Design principles applied:
A. Staged fighting for defending an outpost:
1. Defense outside of outer perimeter (outside of walls around outpost).
2 Defense from walled walkways (even walkways for every simple, low wall). Attackers should try to breach outer defense, bust open CY (shield generators, get AMSes into CY). Rather than just ignore it and jump over the walls with LA. LA should be able to jump over, but defenders should have ways to stop them from approaching the walls in the first place. Walls should benefit defenders in terms of cover, not attackers.
3. Defense from and for courtyard. Buildings cover inside of the courtyard, attackers should be funneled, defenders must have access to high ground, so they can clear enemy LA, snipers, CY vehicles and have relative safe positions to place AA (predominantly infantry should clear AA out). More or less CoD style map is fine for this stage.
4. Defense to keep in an atttempt to hold the fort. The keep design dominates the CY and therefore would be usable to regain control over the CY by attempting to get hold of surrounding buildings again.
5. Once the courtyard has fallen and the keep building under siege, one resorts to holding the internal areas: CC and spawns.
NOTE: In case of a larger facility than an outpost and thus more important to hold and siege requiring to last longer, the defenders should have inner lines of defense to fall back to in a linear manner. In the outpost above, this would be the case to a small degree with the 2nd lobby being a bufferzone with the spawn area. In case of a tech plant, this could be a triple story design with choke points between each level of the building. For instance, spawns and SCU on the top level, the CC on the first or second level below that, the shield gen on the first floor. Probably the shielded ground floor area must be larger to have some defensive cover and a few more entry points.
An outpost must play like a smaller, quicker base by having less deep levels. The smallest of outposts would have the most basic PS1 tower like designs.
Just an example, note that choke points shouldn't be too limited, but also not be too forgiving, that's a precarious balance, especially with jetpacks creating their own options - that shouldn't be possible on each level for instance.
6a. CC lost: try to take back CC, must be possible without exposing one self to external camping (AoE) fire. Dominance over CC must be earned by attacker, not obtained by default due to defenders crossing CY through a massive camp and crossfire.
6b. SCU lost: hold CC and try to get SCU back up. Getting SCU back up makes holding CC much trickier and is therefore a very viable resecure strategy.
B. A base can only be taken by firm infantry control. Vehicles gain ground, infantry consolidate terrain.
C. Defenders can exit to at least three different areas, even if one side is camped that leaves multiple options. This could for instance mean an underground basement spawnroom with tunnels to various buildings of the outpost, a tower like structure with exits to several rooms and levels.
D. Outer keep must have 6 or more exits. Preferably facing 3-5 different sides of a building so camping cannot be done from one direction (roof included).
E. Attackers should be able to make decisive strikes and short duration holds that break defender control over a base. A Gal Drop or Sundy Drop for instance must be hard to deal with, especially when defenders are well outside the base. Objective game play is important then.
F. Doors should not have direct visibility on areas deeper into the base, this to limit AoE spam to the outer most perimeter. Doors should therefore preferably be perpendicular to one another, have obstructions between them when in line or off-set to make a straight shot through both doors impossible.
G. Outside of doors there should be cover and obstructions to direct fire AoE spam. For instance, shielding walls in front of doors, some semi-seethrough roofing, obstructions to keep vehicles away and to hide behind for about 5-25 meters at least. This should provide some sort of buffer zone. Alternatively could be access to high ground or bunker systems.
H. Only infantry may camp the largest amount of spawn room exits. If they do, it must be possible to clear them out with sufficient defensive pressure.
I. The attacker has multiple ways to decisively win the fight. The defender has multiple ways to keep the pressure on the attacker.
J. The attacker must pressurize points and reach for objectives and hold those for some time. The defender must coordinate their efforts by prioritizing areas to defend and shifting defensive bias around.
K. The defender must have access to high ground and different parts of a facility so it can at least attempt to walk the stages in reverser order, ie. from 6 to 1. This doesn't need to be directly reachable from the spawnroom, if it is possible to hold or reconquer a buffer zone to said high ground with infantry vs infantry only.
L. Defenders without proper certification in certain fields must be able to apply their basic weapons once in an advantageous position (high ground) or use alternate methods (turrets) without being completely exposed to all elements. This means they can position such that they don't face each threat continuously or can focus on particular threats. For instance by having roof cover and parapet walls.
M. Objective based gameplay should allow for sneak attacks and sabotage (skilled infiltrator gameplay).
N. Any turrets should have some protection for engineers to try and get them back up and not be placed too far out of the building (they are primary targets anyway and instrumental to CY control).
O. SCU location: must be within spitting distance to spawns. One must have control of rooms directly around spawns to kill them, shows your dominance over the spawn area. ie. Only if infantry is in a position to spawncamp, should they be able to try and tackle the spawns. Infiltrators could have a significant role here.
P. There must be incentive to destroy the SCU over camping: aside from low exp for fresh spawns (more to gain from capture!), the spawns should be a direct threat in your goal to take the CC. As long as the spawns are alive, holding the CC should be a real feat.
Q. Would probably be a good idea to drop spawnroom shields when the SCU goes down so the outpost can be cleared and shields themselves can't be used for farming.
R. When vertical paths (elevators) are used, it should always be possible to go in and out of areas. One way traffic leads to strange gameplay where suiciding is the only way to change class or get to resupplies. Furthermore, under Q, it would provide alterior paths of clearing and resecuring.
Last edited by Figment; 2012-12-13 at 06:51 AM.
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