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Strategic Maps


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#1 Rojolobo

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Posted 17 November 2012 - 10:00 PM

Ideas for strategic maps. To fight for and defended

Repair Bays: Shutdown in repair bays to make repairs to become vulnerable. Time for repairs and restricted amount of Armor replacement. Components will not be repaired.

Ammo Dump: Re-arms Mech. Dangerous reloading can cause munitions to explode.

Special Weapons and Component warehouse: Find special weapons and components to bring back to Mech lab

Base Defenses: Defenses on base. Small soldiers to be wiped out.

Artillery Base: Launches Air to ground and Orbital Artillery.

Airbase: Has bombers.

Satellite Base: View the battle from space.

Destructible terrain: Denies enemy movement through tunnel and damage from collapse tunnels on mechs.

Water: Cools mech but slows movement. Depending on height of mech to wade through water.

Steam: Overheats mech

Power facilities: Power various support infrastructural components.

Fight, contro, and destroyl all of these.

VOIP should work how it is in the real military. The higher rank gets com. If your a low rank you bottom of the chat tier.

You should be able to call in reinforcements with orbital relay. Mechs land via dropship.

You should be able to eject and find a new mech or respawn as a soldier on a base.

#2 Zyllos

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Posted 17 November 2012 - 11:53 PM

Some of these are really good, especially the water. Penalty on movement based on height.

1) Leg Height = 50% cooling on leg HS but -15% movement.

2) Body Height = 50% cooling for leg, body, arm HS but -30% movement.

3) Submerged = 50% cooling for all (basically only Head slot extra) but -50% movement.

The Repair Bay is an interesting concept. But how much can a mech get repaired in the field? Maybe make it take a long time to repair? 30s per ton of armor, 10s per ton of ammo, no internal/missing limb repairs? Once larger maps come out, these strategic resources can be destroyable but allows for mechs to have some type of bonus for defendable positions?

#3 Homeless Bill

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Posted 18 November 2012 - 12:14 AM

I think some of these are impractical in terms of gameplay or too difficult to implement, but I wholeheartedly support the general direction. I'd be in favor or repair bays (repair), ammo dump (rearm), salvage cache (extra C-Bills), radar base / satellite uplink (enemies are always on radar), base defenses (just turrets that shoot enemies), and artillery (bombards enemies in a certain area).

They'd all have something like a 15-second capture window, and, although I think they should be destructible, they need to be well-defended enough either by armor or map design (or perhaps even by C-Bill penalty) that objective games don't turn into blow up all the objectives and fight it out.





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