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Author Topic: Mech Support and Combat Missions  (Read 374 times)
Stigmatax
Special Agent
Mekkor Apprentice
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Posts: 131


Where we goin' Sam?!


« on: April 07, 2008, 07:56:56 AM »

Mech Support:

I'm not sure if anyone ever covered this but. . .  what would really enhance the gameplay is getting a stock mech and modifying it through out the life of the game.  Allow a customization tree for your mech, not your pilot.  This way pilots can specialize in a specific type of faction mech. 

Another idea behind this is the repairs factor.  While I am sure repairs has been covered, I am not sure if you were able to break down repairs to two basic components.  Personal mechs and faction mechs.  Make it so pilots qualify in faction mechs that are used for faction combat and allow pilots to have their own personal mechs for private use/combat.  These mechs can be used in "Gladiatorial" type events or if a personal touch is needed to a mission and the standard faction mech is not right for the job then a pilot can elect to use his own mech.  The problem should be that pilots need to understand their responsible for their own mech's repairs and that faction repair facilities are off limits, so they will need their own repair garage or factions can provide public repair garages for a reasonable fee to recoup the factions costs to operate that garage. 

Comabt Missions

While I am sure there will be tons of PVP and PVE action, I was wondering if there was a way to "script" out a combination of the two.  This is what I mean. 

There are quantifiable goals required to be met by an attacking force that must be completed prior to engaging players of the defending faction.  This can include punching through enemy lines, destroying field objectives that weaken or disable defending players.  These goals can be manned by either players or npc's.  Maybe someone wants to run a air assault or manage ground npc forces to defend a power depot or similar target.  The targeted goal is the actual objective and the players are in defensive mode.  If no players are available then the entire mission is with npc's set to a higher level than when players are available for defensive positions. 

The advantage is strategy and team play come directly into the game.  While fighting npc's players of the defending faction can use the distraction to their advantage only as long as the objective has not been completed, once it has though the advantage switches to the attacking force and against the defending force. 

The ideal scenario is an automated defensive system.  Attacking players need to gain control of the defensive system and use it against the defending players before they have either a chance to get control back or destroy their own defensive system, leaving that "area" unguarded so a second onslaught can easily clear the area, if available.

Just a few of my crazy ideas. . . 
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