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Idea: Make Conquest More About The Cap


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#1 Vizan Thalt

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Posted 26 January 2013 - 02:27 PM

Make Conquest more important!! The idea behind Conquest is the capping not wiping out the other team- if that's your thing then go play Assault ONLY, you can set it next to the Ready/Launch button, looks like a blue wreath with a bow.
My idea for making it more Conquest over kill is to cut the benefits for kills in Half and give it to those who go for the cap. BUT; not just the 'it turned my color' cap, it has to be FULL CAP! Reinstate the cap assist for Conquest. Finally, give a decent bonus for getting the 750 Cap Win more than if it's a kill based win in Conquest. Too many times teams are just out to wipe out the other team in Conquest and while it is one of the conditions for a win, it is not meant to be the Driving force for that win, unlike Assault, which is all about the destruction of the enemy team.
Conquest takes a different tactic and that isn't being done in it's current state.

#2 FerrolupisXIII

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Posted 26 January 2013 - 03:14 PM

unfortunately this wouldn't really be fair to pilots who bring a slower mech. they would rarely be making it in time to get any credit. I'd rather see them reduce the earning for kills and increase the amount you get from resources by an appropriate amount.

#3 Vizan Thalt

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Posted 26 January 2013 - 03:18 PM

View PostFerrolupisXIII, on 26 January 2013 - 03:14 PM, said:

unfortunately this wouldn't really be fair to pilots who bring a slower mech. they would rarely be making it in time to get any credit. I'd rather see them reduce the earning for kills and increase the amount you get from resources by an appropriate amount.


Fair enough. Kills are the biggest problem Conquest suffers, so to actually get more for something- ANYTHING, while lowering the benefits of Kills in Conquest is much prefered.

Edited by Vizan Thalt, 26 January 2013 - 04:07 PM.


#4 Vizan Thalt

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Posted 26 January 2013 - 03:45 PM

bump

Edited by Vizan Thalt, 26 January 2013 - 04:07 PM.


#5 Vizan Thalt

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Posted 26 January 2013 - 04:06 PM

View PostFerrolupisXIII, on 26 January 2013 - 03:14 PM, said:

unfortunately this wouldn't really be fair to pilots who bring a slower mech. they would rarely be making it in time to get any credit. I'd rather see them reduce the earning for kills and increase the amount you get from resources by an appropriate amount.


Another thing might be the incorporation of DEFENDING a resource point, which those slow mechs could do very effectively since they are usually heavys or Assaults. They could be awarded Defender credit in leiu of Cap credit for maintianing ownership of the resource.

This would help PROMOTE the spirit of Conquest over Assault on a Conquest field.

Edited by Vizan Thalt, 26 January 2013 - 04:06 PM.


#6 Sasuga

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Posted 26 January 2013 - 04:17 PM

I've already been in more than one conquest match where no damage was dealt, by anyone. It wasn't very exciting.

Edited by Sasuga, 26 January 2013 - 04:17 PM.


#7 Vizan Thalt

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Posted 26 January 2013 - 04:56 PM

I take it that your match was heavy on ECM for both sides and am I to assume that it ended with a 750 Cap Win.

How a match could go with absolutely no damage done is a rare thing and not the norm. Obviously it Can happen if both teams move enmass to the next location without trying to quick cap anywhere else, but that means that you either had no scouts or mechs faster than heavies or they just didn't stray from the pack.and that is probably 2 full load premades- ultra rare if PUG, never engaging the enemy.

As I mentioned above, if you add in the Defender bonus for those slower mechs to Hold a base, there will be all kinds of damage since a tactic would be to go enmass to take each location because of the defense on it. Another would be the scout swarm cap to take out the defenders while their beefier teammates hold what they already capped.

#8 MajorBludd

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Posted 27 January 2013 - 08:33 AM

if they want to make it more about point capture they should have respawns. Right now playing it as TDM is just the fastest way to get the win and really theirs no pay out for capping it just makes it harder to steal a win when the other team cant find you.

If they added respawns from a secured spawn point (say a drop ship the other team cant walk into) and made the win all about capping it would mean players having to work out some sort of attack and defend plan since you could get a constant threat the whole round. Similar to how it was when cap rushing was a big problem only the first cap would not end the game.

#9 Vizan Thalt

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Posted 28 January 2013 - 04:04 PM

At this point ABSOLUTELY ANYTHING is BETTER than the current situation. ECM cappers get the sites, while their force decimates the other team, or worse- the team is ONLY ABOUT the KILL. It needs to be refocused to Hard Cap and HOLD.
The more things that can be done to make this more preferred will only make sure those who LOVE only Assault, never set foot in the Conquest.

#10 Cest7

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Posted 02 February 2013 - 05:48 AM

There should be C-Bill and a small XP reward for flipping caps.

As it stands now, Conquest is less profitable and much more drawn out than Assault.

#11 Antarius

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Posted 02 February 2013 - 07:01 AM

View PostCest7, on 02 February 2013 - 05:48 AM, said:

There should be C-Bill and a small XP reward for flipping caps.

As it stands now, Conquest is less profitable and much more drawn out than Assault.


aggreed!

bonus for capping, and for flipping. (one for time in cap-zone with change, other for change the color)

and simply increase the generated resorces, would make it a threat if the enemy team has more res-tower than you have, now its most of the time, irelevant. You kill the most of the enemy team, if the last two guys try to evade you and win with cap, spread out find them or cap your self...
the time it needs to get to a critical res-value, the most Mechs are allready dead.

#12 Vizan Thalt

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Posted 03 February 2013 - 01:03 PM

View PostCest7, on 02 February 2013 - 05:48 AM, said:

There should be C-Bill and a small XP reward for flipping caps.

As it stands now, Conquest is less profitable and much more drawn out than Assault.


View PostAntarius, on 02 February 2013 - 07:01 AM, said:


aggreed!

bonus for capping, and for flipping. (one for time in cap-zone with change, other for change the color)

and simply increase the generated resorces, would make it a threat if the enemy team has more res-tower than you have, now its most of the time, irelevant. You kill the most of the enemy team, if the last two guys try to evade you and win with cap, spread out find them or cap your self...
the time it needs to get to a critical res-value, the most Mechs are allready dead.


If I am reading these right; we would need- Speed Cap bonus; fastest cap, Retention Bonus- based on how long before it is counter capped, Counter Cap bonus- for claiming it for your side REQUIRES FULL CAP. BUT, I have issues with the just til it turns my color. So I could compromise and add that the more resource towers your team has, the more effective your teams attack and defenses are. This will give you that 'just my color' bonus and make capping a very attractive thing even for the Kill them all types. Bonuses would be +1 dmg/armor/heat eff(0.10)/radar-comms; per tower.

#13 blazarian

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Posted 04 February 2013 - 04:20 AM

I would make the caps matter more (rewards XP and CB to capper when capped, and to the team more the longer the point is being owned). Conquest should be somehow "more dangerous" to players, so they won't just rush and die but defend cap points (slow mechs) and cap the critical ones (fast mechs).

My suggestion as a solution to make "points more dangerous" is some turrets or other defences that is associated with cap points to make other team to destroy the defences first before advancing to a cap point. If they solo, they will die SO FAST = makes people more careful and team oriented in this mode.

As an outcome:
1. good fast mech pilots could try to cap points behind enemy lines and avoid the defence fire as an challenge
2. slow mechs are perfect for cap point defence
3. middle map cap points are the "place for fight" when other team owns the point and other team tries to invade it in some way or try different approach
4. as caps reward the team and cappers greatly over fragging, the caps become the motivation number one (cap and hold is important because if point is lost the "multiplier" resets for the reward)
5. players ain't ******* around frags in their mind, because it is so easy to get killed by cap point defences and enemies
6. team cap rewards could be awarded to those who spend their time near caps
7. ecm units aren't shot by defences if there isn't counter ecm near by

Something like this.

#14 Silencer84

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Posted 04 February 2013 - 04:56 AM

I like balazarian's suggestions. While probably a buttload of work to implement, this is surely something to keep in mind and look into once the dev's solved the more pressing problems of the beta.

#15 Bobzilla

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Posted 04 February 2013 - 06:41 AM

Introduce additional rewards but have them gain resources faster and go neutral faster, but longer to take for your team. Leaving less time for brawling and all the focus will be on capping so the other team doesn't accumulate, not so much you needing to gain points. Matches should run longer too.

#16 Pachar

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Posted 04 February 2013 - 08:13 AM

My suggestion
http://mwomercs.com/...ping-icentives/

#17 Fiachdubh

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Posted 08 February 2013 - 07:24 AM

Really needs to be more recognition for capping and defending resource locations. Spent the last couple games constantly capping and defending, contributing a great deal to the win sometimes but then getting next to no cbills or xp especially if we lose. The slower heavies, mediums and assaults still get plenty of points through combat which is fine but needs to be more for those doing the capping.

#18 Vizan Thalt

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Posted 16 February 2013 - 02:43 AM

View PostFiachdubh, on 08 February 2013 - 07:24 AM, said:

Really needs to be more recognition for capping and defending resource locations. Spent the last couple games constantly capping and defending, contributing a great deal to the win sometimes but then getting next to no cbills or xp especially if we lose. The slower heavies, mediums and assaults still get plenty of points through combat which is fine but needs to be more for those doing the capping.


This is one of the purest thoughts on this I have seen because it is correct. As it stands, you get more Cbills and XP for blowing the crap out of the other team than you do as a capper and absolutely nothing for defending a capped resource.
This is what needs to be addressed so that capping and defending are more important than just going out and wiping out the other team. Objectives are: Gain 750 resources OR eliminate opposition, not vise versa. Wiping out is secondary, but the way things are... it's all players know how to do in this convoluted PUG environment.





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