Suggestion 2: Incursion Assault Phases.

KnightofDark001

New Member
Messages
2
Reaction score
0
Incursion is very fun, and I adore how the enemies are slowly becoming a proper force to be reckoned with. But the main problem I've been having lately is just how hard it is to properly recover from bad shit happening. Like, a helicopter crashing, or a bad nade being tossed behind a cade line. It often results in casualties piling up, and in crit.

So, my suggestion is a bit of a copy-cat of Payday's assault system. Obviously, not 1-1, but... in effect, it'll have three phases.

Phase 1: Buildup/Initial Deployment.
After countdown reaches zero, the round will start as normal. Commander will be actively looking for a place to reinforce, or have as a 'hold' of their own. This will ALSO be where the enemy reinforcements should be primarily spawned around. This could be expanded, if desired. (Like having debuffs applied to enemy forces if structures they build are destroyed, and soo forth.) But for the sake of the current build: It'll simply be a well defended position that will have a spawn radius around it for enemies dropping. Initial skirmishes will be more defensive, or probing, attempting to determine where marines are set up, mostly consisting of riflemen and medics, sappers remaining with commander.

Phase 2: Assault. After buildup phase ends, the first wave of soldiers will be deployed from the position picked by the enemy commander. From that point the AI will go off where they last had contact with marines, and engage properly. The assault phase does not have a arbitrary time limit, instead, it should be based off of casualties. The more damage incurred to the People's Army, the more likely they are to fall back and regroup, or attempt to return to the spot designated by their commander to heal and rearm.

Phase 3: Regroup. Upon a sizable portion of the currently assaulting forces being eliminated, or critically injured, the currently deployed squads will attempt to recover their wounded and fall back. The more damage incurred, the longer the period of reprieve is and provide much needed breathing room for players to heal, rearm, and repair any destroyed fortifications. (Even potentially providing chance to get some dead players back into the fight, if applicable.)
----

I imagine this will not exactly be seen as a useful suggestion due to it likely taking much longer than a standard 45 minutes, but currently incursion applies too much pressure onto the players too rapidly. It quickly becomes irritating when most players are injured and stuck watching after one mistake leads to their quick demise.
 
Upvote 0
Back
Top