Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Free beer for donators!
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
2013-03-07, 01:11 PM | [Ignore Me] #1 | ||
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.
__________________
Last edited by EVILPIG; 2013-03-07 at 03:04 PM. |
|||
|
|
Bookmarks |
|
|