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Suggestion: Persistent Territory Conquest


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#1 Attackmack

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Posted 14 December 2012 - 03:37 PM

-It all takes place on a huge map divided into territories (hexes would be mostly appropriate). Actual size must be tweaked carefully but quick estimate would be at least a couple of hundred.
In order to capture a territory, the capturing side must hold territory adjacent to the one being captured.
The goal is to capture and hold as much territory as possible and the winner is the side who controls the most territory when the campaign-period ends.
The actual length of a campaign must be tweaked with consideration but perhaps 1 reallife month is suitable.

-Each of these represent a tactical point of interest (and its surrounding area) such as cities, villages, industrial complexes, natural resources and so on.
Each point of interest, whatever its nature, will also have one or a few firebases around its territory. These will not influence the ownership of a territory in any way, but if captured they will act as staging areas for assaulters of the main area of the territory.

-Capturing a territory will be through controlling the central CP. Taking control of this CP will remove the ability for defenders to spawn within that CP, but they can still spawn in surrounding forward bunkers they own. Holding control over this CP for 15 minutes will convert the ownership of the territory and all its areas to the new faction.

-The size of the map, and distances between capture points will be vast. Even with a fast mech, running from one CP to another will take something closer to 30 mins.
Therefore transportation via dropships/aircraft will be of outmost importance, though i havent thought about how this will work.

-When a player logs in, he is presented with a list of missions to chose from. These will dictate where he/she can spawn, what his/her objectives will be, and possible depending on what area and the surrounding situation, what Mech/equipment are usable and not.
These missions are both autogenerated (simpe attack/defend/resupply missions) and playergenerated (players with high enough rank will have the ability to create their own missions for covert ops, bombruns, sabotage etc).

-Upon dying, a player does not respawn in the normal matter, but are thrown out into the menu/lobby once again. But from here, he can again reassign to the same mission and try to engage in the same objectives again, unless this mission have expired for one or another reason. There is also a times, 3 mins, before the player are allowed to enter combat again.

I know there are many MANY things to consider but all in all these are the basics for what I would love to see in MWO. I know its probably completely out of the question, and possibly not even possible with this game/engine, but ill throw the idea out here anyways.


TL;DR

I want MWO to fuse with Battleground Europe (WWIIOnline) and become a game of persistant mech warfare across a huge.





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