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Warfare in 3049
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Warfare in 3049
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=== Role Warfare === <br /> The basic idea behind role warfare is that in any team-based combat game or military conflict there are four essential roles played by combat personnel. (Note that this does not include the no-less-essential roles played by non-combat support personnel.) These roles are as follows: * '''Scouting''' – performing reconnaissance and gathering battlefield information to relay back to the main force * '''Assault''' – tactical forward units whose job is to seek and destroy enemy targets * '''Defense''' – holding ground against the opposition’s assault forces and protecting those in need * '''Command''' – Directing the actions of the friendly forces on the field<br /> Before we dive into understanding how these roles are aggregated, let’s spend a little time just defining the roles a little more clearly. These descriptions come straight from the Dev Blog.<br /> ==== Scout ==== <br /> Scouts are the main source of information on the battlefield. It is their utilization of information warfare that is the key to the success of a team. Scouts need to get to the front lines as soon as possible in order to gather information as fast as possible. They should utilize fast moving BattleMechs which allow them to do so and at the same time allow them the opportunity to escape should the need arise. Advanced scout players will need to use scout modules to enhance their abilities to detect enemies and relay information.<br /> ==== Defense/Assault ==== <br /> The defense and assault roles are very similar in their core gameplay. The only difference between the two is how they want to balance their skills and modules. There are numerous configurations that will prove to be beneficial to either role being played.<br /> Defense may want to skew their attributes to heavier armor and friendly assistance modules, while the assault may want to skew their attributes to targeting and assistance modules. Both roles need to be combat effective in both long and short range abilities.<br /> ==== Command ==== <br /> Command players are a special breed that will need to be "situation aware" of everything happening on the battlefield at any given time. It is up to the command player to let all friendly units know of key operational changes in plans or actions to be played out while in combat. The command player is always at risk due to the nature of the role and their dependency on the BattleGrid to issue orders and distribute information. It is because of this, command players should be protected by other players on the same team. Movement co-ordination is the key to the survival of the command player by making sure the command player is never left alone.<br /> It is important to note that radar/information sharing has a defined range. This means that a command player cannot simply stand at their original spawn location for the entirety of the match. They must keep moving in order to make sure all members of the team are within communications range. Something else we have learned about command players is that the command screen will fill most, if not all, of their HUD when it is open. This means that commanders will be easy targets for opponents and will require protection.<br /> ==== Role Aggregation ==== <br /> The aggregation of a pilot’s role is based on a combination of the type of mech they choose to drive, the modules they use, and the player’s own skill and tendencies. Some types of mechs are better suited for some roles than others. Light mechs, for example, are great for scouting, but less than ideal for assault or defense. Players should carefully consider the role they wish to play in a given match, and select the right combination of modules, weapons, equipment, and mech to be able to fill that role. A player driving a light mech with a mix of scout and command modules could fill a defense role, but they would not be as well suited for it as someone driving a heavy mech with mostly assault/defense modules.<br /> {{Primer Contents}} [[Category:Primer]]
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