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Base Cap Improvements


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#1 Hil

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Posted 08 March 2013 - 12:21 PM

It was initially a problem, but lately it has become the most unpleasant one.
Obviously weaker team, already losing the battle, wins by cap easily, because the cap is way too easy in group.
Also, some "fights" end without fighting just because teams went different flanks, and the game goes "who caps faster and all at once".
The devs saw the problem and decided to fight it with "no money for capping" method. It worked A BIT, but not at all, and the problem had become somewhat even worse: now those who reasonably chose to cap in situation, where no chance of winning otherwise remained, were left without CBills reward for their decision.

There is, though, one simple, effective and approved decision. That is, to put into action cap speed limitations. One mech caps the same as now, or a bit slower, second in the field adds 50% to the capture speed, AND that's ALL. No further speed ups!
If balance allows it, you could also add the rule "Damaged mech doesn't cap for (2, 3, 5?) seconds after being damaged". This way, on Alpine and other large maps, you can effectively support base defence with long range weapons.

#2 MajorEvent

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Posted 08 March 2013 - 02:01 PM

Here is a suggestion. Fix the Cap so that it takes a heavy mech to really make it attractive. In order to get a heavy mech to the Cap it would require some protection as he would be a prime target. This could change the whole dynamic of the cap in that now it takes more of a team effort to make it happen versus a couple of speedy lights. Another option would be to make the cap way slow for lights and very fast for the heavies. But I really think it would be cool if you needed to ESCORT a heavy to a base in order to successfully cap and of course...make the cap reward more interesting like a special unlock of certain upgrades or such.

Dave





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