if we ever get 32 vs 32 battles and much bigger maps we would need manable defences and more advanced defences than some crappy turrets and a big wall Like bunkers/towers, maybe with mls/mgs And maybe even make the buildings more defensive as well, like adding slits to fire through inside Maybe even add bits where you can place turrets on your walls/small towers where you place a turret on
Think of when aircraft come in; currently each time is already mobile like grasshoper on crack; now Imagine the enemy being able to deploy BEHIND your so called "Front Lines" without major upgrades to defensive structures all fronts will collapse rather quickly. And if you thought APC rushes were lame; imagine 2 dropships landing behind your base (Sure 1 may get shot down; but thats why there are 2). Without strong defensive structures rush tactics with both APC's and Dropship rushes become highly viable... There is no way you can protect your base 100% with the current turrets; as the enemy can creep into your base by using your own buildings as cover, If the defensive structures were high up; they could shoot over buildings, providing a more radial circle of defense...
Like shinzon said, we can't just think of the present, or the past... but towards the future! a future full of "lol apc airlifted into your base"
Yeah...while I was writin' recently I felt there was a lack of things that infantry normally use to hide behind/repel aircraft/tanks/etc. I think mannable turrets and bunkers should have some thought go into them.
Dropships are going to be pretty pricey, not to mention the AF prereq. On top of that they're pretty big targets. A single fighter can take em out fast. Aircraft will mostly play a big part on the 16x maps.
so after reading Kill-x story i was thinking of this idea for maps to give them more objectives with a purpose. His mention of destroying the bio-labs could be implemented on shall we say Emp-Slaughtered, the two towers are entrances to bio facilities and when captured they enable bio weapons. If destroyed the de-activte bio-weapons etc... This could be implemented on maps like SOF whereby certain buildings if captured enable tech , lets say youve equiped your tank with UML but the enemy captures/destroys a certain building then you wouldnt receive the ammo for that tank so couldnt fire your UML's ? If buildings are too complicated mebbe put flags in certain areas like the Pyramid on cyclopean, if capped you enable the secret underground facility's building of uber mg's. If we lost certain weapons in game we would have to focus more on defending or capping these areas and meh thinks induce more teamwork. This idea might work well on Glycen as the primary goal is too advance through the flag area's thus each flag you cap could represent a better armour or engine for the paper tanks........................... so dumb idea or too hard to implement?
melee, if anything this would be a good alternative conquest map, with a different victory condition then capture the flag. Don't even THINK about adding that to the classic maps. They dont need fancy changes, they're good as is.
The buttery Lobster Some times builds fortresses that operate Like bunkers. He alone was able to repel multiple tanks. Bunkers would be awesome. Now Just to let you guys know, The concepting faze shouldn't be considered a problem. I happen to be a concept artist And wouldn't mind doing this if Im asked. otherwise BUNKERS FTW!!!!
It is the will of the people! We must have bunkers and watchtowers! [/Chant=BUNKERS!] [/Chant=BUNKERS!] [/Chant=BUNKERS!] [/Chant=BUNKERS!] [/Chant=BUNKERS!] [/Chant=BUNKERS!]
I was thinking maybe the commander can also have the ability to further upgrade (or just different kind of bunker) the bunker to install mountable weapons. It still provide cover from attack, but there can be some fixed guns inside that players can use (maybe MG weapons. So HEMG, Bio-MG, and .50 can have more applications)
Oooh, the commander could pre-design the bunker just like he can do with tanks before he builds them. I like this idea, just imagine luring an enemy tank to your base where he gets plasma MG + HEMG up his arse while you prevent him from escaping, and it would defenitely help the defenders hold the line. The purpose of defensive structures is to give defenders an advantage that will let them hold off a superior for (tech-wise or number-wise, not both) long enough to regain control of the situation.
Well, if the game is already way in the favor of your enemy, some extra defensive structures ain't gonna help much. But for things like the sudden medium rush into your base to kill your CV, it would help a good deal.