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Improving Conquest Mode


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#1 Xerxys

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Posted 18 March 2013 - 08:08 PM

I have gone through many of the posts concerning Conquest Mode in MWO and the general feeling is that PGI utterly failed in it's implementation. I have decided to try and put together a rough outline that I'm seeing the majority wish to see in Conquest mode, and filling in ideas with some of my own. I'm hoping to create a rough outline of what the population of MWO would be satisfied with. So here we go:

1) Nobody is getting xp/c-bills from capturing points (the proposed goal of the game mode).
a) This is a simple thing to correct and should be very quickly. Each point captured should warrant the one(s) responsible say 10xp and 100-250 c-bills. If captured completely this reward should be increased to 50-75xp and 500-1000c-bills. This gives true motivation for capturing individual points. This is one of the major gripes I've seen and I myself have with this mode.
:unsure: Increase the rewards for winning via points considerably. I'm not sure what they are currently set up for, but I know they are worthless enough that I don't even bother looking anymore.

2) I'm seeing respawns desired and loathed in equal measure. I know the whole dropship thing is yet to come into play, but that is one of two fixes to this issue. It's not conquest mode if you can win by killing off the other team so readily.
a) My first proposal and the simplest one would be for people to have all the mechs that are readied at their disposal. If they don't own enough mechs they could simply choose from the current trial variants. This would be the simplest way and I have seen that it's in the works.
:) Allow for repair/re-arming at owned capture points and have the points for that point stopped until the mech(s) present are fully repaired/re-armed.

3) On account of suggestion number two the points required to win would need to be increased to an even 1000. Or have multiple modes available to decrease the points required increasing the rewards gained for the higher point matches.

4) I really would like to see bases not considered a capturable point and convoys of resources travel from cap points to your base and the resource points gained only from successful journeys.

5) Allow us last minute changes to our mech setups after the map is known but before the match starts. Mechs are limited to what the player has in their inventory prior to launching from their home.

6) From what I've seen in the majority of posts is that people want longer more involved games. Add a team death match mode for those who want that, you have assault for those who aren't bored of it already, and conquest would be the longest and most involved of all the game modes.

If I have forgotten anything or you people think of things I have missed please bring them forward. I want a new game mode, but I agree with the people who have claimed that conquest is assault 2.0.

Edited by Xerxys, 19 March 2013 - 07:27 PM.


#2 Vincent Lynch

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Posted 19 March 2013 - 06:38 AM

1. yes.
2. no, because that would disencourage balanced builds just as much as map selection.
4. objectives moving themselves would be a good NEW game mode. no reason to change the existing 2 towards this.
5. No, for same reason as the no to #2.
6. yes, team death match should be included, but as only one of at least 4 different game modes.

also, why did you start this thread FOUR times?

#3 Xerxys

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Posted 19 March 2013 - 07:29 PM

I got hung up after trying to post the first time. Didn't know that it started 4 times.

Extremely few people seem to actually like the conquest mode that has been put forth. These are the ideas that I've seen all over various posts to help the conquest game mode. Having a balanced build is unattainable for many mechs. The cost for light mechs, in particular, to brandish long ranged weapons would severely limit other weapon types they can run. Let's face facts here; many of the maps are designed to favor either long range sniping/LRMs or close range brawling. Running a light mech or a brawler in the Alpine map is boring and only picks up near the end as the ammo runs out or frustration levels overflow. Their isn't enough cover to close the distance before LRMs and PPCs are able tear you apart. It's mainly for this map that the idea of making alterations to your mech even came to me.

Point #2 is mostly about extending game play. Given the different games out there currently the only thing this game has going for it is the big stompy robot aspect. Signing up to play these small maps and even shorter battle scenarios isn't going to keep many people coming back. Most games, especially MMOs, are moving to streaming game play. One of the reasons that World of Warcraft became such an instant success and stole players away from similar games is the lack of loading screens. FPSs like Planetside 2 offer such streamline game play. The only loading screens there are when you've lost the zone you've been fighting for and have to airdrop into a new zone. Otherwise the game play is pretty continuous and you have a sense of accomplishment when you successfully defend or assault a point of interest.

All of that aside I think the biggest win in all of that is that you're fighting for quite a long while at a go. Not this 2-5 minute gaps between the first 10 minutes and the next 10 minutes of play. That time is being quite generous I think as I see many people die within the first 2 minutes of the game as it is now. IMO people should be able to build their mech as they choose, not balanced. Many of my mech builds are for short range engagements because I find no interest in launching LRMs all match. I do love sniping, but again it's useful on some maps and not so much on others.

The point behind #5 is that no military force would march into a situation blind, unless they were truly desperate. At the very least the climate and terrain are known and planned for. You wouldn't send the 10th mountain division to the Sahara Desert. Some knowledge of what you're getting yourself into would be know beforehand. Balanced builds are great, and if it's what you like then have at it. IMO it shouldn't be mandatory to run a balanced build simply because you have no idea what's to come.

This whole idea behind this thread is to try and help PGI fix a game mode that is obviously a huge disappointment to the majority of players. I truly hope that the next time you post here you have more to offer than tearing down ideas that have seemed pretty unanimous throughout all the posts, and if they aren't I let it be known as well.





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