Search Results

Found 1 results for "681e99e71a7173e152eb61fe6aa3ec06" across all boards searching md5.

Anonymous /m/23370785#23373951
7/8/2025, 12:01:03 PM
>>23373926
I wasn't thinking of each base building as an actual mechanic that affects gameplay, just generic structures with different 3D models so you aren't blowing the same 4 rectangles up over and over again, but sure we can run with that. let's say that aside from match timer, destroying these base structures could also force the end of the match, but the base would have to be designed in a way where it's got the important bits tucked away so they can't be shot from a distance or easily cheesed. some maps are okay for this already, some might need a rework.

>radio antenna tower
having it improves your team's minimap radar, maybe lets you see enemy health bar. I know there's the observation link skill for seeing enemy health, but maybe just get rid of that basic-ass skill and give supports something else in return. maybe if it gets destroyed it'll cause your minimap to blank out for a second or two every so often

>supply depot vault
could be a really high HP structure that takes the most damage to destroy since it's literally a fortified bunker. if it's lost, then your team's respawns could take longer

>satellite dish
if your team loses this item then it could affect artillery call-ins

>generators
could be another high HP structure I guess. can't think of a team buff or nerf for it that makes sense.

since we're getting rid of pilot gameplay, we could also change how the artillery strikes work. Instead of calling them in from spawnpoints, you could make it a laser designator or signal flare that your MS has to use. could make it some kind of timed pickup that is available from your team's base or from certain spawnpoints to entice teams to capture them