Post by phirric on Apr 19, 2016 6:49:36 GMT
Scouting
This section of the patch notes deal with Scouting Missions as they relate to Faction Play as a whole. For full details regarding the new Scouting Game Mode itself, consult the New Game Mode section of these patch notes.
The primary goal of Scouting Missions is to acquire Intel from Planets under contest. Acquiring Intel from contested Planets will provide your Invasion forces with access to powerful Planetary Advantages for use in the standard Invasion Game Modes, where the true fate of a Planet is determined. Effective use of these Advantages can help turn the tide of battle and lead your forces to victory.
Scouting Drop Deck
Currently, Drop Decks are shared between the Scouting and Invasion Game Modes. However, each pilot can only bring a single 'Mech into a Scouting Mission.
Whichever 'Mech occupies the first slot of your Invasion Drop Deck will always be your default 'Mech for Scouting Missions. Changing the 'Mech assigned to the first slot of either Drop Deck will convey that same change to the other Drop Deck.
Scouting Drop Deck Individual Tonnage Restrictions (Current)
Minimum: 20
Maximum: 55
If you do not fall within the above Tonnage values you will not be able to enter the Scouting queue.
Intel
Each Planet in the Inner Sphere holds a total of 600 Intel points. Once a Planet is under contest and Scouting Missions become available, those 600 Intel points are evenly split between the Attackers and Defenders.
Each Scouting victory will allocate more Intel points for the winning Team on that Planet, unlocking Planetary Advantages at specific thresholds.
A major aspect of the Intel system is that changes to the allotment of Intel points will have an immediate effect on any Invasion matches currently underway on that Planet. While your Team may start an Invasion match with an Intel advantage, your Team may lose that advantage, along with access to one more of your Planetary Advantages, if your opponent is mounting successful Scouting Missions while your Invasion match is underway.
Planetary Advantages
Combat Identification
Intel requirement: 55% or greater
If your Scouting forces have acquired 55% of the Intel for a Planet under contest, your Invasion Forces will have access to Intel regarding the chassis and variants the Enemy Forces have brought to the fight. This Intel will be visible through the Drop Preparation screen and the in-match Scoreboard (TAB).
Satellite Sweep
Intel requirement: 70% or greater
If your Scouting Forces have acquired 70% of the Intel for a Planet under contest, your Invasion Forces will have access to the Satellite Sweep Planetary Advantage. This will allow them to receive Intel regarding Enemy 'Mech positions.
A Satellite Sweep icon on the HUD will inform both your forces and the enemy's forces when the next Satellite Sweep is approaching.
Once a Satellite Sweep has been completed the controlling Team will receive Sensor Data for all Enemy 'Mechs on the field for a duration of 5 seconds. After 5 seconds all Sensor Data derived from the Satellite Sweep will disappear.
All Enemy 'Mechs will receive a brief warning when they have been tracked by a Satellite Sweep.
Artillery
Intel requirement: 90% or greater
If your Scouting Forces have acquired 90% of the Intel for a Planet under contest your Invasion Forces will have access to the 'Long-Tom' Artillery Strike Planetary Advantage. This will allow them to execute powerful Artillery Strikes against Enemy Forces.
The Artillery Strike works in consort with the Satellite Sweep, and is engaged during the 5 second window in which data from the Satellite Sweep is available to the Invasion Forces. The Artillery Strike uses this Sensor Data to target the largest grouping of Enemy 'Mechs on the field. For example, it will target a cluster of 5 Enemy 'Mechs instead of another cluster comprised of just 3 Enemy 'Mechs.
Mechanically, the 'Long-Tom' Artillery Strike works similarly to the existing Artillery and Air Strikes. Once engaged, the strike area is marked with purple smoke to distinguish it from the other strike types. After a brief delay the Artillery reaches its target and deals a heavy amount of splash damage against any 'Mechs within its strike radius.
New Game Modes (Faction Play)
4v4 Scouting and Counter-Scouting
The new Scouting Game Mode is comprised of two distinct types: Scouting and Counter-Scouting. Teams assume the role of either the Attacker or the Defender, and must contend for control over the Data Points scattered throughout the map.
As Scouting matches are all 4v4, Scouting matches actually take place on the Quick Play maps; they do not use the standard Faction Play maps.
Victory Conditions
Attackers: Escape through the Extraction Zone with at least 1 Data Point in your possession. Only one Attacker needs to escape in order to achieve Victory.
Defenders: Eliminate all Attackers or prevent their escape.
Data Points
Each Scouting match is populated with a total of 20 Data Points scattered randomly throughout the map. There are up to 40 possible Data Point locations on each map, so the exact locations of the 20 Data Points will vary match-to-match.
Capturing a Data Point requires that a 'Mech stand within its 75m capture radius for 3 seconds. If an enemy 'Mech also enters into that radius the capture timer will freeze.
Once a Data Point has been captured it becomes permanently inactive, and that Data Point is allotted to the capturing Team. If the 'Mech who captured the Data Point is destroyed their Team will still retain that Data Point.
While Attackers will want maximize the amount of Intel they can receive from a successful Scouting mission by capturing as many Data Points as they can, they only need to escape through the Extraction Zone with 1 Data Point in order to win the match.
Transit Countdown
The 2-minute Transit Countdown heralds the approach of the Attacker DropShip; their means of egress from the battlefield. Once the Transit Countdown begins a DropShip Landing Zone will appear on the map in one of four possible locations. Only the Attackers will see the location of the Landing Zone marked on their HUD, but the Landing Zone will be marked with smoke.
When the Transit Countdown expires the DropShip will arrive at the designated Landing Zone to facilitate the evacuation of the Attackers.
There are three circumstances under which the Transit Countdown can be triggered.
• If the Attackers capture at least 10 Data Points.
• If the Defenders capture at least 11 Data Points.
• If the Match Timer reaches 3 minutes, and the Countdown has not already been triggered.
Boarding the DropShip (Attackers)
Once the Transit Countdown expires the DropShip will arrive at its destination and maintain a holding pattern above the marked area. The DropShip will be fully equipped with its standard weapon systems and will freely engage enemy forces when they come within range.
When the DropShip arrives it will establish an Extraction Zone on the ground and a 1-minute Extraction Timer will begin.
It is this Extraction Zone that the Attackers must return to in order to initiate the boarding procedure. Only one of the Attackers needs to be inside the Extraction Zone in order to initiate boarding and win the match, and their Team need only posses at least 1 Data Point.
If an enemy 'Mech enters the Extraction Zone the Extraction Timer will freeze, regardless of how many Attackers are also present.
The match ends when the Extraction Timer expires, regardless of how much time is still remaining on the Match Timer.
Any Attackers within the Extraction Zone when the Extraction Timer expires are considered to have escaped. Any remaining Attackers who did not escape are considered destroyed.
Planet Intel
For every Data Point that an Attacker captures during a standard Scouting match, 1 Intel Point will be contributed toward the Attackers Intel value for that Planet.
Likewise, for every Data Point that an Attacker captures during a Counter-Scouting match, 1 Intel Point will be contributed to the Defenders Intel value for that Planet.
For example:
During a standard Scouting match the Attackers successfully escape with 10 Data Points.
Those 10 Data Points directly translate to 10 Intel Points for their side in the Scouting Info window.
For example:
During a standard Scouting match the Defenders manage to destroy all of the Attackers, and capture 8 Data Points.
As those Data Points were already under control of the Planet Defenders, the Defenders do not receive an Intel Points for their side in the Scouting Info window.
For example:
During a Counter-Scouting match the Attackers (actually the Planet's Defenders) successfully escape with 10 Data Points.
As those 10 Data Points are being reclaimed from the original Attackers, the Defenders have now earned 10 Intel Points for their side in the Scouting Info window.
Ok, a few thoughts,
first, FUCK.
Those pulling recon duty with me will be seeing a lot of streak crows.
I may need to start driving a Cicada for the extra armor and weapons, but I still think the Raven 3L will be my chassis of choice. The ECM with Beagle and +sensor range may help tilt the tide.
second; it'll run similarly to regular FW, attack, then counter attack.
counter attackers will have two options, denial and murder.
we can either track them down and kill them, or take the intel points from them to hopefully get the 11 needed to trigger the dropship and keep the majority of the points, I don't like this option
yes, we can cause the dropship to arrive early and minimize the number of intel points the attackers can take.
I think the plan should be "kill the other team, then call for extraction"
this means that a lance of killers will be more useful than 4 scouts.
an ECM mech to keep them somewhat hidden would be beneficial.
third yes, I know most of you won't care, ELINT/EWar is a job I enjoy, deal
This section of the patch notes deal with Scouting Missions as they relate to Faction Play as a whole. For full details regarding the new Scouting Game Mode itself, consult the New Game Mode section of these patch notes.
The primary goal of Scouting Missions is to acquire Intel from Planets under contest. Acquiring Intel from contested Planets will provide your Invasion forces with access to powerful Planetary Advantages for use in the standard Invasion Game Modes, where the true fate of a Planet is determined. Effective use of these Advantages can help turn the tide of battle and lead your forces to victory.
Scouting Drop Deck
Currently, Drop Decks are shared between the Scouting and Invasion Game Modes. However, each pilot can only bring a single 'Mech into a Scouting Mission.
Whichever 'Mech occupies the first slot of your Invasion Drop Deck will always be your default 'Mech for Scouting Missions. Changing the 'Mech assigned to the first slot of either Drop Deck will convey that same change to the other Drop Deck.
Scouting Drop Deck Individual Tonnage Restrictions (Current)
Minimum: 20
Maximum: 55
If you do not fall within the above Tonnage values you will not be able to enter the Scouting queue.
Intel
Each Planet in the Inner Sphere holds a total of 600 Intel points. Once a Planet is under contest and Scouting Missions become available, those 600 Intel points are evenly split between the Attackers and Defenders.
Each Scouting victory will allocate more Intel points for the winning Team on that Planet, unlocking Planetary Advantages at specific thresholds.
A major aspect of the Intel system is that changes to the allotment of Intel points will have an immediate effect on any Invasion matches currently underway on that Planet. While your Team may start an Invasion match with an Intel advantage, your Team may lose that advantage, along with access to one more of your Planetary Advantages, if your opponent is mounting successful Scouting Missions while your Invasion match is underway.
Planetary Advantages
Combat Identification
Intel requirement: 55% or greater
If your Scouting forces have acquired 55% of the Intel for a Planet under contest, your Invasion Forces will have access to Intel regarding the chassis and variants the Enemy Forces have brought to the fight. This Intel will be visible through the Drop Preparation screen and the in-match Scoreboard (TAB).
Satellite Sweep
Intel requirement: 70% or greater
If your Scouting Forces have acquired 70% of the Intel for a Planet under contest, your Invasion Forces will have access to the Satellite Sweep Planetary Advantage. This will allow them to receive Intel regarding Enemy 'Mech positions.
A Satellite Sweep icon on the HUD will inform both your forces and the enemy's forces when the next Satellite Sweep is approaching.
Once a Satellite Sweep has been completed the controlling Team will receive Sensor Data for all Enemy 'Mechs on the field for a duration of 5 seconds. After 5 seconds all Sensor Data derived from the Satellite Sweep will disappear.
All Enemy 'Mechs will receive a brief warning when they have been tracked by a Satellite Sweep.
Artillery
Intel requirement: 90% or greater
If your Scouting Forces have acquired 90% of the Intel for a Planet under contest your Invasion Forces will have access to the 'Long-Tom' Artillery Strike Planetary Advantage. This will allow them to execute powerful Artillery Strikes against Enemy Forces.
The Artillery Strike works in consort with the Satellite Sweep, and is engaged during the 5 second window in which data from the Satellite Sweep is available to the Invasion Forces. The Artillery Strike uses this Sensor Data to target the largest grouping of Enemy 'Mechs on the field. For example, it will target a cluster of 5 Enemy 'Mechs instead of another cluster comprised of just 3 Enemy 'Mechs.
Mechanically, the 'Long-Tom' Artillery Strike works similarly to the existing Artillery and Air Strikes. Once engaged, the strike area is marked with purple smoke to distinguish it from the other strike types. After a brief delay the Artillery reaches its target and deals a heavy amount of splash damage against any 'Mechs within its strike radius.
New Game Modes (Faction Play)
4v4 Scouting and Counter-Scouting
The new Scouting Game Mode is comprised of two distinct types: Scouting and Counter-Scouting. Teams assume the role of either the Attacker or the Defender, and must contend for control over the Data Points scattered throughout the map.
As Scouting matches are all 4v4, Scouting matches actually take place on the Quick Play maps; they do not use the standard Faction Play maps.
Victory Conditions
Attackers: Escape through the Extraction Zone with at least 1 Data Point in your possession. Only one Attacker needs to escape in order to achieve Victory.
Defenders: Eliminate all Attackers or prevent their escape.
Data Points
Each Scouting match is populated with a total of 20 Data Points scattered randomly throughout the map. There are up to 40 possible Data Point locations on each map, so the exact locations of the 20 Data Points will vary match-to-match.
Capturing a Data Point requires that a 'Mech stand within its 75m capture radius for 3 seconds. If an enemy 'Mech also enters into that radius the capture timer will freeze.
Once a Data Point has been captured it becomes permanently inactive, and that Data Point is allotted to the capturing Team. If the 'Mech who captured the Data Point is destroyed their Team will still retain that Data Point.
While Attackers will want maximize the amount of Intel they can receive from a successful Scouting mission by capturing as many Data Points as they can, they only need to escape through the Extraction Zone with 1 Data Point in order to win the match.
Transit Countdown
The 2-minute Transit Countdown heralds the approach of the Attacker DropShip; their means of egress from the battlefield. Once the Transit Countdown begins a DropShip Landing Zone will appear on the map in one of four possible locations. Only the Attackers will see the location of the Landing Zone marked on their HUD, but the Landing Zone will be marked with smoke.
When the Transit Countdown expires the DropShip will arrive at the designated Landing Zone to facilitate the evacuation of the Attackers.
There are three circumstances under which the Transit Countdown can be triggered.
• If the Attackers capture at least 10 Data Points.
• If the Defenders capture at least 11 Data Points.
• If the Match Timer reaches 3 minutes, and the Countdown has not already been triggered.
Boarding the DropShip (Attackers)
Once the Transit Countdown expires the DropShip will arrive at its destination and maintain a holding pattern above the marked area. The DropShip will be fully equipped with its standard weapon systems and will freely engage enemy forces when they come within range.
When the DropShip arrives it will establish an Extraction Zone on the ground and a 1-minute Extraction Timer will begin.
It is this Extraction Zone that the Attackers must return to in order to initiate the boarding procedure. Only one of the Attackers needs to be inside the Extraction Zone in order to initiate boarding and win the match, and their Team need only posses at least 1 Data Point.
If an enemy 'Mech enters the Extraction Zone the Extraction Timer will freeze, regardless of how many Attackers are also present.
The match ends when the Extraction Timer expires, regardless of how much time is still remaining on the Match Timer.
Any Attackers within the Extraction Zone when the Extraction Timer expires are considered to have escaped. Any remaining Attackers who did not escape are considered destroyed.
Planet Intel
For every Data Point that an Attacker captures during a standard Scouting match, 1 Intel Point will be contributed toward the Attackers Intel value for that Planet.
Likewise, for every Data Point that an Attacker captures during a Counter-Scouting match, 1 Intel Point will be contributed to the Defenders Intel value for that Planet.
For example:
During a standard Scouting match the Attackers successfully escape with 10 Data Points.
Those 10 Data Points directly translate to 10 Intel Points for their side in the Scouting Info window.
For example:
During a standard Scouting match the Defenders manage to destroy all of the Attackers, and capture 8 Data Points.
As those Data Points were already under control of the Planet Defenders, the Defenders do not receive an Intel Points for their side in the Scouting Info window.
For example:
During a Counter-Scouting match the Attackers (actually the Planet's Defenders) successfully escape with 10 Data Points.
As those 10 Data Points are being reclaimed from the original Attackers, the Defenders have now earned 10 Intel Points for their side in the Scouting Info window.
Ok, a few thoughts,
first, FUCK.
Those pulling recon duty with me will be seeing a lot of streak crows.
I may need to start driving a Cicada for the extra armor and weapons, but I still think the Raven 3L will be my chassis of choice. The ECM with Beagle and +sensor range may help tilt the tide.
second; it'll run similarly to regular FW, attack, then counter attack.
counter attackers will have two options, denial and murder.
we can either track them down and kill them, or take the intel points from them to hopefully get the 11 needed to trigger the dropship and keep the majority of the points, I don't like this option
yes, we can cause the dropship to arrive early and minimize the number of intel points the attackers can take.
I think the plan should be "kill the other team, then call for extraction"
this means that a lance of killers will be more useful than 4 scouts.
an ECM mech to keep them somewhat hidden would be beneficial.
third yes, I know most of you won't care, ELINT/EWar is a job I enjoy, deal