Victor Morson, on 01 April 2012 - 05:35 AM, said:
Glad to see the thread resurrected.
You know, re-reading the OP, I think it's not a bad idea - if lifted from MechCommander. I'd like to see it made a little more focused, however. This was actually the idea I was coming here to post, but I'll admit similarities with the OP.
Effectively, what I was thinking of is this:
Headquarters Assault
Headquarters Assault is a mission with a single, simple primary objective: Storm the headquarters complex and destroy it.
However, the Headquarters are heavily protected by turrets, sensor relays and a team with more support power capability than normal.
Thus, you have a series of side objectives. These range from destroying power generators to disable turrets, nuking uplinks to remove the other team's ability to call in Commander abilities and destroying relay stations to disable the Headquarter's sensor grid that can give your position away.
I'd list more ideas for secondary objectives, but I'm not really aware of what's actually in the game. While this game type could not be applied to all maps, I think it'd be an interesting dynamic for maps it can, since a head-on assault would be a bad idea without first crippling the defenses around the map.
It'd also give a legitimate reason for faster, scout lances to break off and try to destroy buildings, while the main force needs to keep the defenders busy hitting a more heavily guarded area.
All in all, I've always been a sucker for game types that are sandbox in nature, saying "This is what you need to do; you pick how you do it." Ultimately that's what this is after.
That is basically what I posted a little ways back. I think, though correct me if I'm wrong.
guardian wolf said:
Planetary Assault
Obejectives
Assault the enemy position to take an hold strategic points. You would select lances and mechs in the opening sequences of the drop. There are several objectives. First would be to hot drop in, in lights through jump capable Heavies only. No Assault mechs. And what you must do is secure a landing zone by a) taking control of the LZ via capturable area, and destroy local AA and AAA positions, though only one needs to be destroyed to start landing heavy reinforcements. Once on the ground, the single lance has to accomplish these objectives, with the defenders starting at a location in the center of the map. The only advantage the defenders have is the initial drop is select able, and can be in any of the areas surrounding the central base. Once the first initial objective is captured, then the reinforcements from above will land, and the attacking force can deploy Assault mechs. Then the commander has limited abilities, such as to deploy the next reinforcement wave as a hotdrop lance behind enemy positions, outside a certain area that is defended by multiple AA guns. Along with the ability to deploy hot drop reinforcements onto the location, the attacking commander will be able to use more of his/her abilities with each gun going down, to where he can finally use the full destructive force of his (so far) unlocked command tree. Then the objective is either a) capture the enemy base, for a lot more XP and C-bills granted, or simply destroy it, with much less reward. In order to capture the base, there must be at least a certain percentage, say 50-75% of the base still intact, and is automatically void if the following buildings are destroyed: The Mech Bay, The Comm Tower, The Headquarters, The Ammo depot. HOWEVER, if the defenders destroy these buildings this does not void the contract, as it was not directly the attackers fault that they were destroyed. Once either the defenders are completely destroyed, and/or base is held for allotted amount of time, (for the devs to decide), the attackers win. The Attacking team has 12 respawns TOTAL. That means if a person dies 12 times, and no one else dies once, you are out of respawns. This means that you must act as a team, and try to preserve your amount of lives.
Defenders have the objectives for holding the base, and destroying the enemy attackers. They can all field Assault mechs in the beginning. They have multiple support units, such as turrets, AA guns, and Artillery, all accessible to the commander of the defenders. The Artillery has a small recharge time, and the commander can call strikes on specific coordinates, and before the battle, deploy multiple turrets to defend his position. The AA guns will also have chances to damage incoming Hot Drop lances AFTER THE INITIAL LANCE HITS THE GROUND. The Defenders also have 9 respawns TOTAL, in order to make them act more defensively. The Defending commander can spawn these at held points around the base, as long as the capture points are still held, and the AA gun in that area are active. The Defender also has access to all of the commander tech tree initially, but as the AA guns are disabled, the will slowly degenerate, into only being able to call in the artillery that is stationed inside the base. When all the area around the defenders is captured, they can finally start to mount counter offensives to attack and retake areas. Once this starts they can literally push the attackers back to the dropships, and then either kill them, or if the attacker so chooses, let them retreat. The more areas that are under your control in the end help determine the amount of XP and C-Bills you earn, along with kills, and time held.
If the attacking commander loses the initial drop phase, either another wave, or whatever is left of the attacking mechs will drop into combat, and all Assault mechs will receive considerable damage before hitting the ground, if ANY of the AA sites are still active.