Missions types and Hazards

Share your ideas and suggestions for Battlefleet Gothic: Armada.
Neighbor Kid
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Missions types and Hazards

Postby Neighbor Kid » 25 September 2016, 19:28

So as we all want ships, new fleets, more upgrades, and skills... what about some more game types and hazard about the space of battle?

Reading a bit through the rulebooks.. I feel a couple other gametypes could work wellish with this game to give it some more spice. Cruiser clashes are fun, Data battles are fun too(as long as you can catch the slithery eldar).... but more so, for more replayability..

Escalating Engagement- Start say with 250 points worth of ships, and in the end pick out a total of 1000 points. How will this work you ask? Well we know that the game has trouble doing battles with high points because of optimization issues(we all hope this changes we all want fleet scale engagements) Anyway... So at the start of the game a timer starts counting down from say 3 minutes. At the end of the 3 minutes.. have another 300 points of ships warp into the battle from the respective deployment zones. Once the ships warp into battle, the timer restarts. At any one time you can only have a max of say 700 points of ships on the field? If the next ship warping in would be above that point value, Then no ship warps in until another is destroyed.

How to win- The first and obvious.. be the last ship standing after all reinforcements have arrived. Be it a battleship or Escort ship.
Second- What do you guys think about destroying all enemy ships before the 3 minute counter has finished?

An alternative to having ship reinforcement if the next ship would put you over the allotment of points- Deploy an escort ship. if the overage on points is say 10? Kind how alot of people play 40k TT.. hey bud Im over by a point, can I keep this list? Sure bud no worries.. I think 10 point overage and calling in escort ship that fits in the point limit would be ok.

This type of game I thought might be the fleet action type we can be looking for, but not getting all your ships at one go thats all.

Thoughts?

Game 2- The Bait... but lets change it up from the bait to... say... call it... Saviors..
Player 1 starts with one ship of choice- This ships engines, generators are destroyed. Half the weapons destroyed, OR Damaged, in which it will require a repair, but the repair button needs to start on cooldown at the start of the match. To win.. this ship must make it back to the map edge. The ship in question that is to be used is... either A the most costly ship the player has chosen before battle, flagship, or a battleship. This ship may also not be able to use skills. IMO I would say no ability to move faster than what it starts with.. meaning if the ship was say a Retribution class BB it can't use the all ahead full button, no high energy turns etc.

This is somewhat a spin off of kill the admiral ship, but with a different twist.

Maximum point allotment should be.. lets say 500 for both sides, but there can be a bit of issue with this as even though we are even at 500... that ship is starting with out any shield, no engines.. so what about giving the defender an additional 75 to 100 points? Thats not a light cruiser worth of points, but a couple escorts. I don't think that is pushing it.

Now because the ship in question is starting crippled.. I think to counter any person getting frustrated with the fact their ship can be destroyed a bit more easily, I think the ship if it gets destroyed, doesn't actually count towards his/her persistent fleet meaning if destroyed then the next game they play that ship is destroyed or lost in the warp.

Thoughts?

I have a few other ideas, will post in an additional post later on.

Additional environment hazard- Warp Rift- As it is in the rule book... this hazard can be friend or foe. It has a complete ability to delete a ship from the game entirely, or teleport the ship to a different location on the map. I feel this should be based on RNG Jesus.. as it does say in the rulebook.. it can be used by a ships captain be him a fool or desperate.. So I suggest this appear randomly on the map, but NO WHERE near the deployment zones. If a ship gets too close to it, I would say it would start to tug on the ship, to which AI should take over and try to take the ship outa of the path to possible doom, but too close, locks the ship up, and it gets sucked into the void. This I would Say is 50/50 the ship either disappears for good or this ship ends back up in your deployment screen.. What do I mean? Well consider it to appear in your deployment list at the start of the match, except the match is on going. I would say it deploys maybe 20,000 units away from the warp rift, if the ship makes it through the RNG jesus. I saying keep this RNG Jesus because it would just be abused if it was higher than 50/50 a players ship survives.

If successful, the ship comes back into play exactly how it was when it left the map. If it had destroyed engines, or critted weapons.. or damaged.. it needs to stay. Or even if the shield was just down. You simply pick a point on the map where the ship comes back in, like a MWJ it needs to have a radius in which the ship needs clearance to enter. Tada.. the warp reopens and the ship comes back in.

On the other hand.. Torpedoes, or weapons that fired towards the rift..should just disappear into the rift. Any ship that goes behind the rift on either side should return to being just a beacon on the map, and have to be re identified.

Thoughts people? I thought these sounded rather interesting!

Neighbor Kid
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Re: Missions types and Hazards

Postby Neighbor Kid » 26 September 2016, 21:52

Anybody have any thoughts?

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Ashardalon
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Re: Missions types and Hazards

Postby Ashardalon » 27 September 2016, 00:15

a 20k teleport is ridiculously powerful and a 50/50 chance to die is just stupid making it kinda gimmicky to me
imagine an entire ork fleet diving in and landing on top of you form 20k away, or tyranids in the future, it would break all balance
maybe have it teleport to a random position on the map so that instead of having to fully fall back you could use it as a last chance too get safe
it still wouldnt be very useful, and pretty unnecessary

the escalating engagement seems like it would be clunky, similar to basebuilding distractions that i dont think would fit in
and bait just seems like pure cruelty

would love to see moving asteroid fields tho
or maybe if a ship goes plasmaexplosion while it is trying to warp out instead it got a warp drive explosion leaving an unstable warpgate open for 2 minutes pulling in ships and dealing damage over time and assault actions if the ship gets pulled in fully
dont know if the engine can do that tho

Neighbor Kid
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Re: Missions types and Hazards

Postby Neighbor Kid » 27 September 2016, 01:40

Hmm.. I can kinda see it escalating battles a tad clunky, but how is it like a base building distraction. The time is just until you get reinforcements from your deployment zone, or perhaps it could be from a random corner of the map? With the issue holding of lack of ships in the fight, I thought this would be an alternative to fleet battles until something else occurs outa the devs.

Would you have an alternative idea of escalating battles?

I like your idea of unstable warp space after a ship suffers and implosion of its warp drives.

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Ashardalon
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Re: Missions types and Hazards

Postby Ashardalon » 27 September 2016, 01:57

its a clunky comparison i admit but in standard rts you cant fully focus on the battle because you have to constantly call in reinforcements
while them just appearing later wont be as intrusive as basebuilding you will still have several times in a battle where you have to take your eye off of the battle and be back at the starting zone to place the ships , maybe if auto-placed since the warp is rarely very accurate in where you get out exactly
especially whith the current zoom out limit i dont think i would like it, but thats just an opinion
it would also buff artillery fleets since they never leave the starting zone, :D zapp orks can be the biggest hatemagnet on the forums again

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Blexus Falconer
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Re: Missions types and Hazards

Postby Blexus Falconer » 24 January 2017, 17:39

Greetings,

This idea was escalated properly for review.

Thank you for your suggestion. :)
A moment of Laxity spawns a lifetime of Heresy.


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