Suggestion on Base Capping/Defense

The land-based version of Allegiance, under construction.
HSharp
Posts: 5192
Joined: Fri Aug 11, 2006 11:18 am
Location: Brum, UK

Post by HSharp »

Basically to cap an enemy base you must first have the bases shields lowered and then a TT or HTT (HTT as always comes with anti-shield device) which then drills a hole inside the base walls, once inside the base the occupents of the TT/HTT (5 with TT - 10 with HTT??? or double that?) proceed to attempt to capture the base while the enemies have to defeat all the attackers, inside every base there are two ripcord rooms for teleporting in reinforcements (and normally just to transfer the defenders from base to base), if the attackers control one or both of these rooms they can rip in reinforcements to continue the capture of the base also in the base there is a control room, to capture the base the control room and the two ripcord rooms must be captured.

An alternative would be that the HTT itself has a self-contained personal ripcord reciever but it takes energy so reinforcements wont be able to arrive as fast, and there is only one ripcord room in the base. Attackers will have to destroy the HTT and protect the ripcord room and the control centre, access to the control centre allows the team access to radar and external turrets of the base as well as showing the position of all units inside the base, thus if the attackers manage to control the ripcord room and the control centre they can wipe out the remaining enemies.

Of course we could complelty skip this part and just do it normally where once a HTT gets in the base is captured.
Image
Image
Cadillac
Posts: 11578
Joined: Fri Sep 01, 2006 9:42 am
Location: London, UK

Post by Cadillac »

Instead of drilling holes into the base, it could just down the sheilds (assuming we have sheilds) and enter the bases hangar for launching vehicles. Once inside either a ripcord capability could be set up or soldiers inside the transport could hop out and the battle for the base would be on.

Also, there could be two set command/strategic/spawn points inside the base. One being the attacker's (i.e the TT/HTT/Ripcord device) and one being the defender's (i.e the base control room), the mission could be to capture both of the points to gain control of the base [hell you could even have more than 1 point per team but that would take too long], capturing the point would simply mean standing within proximity of it for a set amount of time. Ofcourse everyone once they are killed will have a set penalty or spawn time for dying, otherwise bases would be impossible to capture.

We could also set it up in such a manner that once a base is invaded, people who choose to spawn for the battle of the base will not be able to leave the base (even after dying they will simply respawn at the designated point). This would discourage base battle from being massive melee's with all members of he game participating because it might leave them vulnerable on other fronts.

Also, I feel that we should make capturing bases a much more important part of the game, like bombing is in Allegiance. Perhaps we could do this by making bases very hard to destroy and/or bombers very difficult to handle and very easily spotted etc.
Image Image Image
"If you wish to make an apple pie from scratch, you must first invent the universe." Carl Sagan ("The Lives of the Stars" ep. 9 Cosmos)
Rants Blog Cadillac, *Wurflet@Event, ?GoldDragon@Alleg, ^Biggus*#$@us@XT, +Ashandarei@Zone
radruin
Posts: 314
Joined: Mon Nov 13, 2006 11:55 pm
Location: North Carolina, USA

Post by radruin »

Rather than simply standing near the whatever-it-is you have to capture, we might make it a computer, that one player has to stand AT and hack into it while the rest of his team defends the room/whatever that the computer's in.
Image
QUOTE (Cadillac)Does that mean that dying is effectively a perma-ban from the "Life" server?[/quote]
muman42
Posts: 167
Joined: Sat Aug 07, 2004 7:00 am
Location: Mu
Contact:

Post by muman42 »

Cadilac and Rad, you've said it... so mote it be


http://www.meriam-webster.com/dictionary/mote
Last edited by muman42 on Sat May 26, 2007 1:29 pm, edited 1 time in total.
Cadillac
Posts: 11578
Joined: Fri Sep 01, 2006 9:42 am
Location: London, UK

Post by Cadillac »

uhhhh mote?
Image Image Image
"If you wish to make an apple pie from scratch, you must first invent the universe." Carl Sagan ("The Lives of the Stars" ep. 9 Cosmos)
Rants Blog Cadillac, *Wurflet@Event, ?GoldDragon@Alleg, ^Biggus*#$@us@XT, +Ashandarei@Zone
KofiMan
Posts: 414
Joined: Fri Mar 24, 2006 8:00 am

Post by KofiMan »

Another option is to have the base destructions be done in a similar manner, such as that in C&C Renegade, where there are two main ways to destroy a base. You can go inside it and blow it up with a bunch of explosives, or you can destroy it from outside with massive firepower.

Here it could work slightly differently. The bases have something like a power core.. When the TT/HTT lands in the base, it jacks into the base and powers up the base. Then if the TT dies, someone on the defending team can go to their controller, and save the base from being capped, by shutting down some bulkheads. If the attackers capture the base controller, they can again, slam the bulkheads shut. There would be, say, a 20 second countdown to the bulkheads closing.

The attackers would also be able to destroy the core from inside, which might be easier than blowing it up from outside.

As for reinforcements, one tele on the TT which can port say, one man every four seconds into the base, and two teles for the defenders, which can port in one man every four seconds between them, on alternating pads.
Death3D
Posts: 2288
Joined: Sun Nov 12, 2006 5:49 pm
Location: Panama City, Panama

Post by Death3D »

Interesting ideas.... How about an SC pylon analog? If there isn't a pylon in the same sector as a TB, all research is halted (stopped, not erased)? Forces a little more comm movement.... always keep pylons (which are pretty easy to kill) in the area or no tech is developed.
One short sleep past, we wake eternally and Death shalt be no more; Death, thou shalt die! Image
Cadillac
Posts: 11578
Joined: Fri Sep 01, 2006 9:42 am
Location: London, UK

Post by Cadillac »

Yeah, we definitely need to make a poll about all these ideas and see which one goes ahead.

I'll wait a few days for more ideas to come in if any and then make an announcement for the poll on General to re-direct people here for voting time.
Image Image Image
"If you wish to make an apple pie from scratch, you must first invent the universe." Carl Sagan ("The Lives of the Stars" ep. 9 Cosmos)
Rants Blog Cadillac, *Wurflet@Event, ?GoldDragon@Alleg, ^Biggus*#$@us@XT, +Ashandarei@Zone
HSharp
Posts: 5192
Joined: Fri Aug 11, 2006 11:18 am
Location: Brum, UK

Post by HSharp »

Hmm well I can just repeat what my old Design Technology Teacher said

KISS - Keep it simple stupid

This game is far more likely to be completed in our lifetimes if we keep some of the ideas simple.
Kofi your idea sounds extremly more complex requiring a few more objectives in the game.

Caddi I think its a bit mean for either teams commander if when during a base attack players can only be in space or in base, I feel that the Base Defense element would mean that combat would be fluid, how anoying would it be for a defending comm when all his team goes in a base to defend it but there is a bomb run equivalent on all the other bases but there is no one to defend the bases because everyone is trapped in the one base in combat leaving everything else to be destroyed by the one or two players not involved in the base battle.

Rad your idea rawks the best, its simple to have a little terminal which is the main point the defenders have to...defend, attackers come in via the SSR (Super-Small Rip) in the TT/HTT and defenders from a spawn point ripcord room, now as the game isnt solely an fps and whoring is legitimate in Allegiance then it should work the same way, you can whore out a persons spawn point. When a HTT/TT enters an enemy base there is an aleph res style bomb to stop immediate whorage on the HTT by people camping for it (or it could be a researched tech, like mini-NG bomb or something), then the attacking team has to get a person to hack the base main terminal and defend the Transport while the defending team has to defend the terminal from being hacked and destroy the transport.

When an attacker dies they respawn back at a friendly base and then can ripcord to the SRR(which takes time), when defenders die they respawn in thier ripcord room in the base (after a 10second delay), now this room has an exit forcefield which can only be traveresed by the team controlling the base, it is possible to spawn-camp outside the forcefield but the forcefield is there so defenders can rip to another base, if there is no other base then they are stuck defending it, also the hangar/garage can be cut off by the attackers so defenders cannot exit the base by vehicle (or they can if they get past attackers). Also when one team finally wins by completing the objective of destroying the transport or hacking the terminal all of the losing teams members inside the base automatically die.


@Death3D - the pylon thingy isnt really a subject for this thread, feel free to make another one for the suggestion
Image
Image
finnbryant
Posts: 360
Joined: Sat Feb 17, 2007 11:18 am
Location: England

Post by finnbryant »

Why would all the enemy players inbase die if a team destroys the enemy respawn point? it isnt logical. surely they would just not be ablse to respawn, it would add an extra bit of fun at the end, possible retake if the attackers arnt paying attention. also, if the defenders destroy the htt, what would cause the attackers to all die? magic weapons that for some reason dont work when a htt is around? if a htt can selectively disable all base defences, why not just hack the base without even 1 soldier? and if the htt is destroyed, it just adds to the drama if the attackers can have one last desparate attempt to capture the base before the defenders can clear the area.

also, the defending team should allways know if attacker is in the base (so if a capture is successful, the attackers will know if there are any defenders lurking about, this will stop people from just hidin until the fight is over and just sneeking up to the control panel) this would solve the only disaddvantage i can see of survival after the respawn point is destroyed.

i know bending reality is viable in games, but it should really only be done if there is some gameplay benefit, i dont see one here.


if your wondering why i just ranted for so long about that one point, its because everything else sounded perfect and it stuck out /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Last edited by finnbryant on Tue May 29, 2007 12:11 am, edited 1 time in total.
Post Reply