View Full Version : Logistical control
Figment
2012-06-02, 06:33 PM
Beyond denying resources, what kind of logistical control over the enemy do you envision? And what is "too much logistical freedom" for the enemy in your book?
GreatMazinkaise
2012-06-02, 06:35 PM
Blowing spawns and terminals at the very least, I hope.
Pepsi
2012-06-02, 06:55 PM
I always liked the idea of obtaining some sorts of prediction controls when you capture certain hexes. For example, I liked the idea someone proposed of being able to capture a weather station and know of inclement weather along the continent. Some other ideas could be:
1) A radar station that allows you to see enemy movements within a 1 hex radius. Can be compensated to "lag" for balance issues so you see what happened 30 seconds ago.
3) A hex that can disable enemy radar within a 1 hex radius.
That's all I got. I'm not very creative. :p
Figment
2012-06-02, 06:59 PM
Well logistical control is about forcing your enemy to do certain things or to deny them access to something by controlling their supply lines and their speed of reinforcement and relocation. Some real life examples would be for instance by taking their air fields and harbours, destroying railroads, roads and bridges, etc.
Blackwolf
2012-06-02, 07:01 PM
I always liked the idea of obtaining some sorts of prediction controls when you capture certain hexes. For example, I liked the idea someone proposed of being able to capture a weather station and know of inclement weather along the continent. Some other ideas could be:
1) A radar station that allows you to see enemy movements within a 1 hex radius. Can be compensated to "lag" for balance issues so you see what happened 30 seconds ago.
3) A hex that can disable enemy radar within a 1 hex radius.
That's all I got. I'm not very creative. :p
Might be cool to feature artillery emplacements. Not mobile artillery, but giant guns built into the ground itself that can fire on targets over 1km away.
Keep it unmanned and require someone with the proper command certs to designate target areas that are wide in scope. Artillery bombardments should be messy and used prior to assaults, not during them.
Jinxsey
2012-06-02, 07:10 PM
Either,
Generator Stations linked to control points that can be "blown" to deprive base turrets, lights or/and spawners of power.
Fixed Artilery that can be used to provide fire support, use in a similar manner to OS, but the arty has a fixed number of guns with a fixed arc/range that can be capped or blown.
Radar stations, as suggested above.
"Resource convoys" that provide small time sensetive bonuses to resources to players in close proximity to them as they move. Can be blown by opposing forces to provide similar resource bonus.
Pepsi
2012-06-02, 07:13 PM
^ heh, beat me to it.
Might be cool to feature artillery emplacements. Not mobile artillery, but giant guns built into the ground itself that can fire on targets over 1km away.
Keep it unmanned and require someone with the proper command certs to designate target areas that are wide in scope. Artillery bombardments should be messy and used prior to assaults, not during them.Sounds like a good idea. To add on, I would like these logistic and non-logistic abilities to be able to be destroyed. That would bring the choice to the one doing the assaulting of the Hex to either: destroy the artillery or radar station and lose the ability to use these devices for a short time even if they capture the hex (30 minute respawn time?), or try to capture the base intact (which will be harder) but be able to have control of these facilities upon capture.
Atheosim
2012-06-02, 08:21 PM
Perhaps bridges can be capturable assets that can add some sort of debuff to the enemy.
cBselfmonkey
2012-06-02, 08:27 PM
Perhaps bridges can be capturable assets that can add some sort of debuff to the enemy.
Dunno about a debuff but maybe it would be cool if certain bridges could be raised or lowered? Maybe even have them be moveable (rotating from a single point) to open up new paths for attacks or defense?
Blackwolf
2012-06-02, 08:33 PM
^ heh, beat me to it.
Sounds like a good idea. To add on, I would like these logistic and non-logistic abilities to be able to be destroyed. That would bring the choice to the one doing the assaulting of the Hex to either: destroy the artillery or radar station and lose the ability to use these devices for a short time even if they capture the hex (30 minute respawn time?), or try to capture the base intact (which will be harder) but be able to have control of these facilities upon capture.
Perhaps bridges can be capturable assets that can add some sort of debuff to the enemy.
Debuffs? Respawn times? Yew people speaketh evil words of RPGs!
Seriously, bridges might feature their own auto turrets on them. Small destroyable things maybe.
As for destroying artillery, abso-freakin-lutely! But engineers can repair that up on their own. No auto-respawn crap.
Expanding on the artillery idea, I think a variety would be awesome. A missile battery that has a much greater range but a larger area of effect and more effective against vehicles then infantry. And a typical shell lobbing gun battery capable of firing shells that explode into shards over head like the bombs dropped by libs in PS1, shorter range and smaller area of effect but more effective against infantry.
Atheosim
2012-06-02, 08:52 PM
Dunno about a debuff but maybe it would be cool if certain bridges could be raised or lowered? Maybe even have them be moveable (rotating from a single point) to open up new paths for attacks or defense?
I think bridges would have to be completely redesigned for those to work properly, but they're fantastic ideas for upcoming continents for sure.
Dagron
2012-06-02, 10:14 PM
... I would like these logistic and non-logistic abilities to be able to be destroyed. That would bring the choice to the one doing the assaulting of the Hex to either: destroy the artillery or radar station and lose the ability to use these devices for a short time even if they capture the hex (30 minute respawn time?), or try to capture the base intact (which will be harder) but be able to have control of these facilities upon capture.
I like that, it gives the defenders the option to auto-destruct facilities they're about to lose too.
(hey, another use for hacking: stopping the self-destruct)
Also:
But engineers can repair that up on their own. No auto-respawn crap.
This.
ringring
2012-06-03, 09:00 AM
Excluding the capture of resources, the blowing of generators and spawns.
Regarding resupply convoys. I wouldn't like to have simply a NPC convoy rolling.
I think the way to do it would be for Mr AI to create a two-part mission.
Part A: Gather in the source of the resource at a certain time.
Part B: Proceed to the destination after a clock has ticked down to 'Go!'.
There would need to be an ant-like vehicle to transport the resource.
You would only get XP if you fulfilled both PArt A and Part B.
The XP gained would be proportional to the amount of resource successfully deliverewd. If all your ant's are destroyed you get zero.
You would get XP even if you simply provided protection to enable to resource to be delivered.
A fairly simple thing but more interesting than it being done by bots.
Imagine 3 supplt trucks begin defended by 6 airchav, it could become our own version of operation pedestal http://en.wikipedia.org/wiki/Operation_Pedestal
wraithverge
2012-06-03, 10:14 AM
what I would like to see is a modified lattice system ala ps1. If there are set towers built on the map that give their benefit to all other hexes connected. This way there's a reason to back hack and simulated supply lines, maybe have shield regen towers(or any other number of bonus towers) that hit within 2 hexes, then have a signal repeated tower 2 hexes away to spread it further etc. From what we've seen the micro battles will be amazing, but we need a better macro battle system.
Some instalation thats can be capture , destroyed , repairs , like motar , sensor radar , generator , all sort of thing thats give more kind of mission than just capturing A . B . C spots !
Marinealver
2012-06-03, 01:46 PM
A loot of people dont like this but still want a gen. It was an option if say the base was too camped out to kill spawns tubes or hold CC.
Also hoped for some more outside features to be destroyed like airpads and ground vehicle rearm stations. It seemd like the only thing wall turrets were for are to drain bases.
Mabey doors but will need boomers in order to blast them open. Could have like a lockdown blast doors to counter but it dose give another option to opening doors instead of hacking the lock.
meiam
2012-06-03, 02:38 PM
I dunno about empire being able to destroy there own installation, don't forget this is F2P, so the other side could just have someone join the empire just to blow up specific installation before an attack.
I like the convoy idea, it would give something to do outside of capture point. Maybe having air or ground convoy would be cool, maybe even have some train convoy that would be on track and the enemy could just set up ambush.
How about some hex that would be where all the resource are kept, if the enemy attack and destroy it, everyone lose a certain amount of resource, those could be right next to the warpgate and be really hard to attack.
As for bridge, I really hope we get to blow them up. Essentially anything that make player do more than trading the same 10 hex over and over would be great.
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