I have not read through all of the posts so sorry if this has been suggested before but how about ...
RAID
Summary
The attackers are a small raiding party which is trying to upload a virus / steal data from any one of three capture points. A larger force of defenders must prevent this from happening.
Key Features
The key features are:
- Asymmetric teams: 6 attackers vs 10 defenders (for example)
- Defenders are required to defend 3 capture points spread across the map for a set period of time.
- Attackers win by capturing 1 of the capture points (or by destroying all of the defenders)
- Defenders win by preventing any of the capture points from being taken or by destroying all of the attackers.
Defender gameplay
The defenders have the advantage of numbers but are required to split their team in order to defend the capture points.
Fast scout mechs are necessary to locate the attackers and determine which of the bases they are focusing on so that the defenders can use their numbers advantage effectively. BAP and other sensor enhancements are especially useful.
Medium / up-speed-ed mechs are useful because they can quickly re-deploy to defend the base that is being attacked.
Heavy slow mechs are powerful defenders, but can be left isolated if they are at the "wrong" base as they take time to redeploy.
If the defenders at a capture point are overwhelmed the defenders must counterattack the point before the upload/download is completed. This requires difficult decisions about when to counter-attack as if the defenders show up one by one the attackers will overwhelm them
but if they wait around too long to regroup the attackers will capture the point and win.
Attacker gameplay
The attackers are outnumbered but have the advantage of being able to pick a capture point to attack in force meaning (if things go right) they should have a short term numbers advantage. They can also use diversionary tactics (e.g. fast mechs attack one base drawing in the defenders while the main force heads to a different capture point on the other side of the map).
Light fast mechs scout ahead of the main force. They provide intelligence as to which capture point is the most heavily defended. They also engage the defenders scouts and prevent them from locating the main attackers force.
Mechs with ECM are useful to help hide the attackers main force for as long as possible.
Heavier mechs are necessary to quickly kill the defenders at a particular capture point. They can also help hold off the defenders reinforcements while the upload / download is completed.
Change to "assault" capture mechanic
Rather than using the "assault" capture mechanic (i.e. mechs stand in a square and run down a bar) the attackers deploy a device that carries out the upload / download which must then be defended for a set time (like a CS bomb for example). Any mech can deploy the device
but once it has been deployed the attackers are committed to attacking that capture point.
The advantages of dealing with captures in this way would be that it:
- allows the attackers to spread out and defend the capture point they are attacking (setting ambushes for example) rather than clumping on the capture plate.
- focuses the action on a defined capture point once the attackers commit (otherwise an attacking light could run around them map from capture point to capture point leading to drawn out boring games).
- avoids a defending light from stalling the capture by sprinting around in circles over the capture box (which would make it too easy for the defenders to regroup and attack in force).
- sets a defined period of times the attackers must defend for which is independent of how many attackers are alive - which is good for balance and more importantly allows the attackers to sacrifice themselves mounting a last ditch defense of the objective without this slowing down the capture rate.
Edited by Ookisaru, 01 December 2012 - 06:26 PM.