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Conquest Mode Would Be More Fun If....


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#1 Teralitha

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Posted 14 March 2013 - 02:05 AM

It was respawn


Your turn.

Edited by Teralitha, 14 March 2013 - 02:06 AM.


#2 TheGreatNoNo

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Posted 14 March 2013 - 02:10 AM

If it had weight balance.

#3 Jonathan Paine

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Posted 14 March 2013 - 02:38 AM

if you actually got an individual reward for capping...

#4 OneEyed Jack

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Posted 14 March 2013 - 03:03 AM

If respawn is so almighty important to you, play a game with respawn. Leave my stompy space-robots alone! :( A respawning 3L would damned sure be the quickest way to get me to uninstall this game.

#5 Cebi

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Posted 14 March 2013 - 03:06 AM

Conquest would be better with fewer capture points, forcing more focussed battles. Removing the ones at spawn would be a good start.

#6 Kaelus

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Posted 14 March 2013 - 03:22 AM

I don't know if you guys remember the PCGamer article, but last night on NGNG cast Bryan Eckman confirmed that they are stilling working on and planning the same gameplay they promised for conquest for CW. While I have lost a lot of faith in the dev team, this gives me some hope for the future at least. I'm surprised he didn't dodge my question, especially after that travesty of a QA.

#7 sycocys

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Posted 14 March 2013 - 03:23 AM

Children didn't think it was assault.

#8 Commander Kobold

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Posted 14 March 2013 - 03:32 AM

View Postsycocys, on 14 March 2013 - 03:23 AM, said:

Children didn't think it was assault.


people use it as an assault mode because of the crappy cap mechanic in the actual assault mode and will most likely continue to do as such untill they get a TDM mode or something is done about the cap mechanic.

Edited by Omni 13, 14 March 2013 - 03:33 AM.


#9 Mercules

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Posted 14 March 2013 - 03:46 AM

View PostOmni 13, on 14 March 2013 - 03:32 AM, said:


people use it as an assault mode because of the crappy cap mechanic in the actual assault mode and will most likely continue to do as such untill they get a TDM mode or something is done about the cap mechanic.


You mean like them learning to play? I don't think that will ever happen.

#10 EvilCow

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Posted 14 March 2013 - 04:43 AM

I liked TC in MWLL but I cant stand Conquest in MWO, I never play it unless I forget to preselect assault (and in that case an ALT-F4 is likely to follow).

Lack of respawn is only part of the problem, in TC you could have battles lasting more than an hour with a sense of purpose and continuous changes on the battlefield. Here we have 15 minutes skirmishes where the objectives are an annoyance at best (and butt ugly).

There is definitely space for improvements.

#11 Thomas McRiley

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Posted 14 March 2013 - 04:57 AM

Copy/paste a post i made in the suggestion forum:

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!

#12 Ryllen Kriel

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Posted 14 March 2013 - 05:05 AM

Conquest is kind of a wasted game mode for mechwarrior in my opinion. Others might like it but I feel that mechwarrior mechanics benefit teamwork with the various weights, weapons loadouts and use of terrain. This game mode encourages people to split up into small unbalanced groups far too often, especially if you are in a P.U.G.

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.

Edited by Ryllen Kriel, 14 March 2013 - 05:06 AM.


#13 Failcube

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Posted 14 March 2013 - 07:41 AM

It's broken atm, my group only plays assault mode.

What they really need are other sorts of objectives. Mechs capturing is pretty boring.

Where are the NPC ground units and destructible targets and such like WoT/War Thunder, etc. for points? A full year of strictly 8v8 multiplayer doesn't feel like MechWarrior even though I'm hooked.

#14 Teralitha

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Posted 14 March 2013 - 11:40 AM

I think what would be awesome is if not only add respawn, but let you respawn at the closest team owned uncontested capture point. Or at your main spawn point if you dont have any.

#15 Xerxys

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Posted 18 March 2013 - 04:21 AM

The whole game would be so much better if it worked more like Planetside 2 where we're fighting for whole planets. You capture strategic points within an area and you gain control of the area. I highly doubt that's possible at this point and it is a shame IMO, but I do like the idea of a repair station and the like. The current game modes are quite boring and conquest is really just an expansion of assault.

The following are some of the things that I dislike most:

As it stands now, the light mechs are expected to go and cap points. This gives no experience/c-bills and keeps lights out of combat where the real gains are.

The points are spread out and their are too many capture points and way too few mechs are fielded.

I really don't want the whole respawn thing to happen, but if you could jump into one of your other mechs or even trial mechs if you don't have any available it would help extend the game play.

The matches are really short and still very boring with the Alpine map being the worst of the bunch.

You are not able to set your mech for the map you're running. Honestly, who would attack that blindly? Who would voluntarily go to a map like the Alpine map with a close range brawler? Who would run Caustic with an all energy mech if they had other options?

We're forced to run random maps with whatever we have and all too often the teams are set up to where one side seems to have all the LRMs/ECMs or whatever really turns the tide of battle.

Edited by Xerxys, 18 March 2013 - 04:23 AM.


#16 Budor

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Posted 18 March 2013 - 04:26 AM

Respawn/dropship mode with up to 4 different variants you select before the drop would be really cool.

#17 EvilCow

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Posted 18 March 2013 - 04:34 AM

View PostBudor, on 18 March 2013 - 04:26 AM, said:

Respawn/dropship mode with up to 4 different variants you select before the drop would be really cool.


Indeed, I would also allow more than four, it makes sense also from the business perspective (more mechbays, customizations, hero mechs, consumables etc).

In general I wish for longer games, those 15 minutes drops lack depth. I imagine that a MW game needs to be epic, right now skirmishes around those terrain sucking things are exactly the opposite of epic.

#18 12Bravo

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Posted 18 March 2013 - 04:40 AM

View PostJonathan Paine, on 14 March 2013 - 02:38 AM, said:

if you actually got an individual reward for capping...


This is it in a nutshell... Otherwise it is great the way it is...

#19 PurpleNinja

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Posted 18 March 2013 - 04:46 AM

View PostMercules, on 14 March 2013 - 03:46 AM, said:

You mean like them learning to play?

Someone should write a user guide.

:) :)

#20 Khobai

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Posted 18 March 2013 - 04:46 AM

1) theyre adding dropship reanimator for both assault and conquest.

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.

Edited by Khobai, 18 March 2013 - 04:50 AM.






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