analysis of siege objectives
hoth
didn't include walker objectives because they are fundamentally different
bridge: having the other guys come to you from a distance
pushing reborn boss into the pit
*defending people in an open area
*importance of shield
*large area to snipe
codes: *defending people in an open area
*camping the obj room
big space to mine
returning codes on lift
hangar: *killing people after they come out of a door
*importance of shield
*good obstacles/cover
*gunners can do the obj
cc: *open area(with cover from which to kill inc o dudes)
side way to ninja it
way for d to save the obj
*you can dominate the d after they spawn if you control the area
*you can camp the obj room
*gunners can do the obj
*good obstacles/cover
desert
didn't include parts because it sucks
wall: *large area to snipe
enclosed places to kill dudes
station:choice of where to guard
option of turning on turrets
*defending people in an open area
*gunners can do the obj
arena: *large area to snipe
*gunners can do the obj
*defending people in an open area
camping the obj from the back of the next obj
cargo
1st: bad: corridors to kill people in
*you can camp the obj room
bad: everyone on d has to be dead to do the obj
2nd: *large area to snipe
bad: ramp-based combat
bad: an important alt route to guard
3rd: bad: an important alt route to guard
the launch as a gameplay element
*gunners can do the obj
4th: bad: corridors to kill people in
5th: bad: everyone on d has to be dead to do the obj
didn't include korriban because it's fundamentally different
good recurring elements:
defending an open area(bridge, codes main entrance, codes outside, infirmary, stations, arena)
good obstacles and cover(bridge, hangar, cc)
large area to snipe(bridge, cc, wall, arena, cargo 2nd)
killing people after they come out of a door(codes both doors, hangar, stations)
being able to dominate the defense if you control their spawn area(codes, cc)
gunners being able to do the objs (hangar, cc, stations, arena, cargo 3rd)
the importance of whether or not there's a shield up or if the jan has a shield (bridge, codes, hangar)
being able to camp the obj room(codes,cc,cargo 1st)
bad recurring elements:
having to have the entire defense dead in order to do the obj(cargo 1st, 5th, and 2nd if wook trick is forbidden)
having to have a guy camp an important alt route(cargo 1st, 3rd, and 2nd if wook trick is allowed). this is normally caused by an alt route being placed too far from the main area to be defended normally.
having the combat be too corridor-based(including ramps) (cargo 1st, 2nd, 3rd, 4th, 5th)
a few unique elements(can be good or bad depending on context):
ninja route(cc)
turrets(hangar)
turning on turrets(stations)
emplaced guns
a shortcut for the d to save the obj(cc)
launch(but usually bad because implies a gay alt route that a dude has to guard)
Users browsing this forum: No registered users and 0 guests