

Xp For Capping Suggestion
#21
Posted 24 March 2013 - 03:47 AM
The LONGER the game is before an enemy base is capped the more XP is gained AND match points.
This means that if you try and cap within the first 2 minutes of game you get ziltch. If you are the last two standing and the enemy is closing and you manage to cap the enemy base with 3 minutes of match time left you get a huge reward.
This reward would of course be SPLIT amongst mechs who HAS, IS or WAS within the capture zone during the entire match.
#22
Posted 24 March 2013 - 04:33 AM
Voidsinger, on 24 March 2013 - 12:35 AM, said:
Certainly, for Conquest mode, 5XP and 20 C-bills per tick is not unreasonable.
Assault mode is badly named. A true assault is about capturing the objective, and thus should be rewarded far greater than current capping points. Perhaps Assault should be renamed something like "Intercept" to indicate that the primary mission is to combat the enemy mechs, not capture anything. In that case, leave it how it is. Renaming to intercept would make a capping a failed intercept.

Dude! That is just to simple a solution!
I like it.

#23
Posted 24 March 2013 - 04:35 AM
That would be fair.
#24
Posted 24 March 2013 - 05:12 AM
Edited by 1sh0t, 24 March 2013 - 05:14 AM.
#25
Posted 24 March 2013 - 05:41 AM
Edit: And I'm gunna take a wild stab here and say this is not your only account.
Edited by LittleGrim, 24 March 2013 - 05:42 AM.
#26
Posted 24 March 2013 - 05:58 AM
Basically if you loose to cap and whine about it. ****.
1sh0t, on 24 March 2013 - 05:12 AM, said:
Ever thought of splitting up? Defending multiple points from a damaged light? Wanna know my top tip for fighting lights in conquest?? Leg the little *******! Watch em try and get away then!!
#27
Posted 24 March 2013 - 06:05 AM
If caping should not be rewarded because you're already rewarded by wining the game, then killing and doing damage should also not be rewarded as it also brings team much closer to a win.
It sometimes feels stupid spending a large part od the match outmaneuvering the enemy and caping their **** just to end up on the back of the leaderboard and end up with the least money and xp.
#28
Posted 24 March 2013 - 07:15 AM
#29
Posted 24 March 2013 - 08:15 AM

#30
Posted 24 March 2013 - 08:35 AM
Hellboy561, on 24 March 2013 - 05:58 AM, said:
MechBaseDefender. Sounds exciting!
Quote
It's a poorly implemented mechanic that ultimately puts a damper on the fun combat this game can provide.
Quote
Splitting up? You mean making yourself an easier target when you run into the other teams mob of mechs?
Quote
Wow! You're a genius! I just need to leg it while it's completely avoiding combat at all costs!
I'm responding in a probably overly divisive manner, but it's because you ignored everything I said and replied like there's nothing to complain about this bad mechanic. My points again if you had trouble understanding them:
- Losing a match where you won the real "fight" is a fun killer.
- The speed difference between lights/assaults is so massive that it can be near impossible to catch a careful light.
- Having a match finish because of capping, win or lose, while the fight is still going on is LAME.
#31
Posted 24 March 2013 - 08:38 AM
I'd like the rewards (c-bills/xp) to pay out for smart play as much as possible. This takes some thought and careful implementation to do well.
#32
Posted 24 March 2013 - 08:47 AM
1sh0t, on 24 March 2013 - 08:35 AM, said:
It's a poorly implemented mechanic that ultimately puts a damper on the fun combat this game can provide.
Splitting up? You mean making yourself an easier target when you run into the other teams mob of mechs?
Wow! You're a genius! I just need to leg it while it's completely avoiding combat at all costs!
I'm responding in a probably overly divisive manner, but it's because you ignored everything I said and replied like there's nothing to complain about this bad mechanic. My points again if you had trouble understanding them:
- Losing a match where you won the real "fight" is a fun killer.
- The speed difference between lights/assaults is so massive that it can be near impossible to catch a careful light.
- Having a match finish because of capping, win or lose, while the fight is still going on is LAME.
A response to your point 1
If I bring a light and you bring an assault a brawl is not in my favor and a cap is not in yours - we each have strengths that we need to try and put to use. You need to corner me and punk me up, I need to, for the most part stay away. Forcing the light into combat with the assault due to game mechanics means the assault mostly has the advantage.
Point 2
If capping because valuable there will be more people willing to go after this reward, which means lights and mediums will be out fighting for peripheral nodes while the assault mechs fight for the core node. There will be a fight, just not in an 8 man ball of mechs. This will actually promote lance vs lance fights rather than zerg rolls.
Point 3
For conquest I would like to see the "resource" limit increase, especially in the large maps. Now I know that people already don't like the time it takes to grind through these larger maps but I think a reasonable fix for that would be to make the time limit longer, resource limit higher and grant more xp and c-bills for the match. This way there would be a similar reward per time spent in the large maps and the small maps.
The other solution to point 3 is a team death match mode. For those who just want an arena style kill 'em all game they should have that option.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users