Conquest Mode Would Be More Fun If....
#21
Posted 18 March 2013 - 04:51 AM
#22
Posted 18 March 2013 - 04:52 AM
#23
Posted 18 March 2013 - 04:55 AM
http://www.callofduty.com/
http://www.halowaypoint.com/en-us/
http://www.battlefield.com/
http://store.steampowered.com/css
Take your pick...
As for MWO
The more they work towards a hybridization between EVE's null sec and PS2's persistant, open world, faction vs faction warfare the better.
#24
Posted 18 March 2013 - 05:00 AM
#26
Posted 18 March 2013 - 05:41 AM
Thomas McRiley, on 14 March 2013 - 04:57 AM, said:
In my opinion the available game modes have nothing in common with strategy and mechwarrior.
You need a mode like conquest, but not for capping "points". You should have tactical advantages through capping obstacles.
For example different obstacles to cap, different tactical advantages:
Airfield: when capped and held for 1 minute, teamcommander can airstrike a location 200x200 m on minimap
Radar array: when capped and held for 2 minutes, all enemies locations are revealed on minimap through satellite in orbit
Mech repair facility: when capped and held for 5 minutes, all friendly units are repaired by 5%
Trainstation: when capped and held for 3 minutes, the train there equipped with long tom artillery may fire once on a location within 2 km
Just examples. You imagine what I meen. These timers can be resettet and so on.
Through obstacles giving tactical advantages ingame, people want to cap them. You don't stick together with 8 / 12 mechs and killrush the enemy.
People need to build lances and WANT to cap these things and hold / defend them. The game is not over by capping bases, but give tactical abilities. Game time should be longer, maybe 30 minutes.
There could also be objects that you destroy. Ever wanted to destroy those turrets on a Union Class dropship? When all turrets are destroyed, the ship is yours (different cap mechanism); giving your team a tactical advantage.
That is what I miss at the moment most. Base capping in Assault mode is no fun. Capping in Conquest ends in a deathmatch, because no one is willing to cap for points and spread the team over the map!
Just quoting because this needs to be resaid. Capping points is boring; I play the game for a tactical change of pace, and for that delicious BT-style combat. I don't play so I can hope my team spawns with more lights so we can all go ignore the enemies and stand still on predetermined points of the map for five minutes. Give me something that even NetMech for MW2 had, where I can lead an assault lance against a terraforming plant or try to slip in and ninja it, taking out the core in a suicidal blaze of glory.
I also wouldn't be horribly opposed to consumables like I am now if they only worked when you had control of an airstrip or repair facility, etc. Could make that work well, I think.
#29
Posted 18 March 2013 - 05:57 AM
Ryllen Kriel, on 14 March 2013 - 05:05 AM, said:
The concept is nice overall for Conquest, but it would be better (once more in my humble opinion) if there was more of a strategic benefit to each captured territory. Although an entirely different type of game, Shogun 2 PvP maps have something like this, where capturing certain facilities give certain benefits to weapons or armor, ect. Just brainstorming here, but why not make a radar station to give extended sensor range, an aerospace fighter launch bay, satellite artillery support, reload stations, a mech repair bay or something of that type to each capture point to add gameplay diversity and more strategy in attempting to make some points more valuable and require more of a planned set of attack points. I think it would promote more teamwork. Also, I know the artillery strike modules and such are coming soon, so captue points would likely have to have different benefits other than those. I'm just listing brief examples.
Also, if the goal is to gain a certain score, there should be multiple mech drops per player. Too often it's not strategy or teamwork but dumb luck that a Conquest game seems to be won by matchmaking giving one team more light mechs to run around like headless chickens. Whereas any heavy or assault mechs end up having to spread out to cover more ground, moving so slowly and just end up picked apart. I like how mech classes balance out, but a game mode like this just doesn't seem to fit a mechwarrior game to me. I never go into Conquest without a medium or light mech as a result.
Oh well, just shooting around some ideas.
Hah, Thomas beat me to it on posting...sorry for redundant ideas in my post but I was afk halfway through my typing.
aerospace fighter would need to be killable i want a use for the rifleman
#30
Posted 18 March 2013 - 06:00 AM
boomboom517, on 18 March 2013 - 05:57 AM, said:
Eh? None of the Autocannon's really fire as fast as they should from lore anyways. They fire so slow that MWO's AC's would be the worst AA cannon's ever.
However, MW:LL's Rifleman with AC's is quite awesome to use as an AA platform.
#31
Posted 18 March 2013 - 06:05 AM
#34
Posted 18 March 2013 - 06:58 PM
Khobai, on 18 March 2013 - 04:46 AM, said:
2) assault needs to prevent capping within the first 5 minutes, so you actually get to play the game for at least 5 minutes.
3) conquest needs individual cap rewards, but also needs a resource penalty for deaths, because quite frankly its dumb that a team that loses 7 mechs can still win in conquest. The value of the resources have got to be worth way less than the value of the mechs lost, making it a definite non-victory. Whenever a mech on your team dies, your team should lose like 25-50 resources or something, to encourage less stupidity.
Instead of a resource penalty perhaps a resource boon per kill? I agree that it's stupid that a team that is all but annihilated can still pull off the win, but that's my real problem with this conquest mode. It would be a lot better if you had to guard caravans of resources headed from capture points back to your base. Let them be guarded by tanks and such, perhaps even npc mechs? This way people would have to do more than just capture points to win. This would also allow for resource stealing to add more depth/strategy to winning.
I also like the idea of using your mechbays until they run out, and I would like to see a repair timer on mechs that were destroyed. In essence, it would be an actual conquest mode where you have to save up resources to win. Not this one way or the other. You would have to increase the resource cap, put xp/c-bill rewards to npc vehicles, but it would be a much more extensive game mode. This type of a game mode would require strategy and communication beyond anything we've seen to this point, it would last longer (which many people would prefer), and no single mech could possibly win.
They would need to reduce the number of capture points or increase the number of lances per match to be able to cover everything. Possibly having a resupply/repair station for more ammo/health.
Edited by Xerxys, 18 March 2013 - 07:02 PM.
#35
Posted 18 March 2013 - 07:01 PM
#36
Posted 18 March 2013 - 08:04 PM
#38
Posted 19 March 2013 - 01:25 AM
gaining the resources actually did something other than end the game, like give you bonus c-bills or xp and you actually had to kill the other team.
or bikini clad models gave you cold drinks while you capped. That could work too.
#39
Posted 19 March 2013 - 01:40 AM
#40
Posted 19 March 2013 - 02:43 AM
The present rate of capture AND resource collection was HALVED-- as it would require:
1) the organization at least 2 or more mechs to go around capping-- if the team still want to achieve the current kind of base-rush/ speed-capping when the capture rate is reduced.
2) the organized defence of resource collectors, since the reduced rate of resource collection would require at least 2 out of 5 resource collectors to be held CONTINUOUSLY for 12.5 mins in order to collect 750 resources (or around 5 whole mins if ALL 5 resource points are held CONTINUOUSLY)-- making Conquest into a game of multiple base attack/ defence.
Of course, my idea of fun is even MORE scouting around, ambushes, entrapment, etc. than we already have in Conquest now.
It might force or result in more "time-out" draws, but I think some players would prefer that (i.e. more active teamwork/ attack/ defence) to simply losing to speed-cappers (or more frequently in my case, slow-cappers who stayed out of the main fray)... especially since you already get c-bills for resource collected and xp for caps, though maybe the rewards can be increased since the reduced rate of capture and resource collection makes them harder to earn.
Similarly, halving the rate of capture for Assault Mode would also encourage more active teamwork/attack/defence-- and make the "accelerated capture module" something actually useful/valuable enough for players to spend GXP on.
Edited by Forestal, 19 March 2013 - 03:00 AM.
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