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Conquest++; As An Fp Mode?


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#1 LordNothing

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Posted 28 July 2016 - 08:47 AM

conquest is probibly one of my favorite game modes. a lot of people hate it but its always the mode i vote for the most in qp. it also kind of ties into the team oriented nature of fp as well as the resource securing concepts of warfare.

so you take this mode (and the entire qp map inventory). you set the resource goal to 1500 and let players drop with decks. make the cap points more base like with turrets and some of the other features from assault2.0 (sensor towers, walls, etc). make dynamic drop points, drop ships will land forces near controlled cap points (possibly user selectable).

this should help cross off a line item from the 'reasons why fp sucks' list (lack of modes/maps).

i should point out that this wouldn't affect qp conquest (or conquest light if you will), this is a new mode based on a qp mode. it could tie into other game modes as well to give those a boost or be a part of an economy system.

Edited by LordNothing, 28 July 2016 - 08:50 AM.


#2 Positive Mental Attitude

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Posted 28 July 2016 - 10:43 AM

Seeing as conquest is one of the least picked game modes in quickplay I doubt it'll help. Plus it doesnt really make sense for a cw mode to be capture this square by standing in it. I do agree they should bring quickplay modes to faction warfare, just make the fit into the reason for CW.

#3 LordNothing

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Posted 29 July 2016 - 04:35 AM

if we ever get any form of economy that might be a reason for conquest. for example the ability to buy base upgrades or whatever. securing resources for your faction might increase deck tonnages or some other features that add to the overall fighting abilities of your faction.

more importantly it would be an alternative mode. as a fp mode with a 30 minute clock and a 1500 resource goal would make for a very interesting mode. see terrain control in MWLL.

#4 Tyler Valentine

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Posted 29 July 2016 - 10:36 AM

yes, Yes, YEEEEESSSSSSSS!!!!
PGI please do this. It would spread mechs out and encourage Lance tactics as well as 1 on 1 fights. It would be something other than "find entire enemy team and shoot them", it would be amazing.
Awesome suggestion Lord Nothing.

PS also a conquest junkie if it wasn't readily apparent.

#5 Jalthibuster

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Posted 30 July 2016 - 08:53 AM

Well, no, thx! Taking away the choice to NOT play this ****** game mode is what made me stop playing quickplay. If it finds its way into CW, i'll be done with this game.

#6 AnTi90d

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Posted 30 July 2016 - 08:59 AM

View PostJalthibuster, on 30 July 2016 - 08:53 AM, said:

Well, no, thx! Taking away the choice to NOT play this ****** game mode is what made me stop playing quickplay. If it finds its way into CW, i'll be done with this game.



Conquest is cancer in the form of a poorly thought out game mode with arbitrary goals.

#7 LordNothing

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Posted 30 July 2016 - 09:41 PM

so why is terrain control the #1 mode in MWLL? own bases until the other side runs out of tickets. its essentially conquest. so what did mwll do right that made it work?

well for one some of the bases have spawn points, others have repair and rearm bases, all are armed with respawnable turrets. the arrangement was always different from map to map (so less mind numbing repetition). there is also respawn so the battle never ends. in mwo as soon as one team gets a kill lead its over and the battle fizzles out and dies. and thats the part where conquest sucks.

conquest++ is kind of a hybrid of the two. you get some degree of respawn with the drop decks. its not unlimited so you dont have to run a game for 60 minutes (the game is set to run 30 minutes with a larger cap goal). you wont see in game rearm/repair, thats just not gonna happen. you do get dynamic drop zones so you can drop near whichever cap points you own. perhaps you can win by cap denial, where the other team just cant drop because you own all the cap points. or you could just have a fall back drop zone if you dont own any caps.

potential problems might be murderball scenarios, where one team just nascars and cleaning up the spawning players on the other team before the can murderball. of course you could defeat the murderball through attrition, take multiple cap zones, get turrets up and win by score while denying the other team convenient spawn points.





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