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View Full Version : RE: Facility Captures - Defining roles for classes.


EVILPIG
2013-03-07, 01:11 PM
This is an old discussion of mine, but I want to bring it back now that we've been playing for so long.

I want opinions on assigning roles to classes in regards to facility captures. It requires advanced force composition to successfully capture a facility. A long wolf could accomplish the same thing, but it would take longer due to needing to switch classes multiple times, but possible.

First we need to change how things are set up a bit. We'll start with Shields and their generators. This is the first layer of a defense. I would add a protective shield around each generator (like a box). This shield would have a console in the same room. The console would need to be hacked, which would require an Infiltrator to do so. The Infiltrator would upload their hack into the console and a timer would count down, match the current overload timer, whatever it is (shield would blink like overload). 90 seconds, 2 minutes? Once that completes, the shielding drops. Then the generator becomes vulnerable to physical attack. Make them immune to small arms fire and require heavy explosives to destroy. (I would remove C4 from HA honestly). This is where the Engineers and Light Assaults would need to plant charges on the gen. Boom - gen drops. I have a similar functionality for the SCU as well, if it remains in the game.

Next, we have capture points. Put another console on the Capture Point, it should look like a computer interface. Again, this would require an Infiltrator to interact with. They are the "hackers" of PS2. Once an Infiltrator hacks a CP, the CP then begins to function similar to how it works now, but, I would require that infantry must be in the CP's area of control in order to actually keep counting towards a capture. In short, Infiltrator hacks the CP, then infantry must remain in the CP's area to contribute to the Capture. If the CP is void of enemy, the CP counts as owned by the defenders.

So we require Infiltrators to initiate these actions. We need engineers or LA to destroys generator objects. HA and MAXes are needed to maintain security. (MAXes don't count towards CP)

To reverse this, you need engies to repair. Infils to rearm the shields and such. Infils still flip turrets and equipment terms.

Regarding moving C4 from HA to Engie. Personally, HA already has an array of heavy weaponry that allows them to be a mobile AI, AV and AA platform. Engineers are the demolitions class. Given that you can pile mines into a stack and shoot them to do massive explosive damage, there is no reason to not give them C4 with the killswitch.

To summarize:
Infiltrators remove generator shielding and initiate CP hacks.
Engineers and LA bring the BOOM to destructables. (Engies bring more boom, LA more mobile)
HA and MAXes bring heavier firepower to maintain security while capturing.
Medics - need I explain?

A little combat story. A squad fights their way in to a satelite. They've brought HA and MAXes to beat back the enemy. Now they are at the CP. They form a defense to keep the room secure. At this time, their Infiltrator comes in and initiates the hack. The team then sits on the CP, fighting off defenders until it is complete. That's kind of the picture I am painting here. It isn't a matter of 6 HAs and 4 MAXes busting in and the hack just starts.

This was not well received in Beta, but how do you feel about such changes now?


Note that there are various other changes needed as well. Base layouts and the way spawn rooms work/are built need altering. This is just adding some depth to how a base is taken.

MrMak
2013-03-07, 01:39 PM
The issue i see here is it forces an infiltrator to be present to get anything done at all. Whlile that wouldnt be much of a problem for outfits solo players might end up frustrated and confused. I would make it so there is some kind of other way to take down the generator shield that does not require an infiltrator but make it so the infiltrator way is much faster. Perhaps make it so anyone can hack the console but it takes a significantly longer time to shut down the shield and it only remains inactive for a few seconds. While as if an infiltrator hacks it it shuts down faster and needs to be reactivated (the infiltrator would be able to do his faster hack even if a non infil friendly already hacked the console). And if the shield is permanently shut down anyone should be able to reactivate it but instead of being instantanious it would reqiore time to reboot if it isnt an infiltrator who does it.

No arguments against making gens vunerable to explosives only, there should be enaugh of those around most of the time, even if its just HAs with rocket launchers. Again C4 or would be the optimal and fastest way, with the gen requireing multiple hits with launchers or MAX AT weapons to go down.

This way the zerg can still get stuff done but more organised groups would be significantly more efficient.

Assist
2013-03-07, 01:46 PM
I don't dislike it, though it seems like the Infiltrator is more of a tool than a role. Personally I'd like to see bases become more defensible(shields etc) and allow the Infiltrator and LA as the only units that can physically get inside the bases(thinking of amp stations).

I don't like the capture mechanic that much, but I don't like the current capture mechanic and that's pretty much the same deal except there's a computer terminal there that requires your handy infiltrator key.

I also think this would make re-securing a base very hard, if it's already been attacked and your faction is slow getting there to defend (Current problem with the game IMO)

EVILPIG
2013-03-07, 01:49 PM
I don't dislike it, though it seems like the Infiltrator is more of a tool than a role. Personally I'd like to see bases become more defensible(shields etc) and allow the Infiltrator and LA as the only units that can physically get inside the bases(thinking of amp stations).

I don't like the capture mechanic that much, but I don't like the current capture mechanic and that's pretty much the same deal except there's a computer terminal there that requires your handy infiltrator key.

I also think this would make re-securing a base very hard, if it's already been attacked and your faction is slow getting there to defend (Current problem with the game IMO)

Understandable. Regarding resecures, it does take the attackers longer to get things rolling and once they are hacking, they would have to keep forces on the CPs, vs. starting them and moving forces towards the next CP or the spawns.

Zeta
2013-03-07, 02:22 PM
you check your pms?

EVILPIG
2013-03-07, 02:33 PM
you check your pms? (mf not here)

I see nothing.

Zeta
2013-03-07, 02:54 PM
I see nothing.

got it, thanks. Sent reply.