"House-to-House" becomes "Rat City"
Posted: Thu Jul 07, 2005 11:02 pm
I've changed "House-to-House" to "Rat City".
Very simplified for lag issues, smaller world size possible now though I still like a little roomier world.
The idea here would be to make a "wings no radar" world but with "ambush points" for ground traveling tanks to be able to engage the wings as well as features that would entice wings to come down nearer to the earth at times. (limited to 100 flaps here).
So non-flying tanks can climb inside the skyscrapers to ambush Wings tanks. Most of the skyscraper walls are "shoothrough" so wings can fight back and ambush as well.
There is also a feature so that OO equipped tanks can "submarine attack" tanks on or near the ground--while still giving them some chance of fighting back.
So what you have are "layers of engagement". You can go for air, subsurface or in buildings to fight.
Many hidden doors and things. Plus there is a "water course" for surface tanks to pop in and out off--good escape from wings for example.
Finally, the giant shoothrough, transparent pyramid is for laser tanks to snipe at airborne tanks while giving them some slight protection (I love doing that).
Nothing to overpowering here. I would keep a low number of SWs here and a high number of wings, OO and Cloaks.
Cloak may be genuinely scary here and laser can be a real killer. GM actually has a good angle on Wings here as well.
Very simplified for lag issues, smaller world size possible now though I still like a little roomier world.
The idea here would be to make a "wings no radar" world but with "ambush points" for ground traveling tanks to be able to engage the wings as well as features that would entice wings to come down nearer to the earth at times. (limited to 100 flaps here).
So non-flying tanks can climb inside the skyscrapers to ambush Wings tanks. Most of the skyscraper walls are "shoothrough" so wings can fight back and ambush as well.
There is also a feature so that OO equipped tanks can "submarine attack" tanks on or near the ground--while still giving them some chance of fighting back.
So what you have are "layers of engagement". You can go for air, subsurface or in buildings to fight.
Many hidden doors and things. Plus there is a "water course" for surface tanks to pop in and out off--good escape from wings for example.
Finally, the giant shoothrough, transparent pyramid is for laser tanks to snipe at airborne tanks while giving them some slight protection (I love doing that).
Nothing to overpowering here. I would keep a low number of SWs here and a high number of wings, OO and Cloaks.
Cloak may be genuinely scary here and laser can be a real killer. GM actually has a good angle on Wings here as well.