroyed both objective buildings or killed all of team 1. This also meant light mechs with artilery beacons were VERY dangerous, and needed to be eliminated asap. Same with mechs mounting long toms or thumpers. Thankfully for Team 1, those Calliope turrets did work. It was always a priority to have LRMs or PPC's to eliminate them outside their effect weapon ranges.

Edited by mwhighlander, 24 April 2013 - 12:35 PM.


#7 101011

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Posted 24 April 2013 - 12:36 PM

I can hear the sizzle of 4-man's dropping with hexa-PPC Stalker's already. Good idea though.

#8 Artgathan

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Posted 24 April 2013 - 12:55 PM

It's been stated that a game mode like this is in the works for when Community Warfare hits.





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