Author Topic: Map suggestion: yet another jump wreck space combat revisited  (Read 5166 times)

0 Members and 1 Guest are viewing this topic.

Offline cest73

  • Lance Captain
  • ***
  • Posts: 717
  • l33tp0intz: +21/-15
  • there are links in my signature -->
    • MW:LL game status online (kudos: Spooky)
Map suggestion: yet another jump wreck space combat revisited
« on: January 22, 2015, 09:09:33 PM »
hi,
i had this idea:
put mechs in deep space for simultaneous combat and survival:

once deployed even the most seasoned pilot should be immersed in shock and awe of the surrounding alone:

- dark sky full of stars (vacuum in deep space)
- nearby sun (standard canon jumpoints) ravaging the mechs skin in sparks and radiation (upon light)
- scarce gravity force allowing tremendous jumps with dangerous downfall impacts in pure vacuum (leave some juice for before impact)
- the map scatered over two dropships (one Aegis class and one Invader class) missjumped close to each other (27km radius breached) and debris (battle islands) in between hanging mids vacuum and above the terryfying abyss  :o ??? :-\ :o

mission:
Primary objective:       get to the other ships jump's drive and fuse it for self destruction (in order to be able to jump away)
Secondary objective:  protect your own jump drive to be able to flee once the other drive is out of way
Bonus:                        maintain in between bases for mid-route re-spawn and deployment

Debry: jumpable islands of dereclict dropships and sections of them (there come ideas)

Surround: zero gravity, weak "magnetic" pull towards the star "below", force near 10% (or less) of 1G (Terra=100%)

-arming the jump drive should be possible only as BA (5 seconds of holding interact key), unaming also - fuse is 45 sec (about 150% (?) of single respawn time),
-or just flood it with C8 and follow damage?
-Or just capture main base?

to reach the furthest jump gap (on this map) one should jump in an iJJ mech, power it down "mid-air", leave it (undeploy it self) and then, just before it descents too low jump off it as BA  :o...

This should be an alternate path to the other "normally" jumpable path (no easy day this one).

the map should be tactically balanced for optimal gameplay
Code: [Select]
"sloped low hills" (structures),
"sloped trenches" (structures),
dangerous obstacles,
usable debry,
destroyable debry,
explosions (sudden venting of installations),
moving debry (radar antennae, things, turrets),
moving terrain (hatches, collars, sections, islands)

by making it symetrical in a not plainly obviuos way.

1. No mech allowed inside jump drive area
2. tracks usefull as last line only (obviously)
3. no mech spawn-points besides main bases (or?)
4. capturable main bases ( 8) ) (or not?)
5. middle map jumpship (2x in TC) base able to spawn (or not) and what ??? ...

I'm open to sugestions...

Would this be fun?
« Last Edit: February 07, 2017, 12:54:12 AM by cest73 »

Offline cest73

  • Lance Captain
  • ***
  • Posts: 717
  • l33tp0intz: +21/-15
  • there are links in my signature -->
    • MW:LL game status online (kudos: Spooky)
Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #1 on: January 22, 2015, 09:13:20 PM »
Invader:

Aegis:

from www.sarna.net
each about half a km long  :P

Offline Knightcrawler

  • Star Captain
  • ***
  • Posts: 768
  • l33tp0intz: +39/-0
Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #2 on: February 18, 2015, 03:30:29 AM »
I'll just comment that the ability to jump high in low gravity doesn't mean you hit the ground faster. You hit the ground the same no matter what, so long as you apply the same force in your jump. Also MWLL doesn't have fall damage.

It's a cool idea, though. It's in deep space? What's providing the gravity?
« Last Edit: February 18, 2015, 04:40:02 AM by Knightcrawler »

Offline Bill

  • Living Legend
  • *******
  • Posts: 3021
  • l33tp0intz: +340/-78
  • I can use the Internet to flaunt my fetters.
Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #3 on: February 20, 2015, 12:33:28 PM »
We (CJW) had this idea a bloody age back, so long ago that Deathbane was still doing maps for the team, so pre Leer going all guilty until proven innocent over No Funbocks.

Essentially it's a nice idea, but bloody hard work to pull off. Most noticeably due to the horizontal plane not liking things going underneath it.

However mate if you feel like giving it a crack in the ol' Cryengine 2 smeditor then go right ahead! It'd be nice for me to find a reason to play MWLL again, well asides for I just fancy it.

Offline cest73

  • Lance Captain
  • ***
  • Posts: 717
  • l33tp0intz: +21/-15
  • there are links in my signature -->
    • MW:LL game status online (kudos: Spooky)
Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #4 on: February 24, 2015, 12:58:04 AM »
1. well i actually got inspired by the doom of falling trough the horizontal plane in the first place  :o (0 move in rep-bay)
2. Then lately  i played the underground factory (what a map!  :o) and thought so it can be done (more levels of ground)
3. the multistage jump will probably to be done with two players (i still have to try to jump off an shut-down-midst-air mech)  ???
4. full ASF + MECH + vehicles but limited use on the map
5. on l0wer gravity mech do jump further and hang in air longer - BAs do (and drift upside down terribly)

i have to draw up concept

A. so it would be fun. ;D
B. suggestions for terrain?  ???

Offline cest73

  • Lance Captain
  • ***
  • Posts: 717
  • l33tp0intz: +21/-15
  • there are links in my signature -->
    • MW:LL game status online (kudos: Spooky)
Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #5 on: February 26, 2015, 11:40:14 PM »
this is not just a bump:
i decided the map would be called The_Fourth_Lagrange and it will be a Pirate-point of an planet and a star - the preceding one (there are five Lagrange points per pair and two are ~60 degree preceding/following the planets orbit)

this is the bare naked concept map

just to make it from scratch - feel free to tear apart  ::)

i figured each side a starting base - off an jump-ship -> docked drop-ship (Hogarth(?) or like)
there from the warriors have to jump-jet to the nearby afloat Intruder class drop-ship and to capture it. from the surface of the hull they can maneuver to jump to the nearby Overlord class drop-ship that is derelict and afloat too.

The jumps are far but gravity is nearly zero (2%...4%) so far-jumps should work reasonably ::) well.

Therefrom one could engage the derelict yard-ship or try jump over to it

All around from the Overlord on there is floating debris of mech, -parts and dead BA mostly Ravens and other Lyran models and many BA-s (all time few in sight). The debris is obviously coming from a cracked-open bay-hatch of the yard ship.

Inside resides and useable Vengeance drop-ship that is another base - an ASF base.

The ranges are to be determined but i figure LRM and Long Ranged weapons outside and brawler style inside.

The goal is to ride the opposing team base (capture) to have the KF drive dismounted (27km clearance) for the own unit to be able to flee Lagrange.
The base is capped by entering the HQ - spawn room and occupy it for a while

The derelict Yard-ship has no operational KFD so no need to worry about.

Many mechs for debry is needed, spooky BA and parts (of ships, mechs etc)

need suggestions for  best map details for long range (as kagoshima/dustbowl/thunder-rift) and brawling.

The ambient is secondary soft light off the nearby world and sharp gradient from the star in opposition
The Yard-ship is in decay and with obvious battle scars that led to it's grave state.

Suggestions are welcome, intolerance however won't be tolerated  ;)

Offline cest73

  • Lance Captain
  • ***
  • Posts: 717
  • l33tp0intz: +21/-15
  • there are links in my signature -->
    • MW:LL game status online (kudos: Spooky)
Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #6 on: February 26, 2015, 11:47:29 PM »
Did I say (wrote  ::) ) each click (map quad) is 500x500 meter?
 :D
This makes the map 4x4 km for now and this is Terrain_Control wersion (TC_lagrange_IV)

Offline ELH_Sudibor

  • Recruit
  • *
  • Posts: 173
  • l33tp0intz: +7/-8
    • Eridani Light Horse
Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #7 on: February 27, 2015, 07:55:02 AM »
It'S Great!!!  ::)
NBT-HC ELH

Offline cest73

  • Lance Captain
  • ***
  • Posts: 717
  • l33tp0intz: +21/-15
  • there are links in my signature -->
    • MW:LL game status online (kudos: Spooky)
Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #8 on: February 27, 2015, 06:09:28 PM »
Could we get Ivaan here to ask for help?

AFAIK he did make maps, right?

Would he be interested in getting this map to existence?

The background could be similar to Extremity but i would prefer a Jupiter ::) like planet and a distant star (a dual star system :o :o would be cool)


Offline cest73

  • Lance Captain
  • ***
  • Posts: 717
  • l33tp0intz: +21/-15
  • there are links in my signature -->
    • MW:LL game status online (kudos: Spooky)

Offline cest73

  • Lance Captain
  • ***
  • Posts: 717
  • l33tp0intz: +21/-15
  • there are links in my signature -->
    • MW:LL game status online (kudos: Spooky)
Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #10 on: February 27, 2015, 06:30:05 PM »
http://en.wikipedia.org/wiki/L5_Society
The L4 is stable w/o fuel so ideal pirate point for motion less jump-ships  8)
Map name stays Lagrange_IV (l4)
now we need  :o awesome :o backdrop shots...

Offline cest73

  • Lance Captain
  • ***
  • Posts: 717
  • l33tp0intz: +21/-15
  • there are links in my signature -->
    • MW:LL game status online (kudos: Spooky)
Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #11 on: February 28, 2015, 08:59:06 AM »
The map sketch update (tiny)

Offline cest73

  • Lance Captain
  • ***
  • Posts: 717
  • l33tp0intz: +21/-15
  • there are links in my signature -->
    • MW:LL game status online (kudos: Spooky)
Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #12 on: February 28, 2015, 10:05:18 AM »
the rough plot:
Quote
inspired from sarna.net data:

In order to safely jump, a Jump-ship must operate within a safe zone of 27km for the hyperspace field of the K-F drive to form properly.
The presence of another K-F drive coil, even a damaged one inhibits the correct formation of a K-F field.
It is therefore impossible to move (jump) a fully assembled K-F drive as cargo or to recover a stranded Jump-ship; unless they elect to scrap their drive coil, they must jump under their own power.
To recover an stranded ship one has to get parts of the K-F drive and assemble them when the carrying vessel is gone, or they have to jump away in sync.
Accordingly, to be able to jump away from an opposing Jump-ship one has to scrap opponent's K-F coil before being able to flee.
Otherwise, they could jump, but only in sync: which renders the evasion jump pointless.
Therefore, two enemy Jump-ships are motivated to render each others K-F drive coil into scrap and flee each other as soon as practical.

For this to be done each side is motivated to field units able to penetrate the hull and to deploy C8 chargers that will render the coil inoperable.
While doing so each side has to protect it's own K-F coil from the exact same fate by all means possible.

ASF while maneuverable are of little use against a Jump-ship and it's K-F coil deep behind his thick armor.

An squadron of Elemental Warriors (BAs) would prove the right choice if followed by adequate support units...
??? sounds good?

Offline cest73

  • Lance Captain
  • ***
  • Posts: 717
  • l33tp0intz: +21/-15
  • there are links in my signature -->
    • MW:LL game status online (kudos: Spooky)
Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #13 on: March 01, 2015, 09:20:35 PM »
I'll just comment that the ability to jump high in low gravity doesn't mean you hit the ground faster. You hit the ground the same no matter what, so long as you apply the same force in your jump. Also MWLL doesn't have fall damage.

It's a cool idea, though. It's in deep space? What's providing the gravity?
MWLL has fall damage :) I polite ask You drop a APC or like over a cliff and watch? I did - and got damage (on Thunderrift etc...)
But mechs have counter measures apparently - that's why they stall upon ground contact and continue walking from zero speed?

Any how we must kind of make this map and check  ::) okay?  ;)

Offline Starch1ld

  • Lance Captain
  • ***
  • Posts: 688
  • l33tp0intz: +47/-25
  • hi
Re: Map suggestion: yet another jump wreck space comat revisited
« Reply #14 on: March 02, 2015, 01:03:57 AM »
MWLL has fall damage :)
Only for tracked vehicles, VTOLs and ASFs.
Hovercrafts, mechs and BAs don't get fall damage.