This has been bothering me for a while now. 'Base' capture has been around now for quite a while. It never really changes. get someone in the enemy base for 'x' amount of time and you win.
Isn't this a bit 2D ... I mean really we can't come up with anything more creative?
Sure you need some kind of win scenario that does not involve the guy with the biggest gun killing everyone. But again ... really? ... we must have more imaginative variations to try. ... Right?
My idea is to have a mixture:
Each map has 2 'Bases' per side
'Base' A ) A bunker or unarmed Dropship type of thing. - Takes a LOT of damage to destroy. To give you an idea of scale here I'm talking about it taking an assault / multiple heavies or meds several minutes to kill it.
'Base' B ) is a resource truck of some kind. Ammo/food/coolant whatever. This will be located at a random location close to the map boarder. This will allow a mech to approach and then escort it to the map boarder. It will also take about a minute or two for this to happen. It stops moving when ever the 'capturing' mech takes damage.
With this combination of win solutions strategies for maps will always be varied and challenging. It will build on the usefulness of the lighter/medium mechs and prevent this artificial effect of one team having 11 mechs kills and the other team taking zero losses ... but the light mech managed to run round and cap the base. ... seriously ... how would that be a win. sooner or later they get to the light guy in the base and splat him/her.
And if it took 1 minute or 1 hour the result would be the same - 'ALL ENEMY FORCES DESTROYED SIR.'
Who cares if they sat in the base for 1.4 minutes.
A destroyed command bunker though ... and no food for the month ... or no ammo ... this would have a lasting effect.
Edited by woodstock, 08 May 2012 - 05:25 AM.