Do you have better ideas? Is this idiotic?
I hope this interests some people and perhaps to leads to new ideas and even new maps/mods/game types.
Guiding principle: create new targets, increase importance of map control, don’t subtract only add to gameplay (any changes to gameplay have to be minor).
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Civilian artifact: (something that perhaps can be included on new maps)
Characteristics: Infinite health, 1 second capture by a T1 engineer, produces mass, direct LOS for all players(can’t hide it), transportable, lowest attack priority.
Mass production:
A number of possibilities, but I think it should be something similar to 5% of the total mass output by the player that owns the artifact. Perhaps it can be upgraded to produce 10% and 15%, etc. but these upgrades are lost when given to ally or captured by enemy.
Initial spawn:
Well protected civilian bases.
Can be used as a handicap:
Give to noobs during training, or to enemies who think they lost to you only because of luck.
Variation:
The artifact is not transportable and placed in a hard to defend position.
There are two artifacts and one player must possess both in order for them to function.
Gameplay possibility:
Imagine one of these in the middle of setons. As the two middle players come in to suck up the mass they can attempt to secure it with some t1 aa for an incoming transport for a side player to capture it. At first it would produce less than +2 mass, but after it is upgraded by a back player to T3 and in late game it can produce ~+40 mass, which could make a noticable impact, although would not be such a huge advantage as to make the game pointless for the other side. It could also lead to interesting missions to try to retrieve it or to ruin the upgrade by an engie capture.
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Map control produces mass/Flags.
Flag Unit: Low health, low power drain, low cost, LOS by this unit gives the player the possession of that region.
Basic idea:
Divide the map into a large number (100+) of regions. A region that has direct LOS from a flag has the potential to produce mass, 0 to 0.1% of total mass output by the player by default. As the game progresses some regions will have more battles than others, the total damage dealt in a region by either enemies or allies will make the region more valuable. Regions that have nuclear strikes or ACU kills will produce 5% of the total mass output of the player that possesses that region. The total bonus produced by owning all the regions should be capped at something like 10% of the total player mass output.
Some details:
If a region has multiple flags, either enemies or allies it splits the bonus. As the game begins, the bonus should not be noticeable and only after a significant amount of damage has been dealt in a region does it begin to gain value. As the value of regions increases it should eventually be capped by the 10% maximum bonus from all regions. As that maximum level is reached the bonus ratio between the different regions continues to evolve as the battles continue. i.e. Holding the region that was the place of the initial battle will be less and less valuable as time moves on.Statistics: Posted by SeraphimLeftNut — 24 Jan 2013, 18:49
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