Talon1579 wrote:I'd like to see a level, a sort of mixture of Titan and Conquest, in which an ISD hovers over a Rebel base. The Imperials would have to capture the Reb base (it contains something special, not worth destroying), and the Rebs would have to capture the ISD.
Both sides would start with a shield (ISD shield and shield generator like Hoth), which can be destroyed by bombers or cannons (the ISD would have its guns, the Rebs some ion cannons). The guns would be located outside the shields (for the rebs, actually outside, for the Imps, they would stick through the shield like in Titan mode), and can be destroyed be fighters/bombers.
Once the respective shields are down, both sides can use transports to invade the base/ISD (they could be used as spawnpoints), and they then fight through, taking first the hangar, then turret control room, then command centre/bridge (with other rooms interspersed). The winner is the first one to capture the bridge/command centre (or destroy it, either way will work).
So, the battle starts with some nice dogfights, with those less confident in flying able to man cannons. It then progresses into escorting and landing transports, then into infantry fights.
I came up with a similar map plan for a Mon Calamari map a while ago.
Very rough initial setup

perials objectives would be first off.
1. Grab a Tie figher and head out of the SD
2. Destroy Shield Gen 1 and 2 to disable the shield which is defensive barrier between you and Power Generator red.
3. Now , this allows the imps to dock their transport ships onto the docking bays of the Power Generator RED and enter the domed building to destroy the generator. You dont HAVE to dock ..the Power Generator RED would have pylons/aerials that stick up thro the dome ..so this means you CAN disable the RED generator in your TIE fighter...however, it takes longer to destroy ,since you arnt getting at the base of the generator.
4. The Imperials have prevailed in destroying the Red Generator and now the RED HANGAR shields protecting the main Mon Calamari City Power Plant are disabled and the Imperials can now begin to dock into these hangars and try and make their way to the Reactor .
5. To get a much easier time of battling thro the power plant corridors, the imps could take care of the GREEN Power Generator and disable the GREEN Hangar shields ... thus getting 4 entrances to the Reactor room.
6. Once the Reactor is destroyed then the Mon Calamari Cities are Powerless. Imps win
On the flip side... If the Rebel/Calamaris and Quarrens destroy the Star Destroyer ... they win . Either this , or a time limit could be introduced so the Rebs,Cals and Quarrens just have to hold out against the onslaught for a certain amount of time.
EDIT:
After some discussion we thought it may be better to have it an Attack(imps) v Defence (cals/rebs/que) so that the aim for the defenders wasnt to blow up the SD or board it. They could disable parts of it by destroying parts of the hull and damage the imps that way.
The main aim of the map was to have everyone dogfighting for say 10-15 mins , then an all interior corridor fight (much bigger than the bf2142 titans) for 10-15 mins.
"Government is the great fiction, through which everybody endeavours to live at the expense of everybody else."
Frédéric Bastiat