wave
2012-11-22, 04:14 AM
Seige: A military operation in which enemy forces surround a town or building cutting off supplies, with the aim of compelling a surrender.
I propose that hexes or areas of the map under control by a faction that is cut off from that factions Warpgate be denied all resources.
Denying resources to the affected areas would disallow access to Aircraft, Ground vehicles, Maxes, grenades, and med kits to everyone in that area.
Now before people start to poo poo this idea lets think about it a bit.
As an attacker if a base such as a biolab is proving to be a problem to overcome, the strategy would be take all the surrounding hexes to cut off said base to deny the enemy its resources to defend said base. Denying grenades and maxes in a biolab would make it much easier to take. There is also added incentive for organizing large scale land sieges to cut off the enemy from large swaths of its land making them easier to conquer. Of course this would require outfit style organizing since it would be hard to surround and hold a lot of land unnoticed or unchallenged.
As a defender you would want to keep your resources available at all costs. Allowing another faction, or both opposing factions to completely surround you would be suicide. You would want to hold on to any hex that has a connection to the warpgate no matter how tenuous the tie. You would have to actually DEFEND the bases that you have conquered. If you are cut off, you would have to attack and reconquer a hex that reconnects the cut off areas to the warpgate.
Of course it is not all bad, I propose that defenders be given some sort of warning that a tie to the warpgate is in the process of being severed, be it through verbal or on screen warning. I also propose that when mousing over a base on the map screen, that bases capture status show up like the hack timer shows up in PS1. Defenders would be given ample warning and time to come up with a counter attack to prevent the base from flipping.
To me this just makes the bases that we capture actually mean something to the overall scope of the game. We will not be able to just ignore them anymore. We will have to defend them as needed. This will bring much needed strategy to this game, both for attackers and defenders. It only makes sense that if you are surrounded you will be cut off from supplies. Not only is is fun, but it would require very little reworking of the game by the devs to implement it.
What do you all think? What can be improved on the idea. I would like to hear constructive criticism.
I propose that hexes or areas of the map under control by a faction that is cut off from that factions Warpgate be denied all resources.
Denying resources to the affected areas would disallow access to Aircraft, Ground vehicles, Maxes, grenades, and med kits to everyone in that area.
Now before people start to poo poo this idea lets think about it a bit.
As an attacker if a base such as a biolab is proving to be a problem to overcome, the strategy would be take all the surrounding hexes to cut off said base to deny the enemy its resources to defend said base. Denying grenades and maxes in a biolab would make it much easier to take. There is also added incentive for organizing large scale land sieges to cut off the enemy from large swaths of its land making them easier to conquer. Of course this would require outfit style organizing since it would be hard to surround and hold a lot of land unnoticed or unchallenged.
As a defender you would want to keep your resources available at all costs. Allowing another faction, or both opposing factions to completely surround you would be suicide. You would want to hold on to any hex that has a connection to the warpgate no matter how tenuous the tie. You would have to actually DEFEND the bases that you have conquered. If you are cut off, you would have to attack and reconquer a hex that reconnects the cut off areas to the warpgate.
Of course it is not all bad, I propose that defenders be given some sort of warning that a tie to the warpgate is in the process of being severed, be it through verbal or on screen warning. I also propose that when mousing over a base on the map screen, that bases capture status show up like the hack timer shows up in PS1. Defenders would be given ample warning and time to come up with a counter attack to prevent the base from flipping.
To me this just makes the bases that we capture actually mean something to the overall scope of the game. We will not be able to just ignore them anymore. We will have to defend them as needed. This will bring much needed strategy to this game, both for attackers and defenders. It only makes sense that if you are surrounded you will be cut off from supplies. Not only is is fun, but it would require very little reworking of the game by the devs to implement it.
What do you all think? What can be improved on the idea. I would like to hear constructive criticism.