Salvanous
04-22-2014, 01:21 PM
Disclaimer
Before I even start this little thread, I want to address the people with pitchforks and fire as well as those who miraculously remember me in a good lighting:
1.) No, I'm not coming back, it's simply an idea I had for my own community, and since the idea of sharing information, I'll give this a stab.
2.) I'll try to defend this point, but honestly, it's just a suggestion that may be too complicated to apply to your wars. It's up to the community to decide.
What I wanted to purpose was applying a whole new type of war the community. Think of the wars you guys have right now as Halo's "Slayer". I want to see if I can't make a "Capture the Flag", a "Territory" in the form of wars I'll call "Reclamation" and "Sabotage". Some of these things I'll leave ambiguous, for you guys to figure out how to best balance these gametypes to work for you cost wise. I am rusty on all the rules and accords, but I did serve in HC, and I do know that wars can drag on (even those this current war seems to have been a steam rolled through)
Sabotage:
Reclamation wars are wars in which one side has a traditional HQ (Defenders), while the other side's HQ is that of a system-ranged MAC Cannon (Attackers), however with all the conflict, the generators for it's power around the system are now up for a free for all, meaning the generators need to be retaken otherwise the cannon will eventually run out of power.
Ways to win:
-The attackers destroy the defenders HQ
-The defenders either destroy the attackers Cannon (HQ) OR bring the cannon's energy down to 0.
(Note: There is no way to win from simply holding a vast majority of the map, if that's still even a rule)
New Purchases:
MAC Blast: Destroys X amount of units, as well as removes any fortification (such as ambush) to that location.
Cost: X cR, as well as 2 energy.
Transferring Energy: Converts Y cR to 2 Energy which will be applied next turn.
Cost: Y cR
New Rules:
-The Cannon looses 1 energy per turn simply to maintain it's online status.
-The Cannon has a total of 20-30 energy from the start of the game.
-In the middle section map holds a generator, each providing 1 Energy a turn. (Only beneficial to the attackers, though the defenders can hold to simply bleed attackers dry)
Summary: The goal is of course to either destroy, or neutralize the opposition, with one side needing to balance the energy of the cannon, while the other side attempts to eliminate the cannon's uses. This is a type of war that could help make for a more fast paced, or more time friendly war.
Reclamation:
A new system of forerunner technology has been discovered. BLUE and REDD are on a race to acquire the technology before the other faction can.
Ways to win:
-Destroy the other faction's HQ
-Acquire Z amount of forerunner technology from the locations on the map.
New Rules:
-the upper/lower/middle sections of the maps hold concentrated amounts of forerunner technology. Maintain unit position on these locations to acquire forerunner technology XY at the end of each turn. (Locations also provide usual cR income to their sides)
Reclamation is a simpler of the two, and would provide another way to win a war, other than simply beating each side's HQ in a gauntlet of gametypes. It would mean faster wars, and just make locations other than the HQ's seem important.
These are ideas I am planning on polishing up myself for my own community, and just wished to share, and look to see what all of your take is on these variants. I may apply more later as ideas come and go, but for now this is what I have to share.
Before I even start this little thread, I want to address the people with pitchforks and fire as well as those who miraculously remember me in a good lighting:
1.) No, I'm not coming back, it's simply an idea I had for my own community, and since the idea of sharing information, I'll give this a stab.
2.) I'll try to defend this point, but honestly, it's just a suggestion that may be too complicated to apply to your wars. It's up to the community to decide.
What I wanted to purpose was applying a whole new type of war the community. Think of the wars you guys have right now as Halo's "Slayer". I want to see if I can't make a "Capture the Flag", a "Territory" in the form of wars I'll call "Reclamation" and "Sabotage". Some of these things I'll leave ambiguous, for you guys to figure out how to best balance these gametypes to work for you cost wise. I am rusty on all the rules and accords, but I did serve in HC, and I do know that wars can drag on (even those this current war seems to have been a steam rolled through)
Sabotage:
Reclamation wars are wars in which one side has a traditional HQ (Defenders), while the other side's HQ is that of a system-ranged MAC Cannon (Attackers), however with all the conflict, the generators for it's power around the system are now up for a free for all, meaning the generators need to be retaken otherwise the cannon will eventually run out of power.
Ways to win:
-The attackers destroy the defenders HQ
-The defenders either destroy the attackers Cannon (HQ) OR bring the cannon's energy down to 0.
(Note: There is no way to win from simply holding a vast majority of the map, if that's still even a rule)
New Purchases:
MAC Blast: Destroys X amount of units, as well as removes any fortification (such as ambush) to that location.
Cost: X cR, as well as 2 energy.
Transferring Energy: Converts Y cR to 2 Energy which will be applied next turn.
Cost: Y cR
New Rules:
-The Cannon looses 1 energy per turn simply to maintain it's online status.
-The Cannon has a total of 20-30 energy from the start of the game.
-In the middle section map holds a generator, each providing 1 Energy a turn. (Only beneficial to the attackers, though the defenders can hold to simply bleed attackers dry)
Summary: The goal is of course to either destroy, or neutralize the opposition, with one side needing to balance the energy of the cannon, while the other side attempts to eliminate the cannon's uses. This is a type of war that could help make for a more fast paced, or more time friendly war.
Reclamation:
A new system of forerunner technology has been discovered. BLUE and REDD are on a race to acquire the technology before the other faction can.
Ways to win:
-Destroy the other faction's HQ
-Acquire Z amount of forerunner technology from the locations on the map.
New Rules:
-the upper/lower/middle sections of the maps hold concentrated amounts of forerunner technology. Maintain unit position on these locations to acquire forerunner technology XY at the end of each turn. (Locations also provide usual cR income to their sides)
Reclamation is a simpler of the two, and would provide another way to win a war, other than simply beating each side's HQ in a gauntlet of gametypes. It would mean faster wars, and just make locations other than the HQ's seem important.
These are ideas I am planning on polishing up myself for my own community, and just wished to share, and look to see what all of your take is on these variants. I may apply more later as ideas come and go, but for now this is what I have to share.