

Idea: Make Conquest More About The Cap
#1
Posted 26 January 2013 - 02:27 PM
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
Posted 26 January 2013 - 03:14 PM
#3
Posted 26 January 2013 - 03:18 PM
FerrolupisXIII, on 26 January 2013 - 03:14 PM, said:
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
Posted 26 January 2013 - 03:45 PM
Edited by Vizan Thalt, 26 January 2013 - 04:07 PM.
#5
Posted 26 January 2013 - 04:06 PM
FerrolupisXIII, on 26 January 2013 - 03:14 PM, said:
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
Posted 26 January 2013 - 04:17 PM
Edited by Sasuga, 26 January 2013 - 04:17 PM.
#7
Posted 26 January 2013 - 04:56 PM
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
Posted 27 January 2013 - 08:33 AM
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
Posted 28 January 2013 - 04:04 PM
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
Posted 02 February 2013 - 05:48 AM
As it stands now, Conquest is less profitable and much more drawn out than Assault.
#11
Posted 02 February 2013 - 07:01 AM
Cest7, on 02 February 2013 - 05:48 AM, said:
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
Posted 03 February 2013 - 01:03 PM
Cest7, on 02 February 2013 - 05:48 AM, said:
As it stands now, Conquest is less profitable and much more drawn out than Assault.
Antarius, 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
Posted 04 February 2013 - 04:20 AM
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
Posted 04 February 2013 - 04:56 AM
#15
Posted 04 February 2013 - 06:41 AM
#17
Posted 08 February 2013 - 07:24 AM
#18
Posted 16 February 2013 - 02:43 AM
Fiachdubh, on 08 February 2013 - 07:24 AM, said:
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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